Danbias/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp

199 lines
5.0 KiB
C++

#define NOMINMAX
#include <Windows.h>
#include "Include\DanBiasGame.h"
#include "DllInterfaces/GFXAPI.h"
#include "GameClientState/GameClientState.h"
#include "GameClientState\GameState.h"
#include "GameClientState\LobbyState.h"
#include "GameClientState\LoginState.h"
#include <Protocols.h>
#include "NetworkClient.h"
#include "../WindowManager/WindowShell.h"
#include "L_inputClass.h"
#include "WinTimer.h"
#include "vld.h"
#include "GameClientRecieverFunc.h"
namespace DanBias
{
#pragma region Game Data
class DanBiasGamePrivateData
{
public:
DanBiasGamePrivateData()
{
}
~DanBiasGamePrivateData()
{
}
public:
WindowShell* window;
InputClass* inputObj;
Utility::WinTimer* timer;
GameRecieverObject* recieverObj;
} data;
#pragma endregion
DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData();
float DanBiasGame::capFrame = 0;
//--------------------------------------------------------------------------------------
// Interface API functions
//--------------------------------------------------------------------------------------
DanBiasClientReturn DanBiasGame::Initiate(DanBiasGameDesc& desc)
{
WindowShell::CreateConsoleWindow();
if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC()))
return DanBiasClientReturn_Error;
if( FAILED( InitDirect3D() ) )
return DanBiasClientReturn_Error;
if( FAILED( InitInput() ) )
return DanBiasClientReturn_Error;
m_data->recieverObj = new GameRecieverObject;
/*m_data->recieverObj->Connect(desc.port, desc.IP);
if (!m_data->recieverObj->IsConnected())
{
// failed to connect
return DanBiasClientReturn_Error;
}*/
// Start in lobby state
m_data->recieverObj->gameClientState = new Client::LoginState();
if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj))
return DanBiasClientReturn_Error;
m_data->timer = new Utility::WinTimer(); //why dynamic memory?
m_data->timer->reset();
return DanBiasClientReturn_Sucess;
}
DanBiasClientReturn DanBiasGame::Run()
{
// Main message loop
while(m_data->window->Frame())
{
float dt = (float)m_data->timer->getElapsedSeconds();
m_data->timer->reset();
capFrame += dt;
if(capFrame > 0.03)
{
if(Update(dt) != S_OK)
return DanBiasClientReturn_Error;
if(Render(dt) != S_OK)
return DanBiasClientReturn_Error;
capFrame = 0;
}
}
return DanBiasClientReturn_Sucess;
}
void DanBiasGame::Release()
{
CleanUp();
}
//--------------------------------------------------------------------------------------
// Create Direct3D with Oyster Graphics
//--------------------------------------------------------------------------------------
HRESULT DanBiasGame::InitDirect3D()
{
if(Oyster::Graphics::API::Init(m_data->window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
return E_FAIL;
return S_OK;
}
//--------------------------------------------------------------------------------------
// Init the input
//-------------------------------------------------------------------------------------
HRESULT DanBiasGame::InitInput()
{
m_data->inputObj = new InputClass;
if(!m_data->inputObj->Initialize(m_data->window->GetHINSTANCE(), m_data->window->GetHWND(), m_data->window->GetHeight(), m_data->window->GetWidth()))
{
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
return E_FAIL;
}
return S_OK;
}
HRESULT DanBiasGame::Update(float deltaTime)
{
m_data->recieverObj->Update();
m_data->inputObj->Update();
DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
state = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj);
if(state != Client::GameClientState::ClientState_Same)
{
m_data->recieverObj->gameClientState->Release();
delete m_data->recieverObj->gameClientState;
m_data->recieverObj->gameClientState = NULL;
switch (state)
{
case Client::GameClientState::ClientState_Lobby:
m_data->recieverObj->gameClientState = new Client::LobbyState();
break;
case Client::GameClientState::ClientState_Game:
m_data->recieverObj->gameClientState = new Client::GameState();
break;
default:
return E_FAIL;
break;
}
m_data->recieverObj->gameClientState->Init(m_data->recieverObj); // send game client
}
return S_OK;
}
HRESULT DanBiasGame::Render(float deltaTime)
{
int isPressed = 0;
if(m_data->inputObj->IsKeyPressed(DIK_A))
{
isPressed = 1;
}
wchar_t title[255];
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
SetWindowText(m_data->window->GetHWND(), title);
m_data->recieverObj->gameClientState->Render();
return S_OK;
}
HRESULT DanBiasGame::CleanUp()
{
m_data->recieverObj->gameClientState->Release();
delete m_data->recieverObj->gameClientState;
m_data->recieverObj->Disconnect();
delete m_data->recieverObj;
delete m_data->timer;
delete m_data->inputObj;
delete m_data;
Oyster::Graphics::API::Clean();
return S_OK;
}
} //End namespace DanBias