#include "MainState.h" #include "DllInterfaces/GFXAPI.h" #include "OysterMath.h" #include "C_obj/C_Player.h" #include "C_obj/C_StaticObj.h" #include "C_obj/C_DynamicObj.h" #include #include "NetworkClient.h" #include "EventHandler\EventHandler.h" #include "Buttons\ButtonRectangle.h" using namespace ::DanBias::Client; using namespace ::Oyster; using namespace ::Oyster::Math3D; using namespace ::Oyster::Network; using namespace ::Oyster::Event; using namespace ::Utility::DynamicMemory; using namespace ::Utility::StaticArray; struct MainState::MyData { MyData() {} GameClientState::ClientState nextState; NetworkClient *nwClient; Graphics::API::Texture background; EventButtonCollection button; }; void OnButtonInteract_Create( Oyster::Event::ButtonEvent& e ); void OnButtonInteract_Join( Oyster::Event::ButtonEvent& e ); void OnButtonInteract_Quit( Oyster::Event::ButtonEvent& e ); MainState::MainState(void) {} MainState::~MainState(void) { if( this->privData ) this->Release(); } bool MainState::Init( NetworkClient* nwClient ) { this->privData = new MyData(); this->privData->nextState = GameClientState::ClientState_Same; this->privData->nwClient = nwClient; this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" ); // create buttons ButtonRectangle *button; button = new ButtonRectangle( L"earth_md.png", OnButtonInteract_Create, this, 0.5f, 0.2f, 0.3f, 0.1f, true ); this->privData->button.AddButton( button ); button = new ButtonRectangle( L"skysphere_md.png", OnButtonInteract_Join, this, 0.5f, 0.4f, 0.3f, 0.1f, true ); this->privData->button.AddButton( button ); button = new ButtonRectangle( L"plane_texture_md.png", OnButtonInteract_Quit, this, 0.5f, 0.8f, 0.3f, 0.1f, true ); this->privData->button.AddButton( button ); // bind button collection to the singleton eventhandler EventHandler::Instance().AddCollection( &this->privData->button ); return true; } GameClientState::ClientState MainState::Update(float deltaTime, InputClass* KeyInput) { EventHandler::Instance().Update( KeyInput ); return this->privData->nextState; } bool MainState::Render() { Graphics::API::NewFrame(); Graphics::API::StartGuiRender(); Graphics::API::RenderGuiElement( this->privData->background, Float2(0.5f), Float2(1.0f) ); this->privData->button.Render(); Graphics::API::EndFrame(); return true; } bool MainState::Release() { if( privData ) { Graphics::API::DeleteTexture( this->privData->background ); privData = NULL; // button collection will be autoreleased from EventHandler } return true; } void MainState::ChangeState( ClientState next ) { this->privData->nextState = next; } /// button actions //ButtonState_None, // onExit //ButtonState_Hover, //ButtonState_Pressed, //ButtonState_Down, //ButtonState_Released, void OnButtonInteract_Create( Oyster::Event::ButtonEvent& e ) { switch( e.state ) { case ButtonState_Released: e.owner->ChangeState( GameClientState::ClientState_LobbyCreate ); break; default: break; } } void OnButtonInteract_Join( Oyster::Event::ButtonEvent& e ) { switch( e.state ) { case ButtonState_Released: e.owner->ChangeState( GameClientState::ClientState_Lan ); break; default: break; } } void OnButtonInteract_Quit( Oyster::Event::ButtonEvent& e ) { switch( e.state ) { case ButtonState_Released: e.owner->ChangeState( GameClientState::ClientState_Quit ); break; default: break; } }