#ifndef DANBIAS_CLIENT_GAMING_UI_H #define DANBIAS_CLIENT_GAMING_UI_H #include "GameStateUI.h" #include "L_inputClass.h" #include "Camera_FPSV2.h" #include "Buttons\Text_UI.h" #include "Buttons\Plane_UI.h" namespace DanBias { namespace Client { class GamingUI : public GameStateUI { public: GamingUI( InputClass *input, ::Oyster::Network::NetworkClient *connection, Camera_FPSV2 *camera ); virtual ~GamingUI(); bool Init(); UIState Update( float deltaTime ); bool HaveGUIRender() const; bool HaveTextRender() const; void RenderGUI() const; void RenderText() const; bool Release(); private: InputClass *input; ::Oyster::Network::NetworkClient *netClient; Camera_FPSV2 *camera; Text_UI* text; Plane_UI* plane; bool key_forward; bool key_backward; bool key_strafeRight; bool key_strafeLeft; bool key_Shoot; bool key_Jump; // DEGUG KEYS bool key_Reload_Shaders; bool key_Wireframe_Toggle; bool renderWhireframe; // !DEGUG KEYS GamingUI(); void ReadKeyInput(); }; } } #endif