314 lines
7.3 KiB
C++
314 lines
7.3 KiB
C++
#define NOMINMAX
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#include <Windows.h>
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#include "Include\DanBiasGame.h"
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#include "DllInterfaces/GFXAPI.h"
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#include "GameClientState/GameClientState.h"
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#include "GameClientState\GameState.h"
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#include "GameClientState\LobbyState.h"
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#include "PlayerProtocols.h"
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#include "NetworkClient.h"
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#include "L_inputClass.h"
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#include "vld.h"
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namespace DanBias
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{
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__int64 DanBiasGame::cntsPerSec = 0;
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__int64 DanBiasGame::prevTimeStamp = 0;
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float DanBiasGame::secsPerCnt = 0;
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HINSTANCE DanBiasGame::g_hInst = NULL;
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HWND DanBiasGame::g_hWnd = NULL;
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#pragma region Game Data
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struct MyRecieverObject // :public PontusRecieverObject
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{
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Oyster::Network::NetworkClient nwClient;
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static void ProtocolRecieved(Network::CustomNetProtocol* p)
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{
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int pType = ((*p)[0]).value.netInt;
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switch (pType)
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{
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case protocol_PlayerNavigation:
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break;
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case protocol_PlayerPosition:
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//int x = ((*p)[1]).value.netInt;
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//int y = ((*p)[2]).value.netInt;
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//int z = ((*p)[3]).value.netInt;
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break;
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case protocol_ObjectPosition:
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// DanBiasGame::protocolRecived();
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break;
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default:
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break;
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}
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}
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};
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class DanBiasGamePrivateData
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{
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public:
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DanBiasGamePrivateData()
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{
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}
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~DanBiasGamePrivateData()
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{
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}
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public:
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Client::GameClientState* gameClientState;
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InputClass* inputObj;
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GameLogic::Protocol_PlayerMovement player_move;
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//Oyster::Network::NetworkClient nwClient;
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MyRecieverObject r;
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// gameClient;
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} data;
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#pragma endregion
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DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData();
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void DanBiasGame::protocolRecived()
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{
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//m_data->gameClientState.setPos()
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}
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//--------------------------------------------------------------------------------------
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// Interface API functions
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//--------------------------------------------------------------------------------------
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DanBiasClientReturn DanBiasGame::Initiate(DanBiasGameDesc& desc)
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{
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if( FAILED( InitWindow( desc.hinst, desc.nCmdShow ) ))
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return DanBiasClientReturn_Error;
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if( FAILED( InitDirect3D() ) )
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return DanBiasClientReturn_Error;
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if( FAILED( InitInput() ) )
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return DanBiasClientReturn_Error;
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cntsPerSec = 0;
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QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
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secsPerCnt = 1.0f / (float)cntsPerSec;
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prevTimeStamp = 0;
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QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
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// Start in lobby state
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m_data->gameClientState = new Client::LobbyState();
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m_data->gameClientState->Init();
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return DanBiasClientReturn_Sucess;
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}
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DanBiasClientReturn DanBiasGame::Run()
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{
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// Main message loop
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MSG msg = {0};
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while(WM_QUIT != msg.message)
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{
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if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) )
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{
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TranslateMessage( &msg );
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DispatchMessage( &msg );
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}
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else
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{
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__int64 currTimeStamp = 0;
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QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
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float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
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//render
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if(Update(dt) != S_OK)
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return DanBiasClientReturn_Error;
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if(Render(dt) != S_OK)
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return DanBiasClientReturn_Error;
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prevTimeStamp = currTimeStamp;
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}
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}
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return DanBiasClientReturn_Sucess;
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}
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void DanBiasGame::Release()
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{
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CleanUp();
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}
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//--------------------------------------------------------------------------------------
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// Register class and create window
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//--------------------------------------------------------------------------------------
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HRESULT DanBiasGame::InitWindow( HINSTANCE hInstance, int nCmdShow )
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{
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// Register class
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WNDCLASSEX wcex;
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wcex.cbSize = sizeof(WNDCLASSEX);
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wcex.style = CS_HREDRAW | CS_VREDRAW;
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wcex.lpfnWndProc = WndProc;
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wcex.cbClsExtra = 0;
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wcex.cbWndExtra = 0;
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wcex.hInstance = hInstance;
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wcex.hIcon = 0;
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wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
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wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
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wcex.lpszMenuName = NULL;
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wcex.lpszClassName = L"BTH_D3D_Template";
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wcex.hIconSm = 0;
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if( !RegisterClassEx(&wcex) )
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return E_FAIL;
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// Adjust and create window
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g_hInst = hInstance;
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RECT rc = { 0, 0, 1024, 768 };
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AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
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if(!(g_hWnd = CreateWindow(
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L"BTH_D3D_Template",
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L"BTH - Direct3D 11.0 Template",
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WS_OVERLAPPEDWINDOW,
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CW_USEDEFAULT,
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CW_USEDEFAULT,
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rc.right - rc.left,
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rc.bottom - rc.top,
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NULL,
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NULL,
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hInstance,
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NULL)))
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{
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return E_FAIL;
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}
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ShowWindow( g_hWnd, nCmdShow );
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return S_OK;
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}
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//--------------------------------------------------------------------------------------
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// Create Direct3D with Oyster Graphics
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//--------------------------------------------------------------------------------------
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HRESULT DanBiasGame::InitDirect3D()
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{
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if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
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return E_FAIL;
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return S_OK;
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}
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//--------------------------------------------------------------------------------------
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// Init the input
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//-------------------------------------------------------------------------------------
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HRESULT DanBiasGame::InitInput()
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{
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m_data->inputObj = new InputClass;
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if(!m_data->inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
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{
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MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
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return E_FAIL;
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}
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return S_OK;
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}
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HRESULT DanBiasGame::Update(float deltaTime)
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{
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m_data->inputObj->Update();
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DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
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state = m_data->gameClientState->Update(deltaTime, m_data->inputObj);
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if(state != Client::GameClientState::ClientState_Same)
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{
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m_data->gameClientState->Release();
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delete m_data->gameClientState;
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m_data->gameClientState = NULL;
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switch (state)
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{
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case Client::GameClientState::ClientState_Lobby:
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m_data->gameClientState = new Client::LobbyState();
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break;
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case Client::GameClientState::ClientState_Game:
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m_data->gameClientState = new Client::GameState();
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break;
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default:
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return E_FAIL;
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break;
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}
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m_data->gameClientState->Init(); // send game client
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}
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return S_OK;
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}
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HRESULT DanBiasGame::Render(float deltaTime)
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{
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int isPressed = 0;
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if(m_data->inputObj->IsKeyPressed(DIK_A))
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{
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isPressed = 1;
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}
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wchar_t title[255];
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swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
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SetWindowText(g_hWnd, title);
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m_data->gameClientState->Render();
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return S_OK;
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}
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HRESULT DanBiasGame::CleanUp()
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{
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m_data->gameClientState->Release();
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delete m_data->gameClientState;
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delete m_data->inputObj;
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delete m_data;
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Oyster::Graphics::API::Clean();
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return S_OK;
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}
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//--------------------------------------------------------------------------------------
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// Called every time the application receives a message
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//--------------------------------------------------------------------------------------
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LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
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{
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PAINTSTRUCT ps;
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HDC hdc;
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switch (message)
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{
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case WM_PAINT:
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hdc = BeginPaint(hWnd, &ps);
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EndPaint(hWnd, &ps);
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break;
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case WM_DESTROY:
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PostQuitMessage(0);
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break;
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case WM_KEYDOWN:
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switch(wParam)
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{
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case VK_ESCAPE:
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PostQuitMessage(0);
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break;
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}
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break;
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default:
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return DefWindowProc(hWnd, message, wParam, lParam);
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}
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return 0;
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}
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} //End namespace DanBias
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