53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
#ifndef DANBIAS_CLIENT_GAMESTATE_H
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#define DANBIAS_CLIENT_GAMESTATE_H
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#include "GameClientState.h"
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#include "OysterMath.h"
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#include <string>
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#include "GameStateUI.h"
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#include "C_obj\C_Player.h"
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namespace DanBias { namespace Client
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{
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class GameState : public GameClientState//, Input::Mouse::MouseEvent
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{
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public:
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enum gameStateState
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{
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gameStateState_loading,
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gameStateState_playing,
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gameStateState_end,
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};
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GameState(void);
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~GameState(void);
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bool Init( SharedStateContent &shared );
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GameClientState::ClientState Update( float deltaTime ) override;
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void InitiatePlayer( int id, const std::string &modelName, const float position[3], const float rotation[4], const float scale[3], bool isMyPlayer );
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void ReadKeyInput();
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bool Render()override;
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bool Release()override;
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void ChangeState( ClientState next );
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const NetEvent & DataRecieved( const NetEvent &message );
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private:
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struct MyData;
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::Utility::DynamicMemory::UniquePointer<MyData> privData;
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GameStateUI *currGameUI, *gameUI, *respawnUI, *statsUI;
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// DEGUG KEYS
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bool key_Reload_Shaders;
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bool key_Wireframe_Toggle;
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bool renderWhireframe;
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bool key_showStats;
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bool renderStats;
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// !DEGUG KEYS
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//:HACK!
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//void OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender ) override;
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//void SetUp( DanBias::Client::C_Player* p);
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};
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} }
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#endif |