#define NOMINMAX #include #include "Include\DanBiasGame.h" #include "DllInterfaces/GFXAPI.h" #include "GameClientState/GameClientState.h" #include "GameClientState\GameState.h" #include "GameClientState\LobbyState.h" #include "GameClientState\LobbyAdminState.h" #include "GameClientState\MainState.h" #include "GameClientState\LanMenuState.h" #include "GameClientState\NetLoadState.h" #include #include "NetworkClient.h" #include #include "../WindowManager/WindowShell.h" #include "Win32\Win32Input.h" #include "WinTimer.h" #include "vld.h" #include "EventHandler/EventHandler.h" #include "GameClientState\SharedStateContent.h" using namespace ::Oyster; using namespace ::Oyster::Event; using namespace ::Oyster::Network; using namespace ::Utility::DynamicMemory; using namespace ::DanBias::Client; LRESULT CALLBACK WindowCallBack(HWND handle, UINT message, WPARAM wParam, LPARAM lParam ); void ClientEventFunction( NetEvent e ); namespace DanBias { #pragma region Game Data class DanBiasGamePrivateData { public: WindowShell* window; InputClass inputObj; Utility::WinTimer timer; UniquePointer state; SharedStateContent sharedStateContent; NetworkClient networkClient; bool serverOwner; float capFrame; DanBiasGamePrivateData() { this->capFrame = 0; } } data; #pragma endregion //-------------------------------------------------------------------------------------- // Interface API functions //-------------------------------------------------------------------------------------- DanBiasClientReturn DanBiasGame::Initiate(DanBiasGameDesc& desc) { WindowShell::CreateConsoleWindow(); //if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT()))) WindowShell::WINDOW_INIT_DESC winDesc; winDesc.windowSize.x = 1280; winDesc.windowSize.y = 720; winDesc.windowProcCallback = WindowCallBack; if(! data.window->CreateWin(winDesc) ) return DanBiasClientReturn_Error; if( FAILED( InitDirect3D() ) ) return DanBiasClientReturn_Error; if( FAILED( InitInput() ) ) return DanBiasClientReturn_Error; data.serverOwner = false; data.networkClient.SetMessagePump( ClientEventFunction ); data.sharedStateContent.network = &data.networkClient; data.sharedStateContent.input = &data.inputObj; // Start in main menu state data.state = new Client::MainState(); if( !data.state->Init( data.sharedStateContent ) ) return DanBiasClientReturn_Error; data.timer.reset(); return DanBiasClientReturn_Success; } DanBiasClientReturn DanBiasGame::Run() { // Main message loop while(data.window->Frame()) { float dt = (float)data.timer.getElapsedSeconds(); data.timer.reset(); Graphics::API::Update( dt ); data.capFrame += dt; if(data.capFrame > 0.03f) { switch( Update(data.capFrame) ) { case Result_continue: break; case Result_quit: return DanBiasClientReturn_Success; case Result_error: return DanBiasClientReturn_Error; default: break; } if(Render() != S_OK) return DanBiasClientReturn_Error; data.capFrame -= 0.03f; } if(data.networkClient.IsConnected()) data.networkClient.Update(); } return DanBiasClientReturn_Success; } void DanBiasGame::Release() { CleanUp(); } //-------------------------------------------------------------------------------------- // Create Direct3D with Oyster Graphics //-------------------------------------------------------------------------------------- HRESULT DanBiasGame::InitDirect3D() { Oyster::Graphics::API::Option p; p.modelPath = L"..\\Content\\Models\\"; p.texturePath = L"..\\Content\\Textures\\"; p.Resolution = Oyster::Math::Float2( 1280.0f, 720.0f ); //! @todo fix proper amb value p.AmbientValue = 1.3f; if(Oyster::Graphics::API::Init(data.window->GetHWND(), false, false, p) != Oyster::Graphics::API::Sucsess) return E_FAIL; return S_OK; } //-------------------------------------------------------------------------------------- // Init the input //------------------------------------------------------------------------------------- HRESULT DanBiasGame::InitInput() { if(!data.inputObj.Initialize(data.window->GetHINSTANCE(), data.window->GetHWND(), data.window->GetHeight(), data.window->GetWidth())) { MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK); return E_FAIL; } return S_OK; } DanBiasGame::Result DanBiasGame::Update(float deltaTime) { { // updating mouse input // TODO: Is obosolete when Dennis's input system is wired in POINT mousePos; GetCursorPos( &mousePos ); RECT windowVertex; GetWindowRect( data.window->GetHWND(), &windowVertex ); float mouseNormalisedX = (float)(mousePos.x - windowVertex.left); mouseNormalisedX /= (float)(windowVertex.right - windowVertex.left); float mouseNormalisedY = (float)(mousePos.y - windowVertex.top); mouseNormalisedY /= (float)(windowVertex.bottom - windowVertex.top); data.inputObj.Update( mouseNormalisedX, mouseNormalisedY ); } if( data.serverOwner ) { DanBias::GameServerAPI::ServerUpdate(); } DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same; state = data.state->Update( deltaTime ); if( state != Client::GameClientState::ClientState_Same ) { bool stateChanged = false; data.state->Release(); switch (state) { case Client::GameClientState::ClientState_Main: data.state = new Client::MainState(); stateChanged = true; break; case Client::GameClientState::ClientState_Lan: data.state = new Client::LanMenuState(); stateChanged = true; break; case Client::GameClientState::ClientState_Lobby: data.state = new Client::LobbyState(); stateChanged = true; break; case Client::GameClientState::ClientState_LobbyCreate: data.state = new Client::LobbyAdminState(); stateChanged = true; break; case Client::GameClientState::ClientState_Game: data.state = new Client::GameState(); stateChanged = true; break; case Client::GameClientState::ClientState_NetLoad: data.state = new Client::NetLoadState(); stateChanged = true; break; case Client::GameClientState::ClientState_Quit: data.state->Release(); return Result_quit; default: data.state->Release(); return Result_error; } if( stateChanged ) { data.state->Init( data.sharedStateContent ); // send game client } } return Result_continue; } HRESULT DanBiasGame::Render( ) { data.state->Render(); return S_OK; } HRESULT DanBiasGame::CleanUp() { if( data.networkClient.IsConnected() ) data.networkClient.Disconnect(); data.state = nullptr; EventHandler::Instance().Clean(); Graphics::API::Clean(); GameServerAPI::ServerStop(); return S_OK; } } //End namespace DanBias LRESULT CALLBACK WindowCallBack(HWND handle, UINT message, WPARAM wParam, LPARAM lParam ) { PAINTSTRUCT ps; HDC hdc; switch ( message ) { case WM_PAINT: hdc = BeginPaint( handle, &ps ); EndPaint( handle, &ps ); break; case WM_DESTROY: PostQuitMessage( 0 ); break; case WM_KEYDOWN: switch( wParam ) { case VK_ESCAPE: PostQuitMessage( 0 ); break; } break; } return DefWindowProc( handle, message, wParam, lParam ); } void ClientEventFunction( NetEvent e ) { if( DanBias::data.state ) DanBias::data.state->DataRecieved( e ); }