#include "LanMenuState.h" #include "C_obj/C_Player.h" #include "C_obj/C_StaticObj.h" #include "C_obj/C_DynamicObj.h" #include "DllInterfaces/GFXAPI.h" #include "LobbyState.h" #include "GameState.h" #include "../GameClientRecieverFunc.h" #include using namespace DanBias::Client; struct LanMenuState::myData { myData(){} Oyster::Math3D::Float4x4 view; Oyster::Math3D::Float4x4 proj; C_Object* object[2]; int modelCount; GameRecieverObject* recieverObj; bool serverOwner; // UI object // game client* }privData; LanMenuState::LanMenuState() { } LanMenuState::~LanMenuState() { } bool LanMenuState::Init(Oyster::Network::NetworkClient* nwClient) { privData = new myData(); this->nwClient = nwClient; // load models LoadModels(L"UImodels.txt"); InitCamera(Oyster::Math::Float3(0,0,5.4f)); return true; } bool LanMenuState::LoadModels(std::wstring file) { Oyster::Graphics::Definitions::Pointlight plight; plight.Pos = Oyster::Math::Float3(-2,3,0); plight.Color = Oyster::Math::Float3(0,1,0); plight.Radius = 10; plight.Bright = 1; Oyster::Graphics::API::AddLight(plight); // open file // read file // init models privData->modelCount = 2; ModelInitData modelData; modelData.world = Oyster::Math3D::Float4x4::identity; modelData.visible = true; modelData.modelPath = L"..\\Content\\Models\\box_2.dan"; // load models privData->object[0] = new C_StaticObj(); privData->object[0]->Init(modelData); Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2)); modelData.world = modelData.world * translate; privData->object[1] = new C_DynamicObj(); privData->object[1]->Init(modelData); return true; } bool LanMenuState::InitCamera(Oyster::Math::Float3 startPos) { privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000); //privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000); Oyster::Graphics::API::SetProjection(privData->proj); privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos); privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view); return true; } GameClientState::ClientState LanMenuState::Update(float deltaTime, InputClass* KeyInput) { /*ChangeState(KeyInput); if(privData->recieverObj->IsConnected()) privData->recieverObj->Update(); KeyInput->Update(); if(privData->serverOwner) { DanBias::GameServerAPI::ServerUpdate(); } DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same; state = privData->recieverObj->gameClientState->Update(deltaTime, KeyInput); if(state != Client::GameClientState::ClientState_Same) { privData->recieverObj->gameClientState->Release(); delete privData->recieverObj->gameClientState; privData->recieverObj->gameClientState = NULL; switch (state) { case Client::GameClientState::ClientState_LobbyCreated: privData->serverOwner = true; case Client::GameClientState::ClientState_Lobby: privData->recieverObj->gameClientState = new Client::LobbyState(); break; case Client::GameClientState::ClientState_Game: privData->recieverObj->gameClientState = new Client::GameState(); break; default: //return E_FAIL; break; } privData->recieverObj->gameClientState->Init(privData->recieverObj); // send game client }*/ return ChangeState(KeyInput); } GameClientState::ClientState LanMenuState::ChangeState(InputClass* KeyInput) { // create game if( KeyInput->IsKeyPressed(DIK_C)) { DanBias::GameServerAPI::ServerInitDesc desc; DanBias::GameServerAPI::ServerInitiate(desc); DanBias::GameServerAPI::ServerStart(); // my ip nwClient->Connect(15151, "127.0.0.1"); if (!nwClient->IsConnected()) { // failed to connect return ClientState_Same; } return ClientState_Lobby; } // join game if( KeyInput->IsKeyPressed(DIK_J)) { // game ip nwClient->Connect(15151, "194.47.150.56"); if (!nwClient->IsConnected()) { // failed to connect return ClientState_Same; } return ClientState_Lobby; } return ClientState_Same; } bool LanMenuState::Render() { Oyster::Graphics::API::SetView(privData->view); Oyster::Graphics::API::SetProjection( privData->proj); Oyster::Graphics::API::NewFrame(); // render objects for (int i = 0; i < privData->modelCount; i++) { privData->object[i]->Render(); } // render effects // render lights Oyster::Graphics::API::EndFrame(); return true; } bool LanMenuState::Release() { for (int i = 0; i < privData->modelCount; i++) { privData->object[i]->Release(); delete privData->object[i]; privData->object[i] = NULL; } delete privData; privData = NULL; return true; } void LanMenuState::Protocol(ProtocolStruct* protocolStruct) { if((PlayerName*)protocolStruct) PlayerJoinProtocol((PlayerName*)protocolStruct); } void LanMenuState::PlayerJoinProtocol(PlayerName* name) { }