Danbias/Code/Game/GameClient/GameClientState/GamingUI.cpp

223 lines
5.9 KiB
C++

#include "GamingUI.h"
#include <Protocols.h>
#include "Utilities.h"
using namespace ::DanBias::Client;
using namespace ::Oyster::Network;
using namespace ::GameLogic;
using namespace ::Utility::Value;
using namespace ::Oyster::Math;
using namespace ::Input;
GamingUI::GamingUI() :
GameStateUI()
{
/* Should never be called! */
this->sharedData = nullptr;
this->camera = nullptr;
this->plane = nullptr;
this->text = nullptr;
this->nextState = GameStateUI::UIState_same;
}
GamingUI::GamingUI( SharedStateContent* shared, Camera_FPSV2 *camera ) :
GameStateUI()
{
this->sharedData = shared;
this->camera = camera;
this->nextState = GameStateUI::UIState_same;
}
GamingUI::~GamingUI() { /* Do nothing */ }
bool GamingUI::Init()
{
// z value should be between 0.5 - 0.9 so that it will be behind other states
// add textures and text
this->plane = new Plane_UI(L"box_tex.png", Float3(0.5f, 0.0f, 0.5f), Float2(0.3f, 0.1f));
this->text = new Text_UI(L"hej", Float3(0.5f,0.0f,0.1f), Float2(0.1f,0.1f));
this->sharedData = sharedData;
// setting input mode to all raw
this->sharedData->keyboardDevice->Activate();
this->sharedData->mouseDevice->Activate();
this->sharedData->mouseDevice->AddMouseEvent(this);
return true;
}
GameStateUI::UIState GamingUI::Update( float deltaTime )
{
ReadKeyInput();
return this->nextState;
}
bool GamingUI::HaveGUIRender() const
{
return true;
}
bool GamingUI::HaveTextRender() const
{
return true;
}
void GamingUI::RenderGUI() const
{
this->plane->RenderTexture();
}
void GamingUI::RenderText() const
{
this->text->RenderText();
}
bool GamingUI::Release()
{
// TODO: Release UI components here.
if(this->plane)
delete this->plane;
if(this->text)
delete this->text;
this->sharedData = 0;
return true;
}
void GamingUI::SetHPtext( std::wstring hp )
{
this->text->setText(hp);
}
void GamingUI::ReadKeyInput()
{
if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_W) )
{ // move forward
this->sharedData->network->Send( Protocol_PlayerMovementForward() );
}
if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_S) )
{ // move backward
this->sharedData->network->Send( Protocol_PlayerMovementBackward() );
}
if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_A) )
{ // strafe left
this->sharedData->network->Send( Protocol_PlayerMovementLeft() );
}
if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_D) )
{ // strafe right
this->sharedData->network->Send( Protocol_PlayerMovementRight() );
}
if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_Space) )
{ // jump
if(!this->key_Jump)
{
this->sharedData->network->Send( Protocol_PlayerJump() );
this->key_Jump = true;
}
}
else
this->key_Jump = false;
// shoot
//if( this->sharedData->mouseDevice->IsBtnDown(::Input::Enum::SAMI_MouseLeftBtn) )
//{
// if( !this->key_Shoot )
// {
// Protocol_PlayerShot playerShot;
// playerShot.primaryPressed = true;
// playerShot.secondaryPressed = false;
// playerShot.utilityPressed = false;
// this->sharedData->network->Send( playerShot );
// this->key_Shoot = true;
// }
//}
//else
// this->key_Shoot = false;
//
//if( this->sharedData->mouseDevice->IsBtnDown(::Input::Enum::SAMI_MouseRightBtn) )
//{
// if( !this->key_Shoot )
// {
// Protocol_PlayerShot playerShot;
// playerShot.primaryPressed = false;
// playerShot.secondaryPressed = true;
// playerShot.utilityPressed = false;
// this->sharedData->network->Send( playerShot );
// this->key_Shoot = true;
// }
//}
//else
// this->key_Shoot = false;
//
//if( this->sharedData->mouseDevice->IsBtnDown(::Input::Enum::SAMI_MouseMiddleBtn) )
//{
// if( !this->key_Shoot )
// {
// Protocol_PlayerShot playerShot;
// playerShot.primaryPressed = false;
// playerShot.secondaryPressed = false;
// playerShot.utilityPressed = true;
// this->sharedData->network->Send( playerShot );
// this->key_Shoot = true;
// }
//}
//else
// this->key_Shoot = false;
if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_Escape) )
{
this->nextState = GameStateUI::UIState_shut_down;
}
if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_M) )
{
this->nextState = GameStateUI::UIState_main_menu;
}
}
void GamingUI::OnMousePress ( Input::Enum::SAMI key, Input::Mouse* sender )
{
switch ( key )
{
case ::Input::Enum::SAMI_MouseLeftBtn: // shoot
this->sharedData->network->Send( Protocol_PlayerShot(Protocol_PlayerShot::ShootValue_PrimaryPress) );
break;
case ::Input::Enum::SAMI_MouseRightBtn:
this->sharedData->network->Send( Protocol_PlayerShot(Protocol_PlayerShot::ShootValue_SecondaryPress) );
break;
case ::Input::Enum::SAMI_MouseMiddleBtn:
this->sharedData->network->Send( Protocol_PlayerShot(Protocol_PlayerShot::ShootValue_UtilityPress) );
break;
}
}
void GamingUI::OnMouseRelease ( Input::Enum::SAMI key, Input::Mouse* sender )
{
switch ( key )
{
case ::Input::Enum::SAMI_MouseLeftBtn: // shoot
this->sharedData->network->Send( Protocol_PlayerShot(Protocol_PlayerShot::ShootValue_PrimaryRelease) );
break;
case ::Input::Enum::SAMI_MouseRightBtn:
this->sharedData->network->Send( Protocol_PlayerShot(Protocol_PlayerShot::ShootValue_SecondaryRelease) );
break;
case ::Input::Enum::SAMI_MouseMiddleBtn:
this->sharedData->network->Send( Protocol_PlayerShot(Protocol_PlayerShot::ShootValue_UtilityRelease) );
break;
}
}
void GamingUI::OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender )
{
//send delta mouse movement
{
this->camera->PitchDown( (-coordinate.y) * this->sharedData->mouseSensitivity );
//this->camera->YawLeft( (-coordinate.x) * this->sharedData->mouseSensitivity );
//if( deltaPos.x != 0.0f ) //This made the camera reset to a specific rotation. Why?
{
this->sharedData->network->Send( Protocol_PlayerLeftTurn((coordinate.x) * this->sharedData->mouseSensitivity, this->camera->GetLook()) );
}
}
}