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

151 lines
4.0 KiB
C++

#include "LobbyState.h"
#include "DllInterfaces/GFXAPI.h"
#include "OysterMath.h"
#include "C_obj/C_Player.h"
#include "C_obj/C_StaticObj.h"
#include "C_obj/C_DynamicObj.h"
#include <GameServerAPI.h>
#include <Protocols.h>
#include "EventHandler\EventHandler.h"
#include "Buttons\ButtonRectangle.h"
using namespace ::DanBias::Client;
using namespace ::Oyster;
using namespace ::Oyster::Network;
using namespace ::Oyster::Event;
using namespace ::Oyster::Math3D;
struct LobbyState::MyData
{
MyData(){}
GameClientState::ClientState nextState;
NetworkClient *nwClient;
::Input::Mouse *mouseInput;
Graphics::API::Texture background;
EventButtonCollection guiElements;
} privData;
void OnButtonInteract_Ready( Oyster::Event::ButtonEvent<LobbyState*>& e );
LobbyState::LobbyState(void) {}
LobbyState::~LobbyState(void)
{
if( this->privData )
this->Release();
}
bool LobbyState::Init( SharedStateContent &shared )
{
privData = new MyData();
this->privData->nextState = GameClientState::ClientState_Same;
this->privData->nwClient = shared.network;
this->privData->mouseInput = shared.mouseDevice;
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
// create buttons
ButtonRectangle<LobbyState*> *button;
button = new ButtonRectangle<LobbyState*>( L"earth_md.png", L"Ready", Float4(1.0f), Float4(0.0f), Float4(0.0f), Float4(0.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
this->privData->guiElements.AddButton( button );
// bind button collection to the singleton eventhandler
EventHandler::Instance().AddCollection( &this->privData->guiElements );
return true;
}
GameClientState::ClientState LobbyState::Update( float deltaTime )
{
MouseInput mouseState;
{
::Input::Struct::SAIPointInt2D pos;
this->privData->mouseInput->GetPixelPosition( pos );
mouseState.x = pos.x;
mouseState.y = pos.y;
mouseState.mouseButtonPressed = this->privData->mouseInput->IsBtnDown( ::Input::Enum::SAMI_MouseLeftBtn );
}
EventHandler::Instance().Update( mouseState );
return this->privData->nextState;
}
bool LobbyState::Render( )
{
Graphics::API::NewFrame();
Graphics::API::StartGuiRender();
Graphics::API::RenderGuiElement( this->privData->background, Float3(0.5f, 0.5f, 1.0f), Float2(1.0f) );
this->privData->guiElements.RenderTexture();
Graphics::API::StartTextRender();
this->privData->guiElements.RenderText();
Graphics::API::EndFrame();
return true;
}
bool LobbyState::Release()
{
privData = NULL;
return true;
}
void LobbyState::ChangeState( ClientState next )
{
if( next == GameClientState::ClientState_LobbyReady )
{ // Send ready signal to server lobby
this->ChangeState( GameClientState::ClientState_NetLoad );
}
else
this->privData->nextState = next;
}
using namespace ::Oyster::Network;
const GameClientState::NetEvent & LobbyState::DataRecieved( const GameClientState::NetEvent &message )
{
// fetching the id data.
short ID = message.args.data.protocol[0].value.netShort;
// Block irrelevant messages.
if( ProtocolIsLobby(ID) )
{
switch(ID)
{
case protocol_Lobby_CreateGame: break; /** @todo TODO: implement */
case protocol_Lobby_StartGame: break; /** @todo TODO: implement */
case protocol_Lobby_JoinGame: break; /** @todo TODO: implement */
case protocol_Lobby_Login: break; /** @todo TODO: implement */
case protocol_Lobby_Refresh: break; /** @todo TODO: implement */
case protocol_Lobby_ClientData: break; /** @todo TODO: implement */
case protocol_Lobby_GameData: break; /** @todo TODO: implement */
default: break;
}
}
else if( ProtocolIsGeneral(ID) )
{
switch( ID )
{
case protocol_General_Status: break; /** @todo TODO: implement */
case protocol_General_Text: break; /** @todo TODO: implement */
default: break;
}
}
return message;
}
void OnButtonInteract_Ready( Oyster::Event::ButtonEvent<LobbyState*>& e )
{
switch( e.state )
{
case ButtonState_Released:
e.owner->ChangeState( GameClientState::ClientState_LobbyReady );
break;
default: break;
}
}