199 lines
5.6 KiB
C++
199 lines
5.6 KiB
C++
#include "GamingUI.h"
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#include <Protocols.h>
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#include "Utilities.h"
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using namespace ::DanBias::Client;
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using namespace ::Oyster::Network;
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using namespace ::GameLogic;
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using namespace ::Utility::Value;
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using namespace ::Oyster::Math;
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using namespace ::Input;
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using namespace ::Input::Enum;
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GamingUI::GamingUI() :
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GameStateUI()
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{
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/* Should never be called! */
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this->sharedData = nullptr;
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this->camera = nullptr;
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this->plane = nullptr;
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this->energy = nullptr;
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this->hp = nullptr;
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this->key_backward = false;
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this->key_forward = false;
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this->key_strafeLeft = false;
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this->key_strafeRight = false;
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this->nextState = GameStateUI::UIState_same;
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}
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GamingUI::GamingUI( SharedStateContent* shared, Camera_FPSV2 *camera ) :
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GameStateUI()
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{
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this->sharedData = shared;
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this->camera = camera;
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this->plane = nullptr;
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this->hp = nullptr;
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this->energy = nullptr;
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this->key_backward = false;
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this->key_forward = false;
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this->key_strafeLeft = false;
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this->key_strafeRight = false;
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this->nextState = GameStateUI::UIState_same;
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}
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GamingUI::~GamingUI() { }
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bool GamingUI::Init()
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{
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// z value should be between 0.5 - 0.9 so that it will be behind other states
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// add textures and text
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this->hp = new Text_UI(L"100", Float3(0.04f,0.91f,0.1f), Float2(0.1f,0.1f), Float4(1,0,0,1));
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this->energy = new Text_UI(L"100", Float3(0.8f,0.91f,0.1f), Float2(0.4f,0.1f), Float4(1,1,0,1));
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this->sharedData = sharedData;
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// setting input mode to all raw
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this->sharedData->keyboardDevice->Activate();
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this->sharedData->keyboardDevice->AddKeyboardEvent(this);
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this->sharedData->mouseDevice->Activate();
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this->sharedData->mouseDevice->AddMouseEvent(this);
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return true;
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}
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GameStateUI::UIState GamingUI::Update( float deltaTime )
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{
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ReadKeyInput();
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return this->nextState;
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}
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bool GamingUI::HaveGUIRender() const
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{
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return true;
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}
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bool GamingUI::HaveTextRender() const
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{
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return true;
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}
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void GamingUI::RenderGUI() const
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{
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//this->plane->RenderTexture();
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}
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void GamingUI::RenderText() const
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{
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this->hp->RenderText();
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this->energy->RenderText();
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}
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bool GamingUI::Release()
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{
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//Release as input event
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this->sharedData->keyboardDevice->RemoveKeyboardEvent(this);
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this->sharedData->mouseDevice->RemoveMouseEvent(this);
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// TODO: Release UI components here.
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if(this->plane) delete this->plane;
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if(this->hp) delete this->hp;
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if(this->energy) delete this->energy;
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this->sharedData = 0;
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return true;
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}
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void GamingUI::SetHPtext( std::wstring hp )
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{
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this->hp->setText(hp);
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}
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void GamingUI::SetEnergyText( std::wstring energy )
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{
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this->energy->setText(energy);
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}
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void GamingUI::ReadKeyInput()
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{
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if( this->key_forward ) this->sharedData->network->Send( Protocol_PlayerMovementForward() );
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if( this->key_backward ) this->sharedData->network->Send( Protocol_PlayerMovementBackward() );
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if( this->key_strafeLeft ) this->sharedData->network->Send( Protocol_PlayerMovementLeft() );
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if( this->key_strafeRight ) this->sharedData->network->Send( Protocol_PlayerMovementRight() );
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}
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void GamingUI::OnMousePress ( Input::Enum::SAMI key, Input::Mouse* sender )
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{
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switch ( key )
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{
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case ::Input::Enum::SAMI_MouseLeftBtn: // shoot
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this->sharedData->network->Send( Protocol_PlayerShot(Protocol_PlayerShot::ShootValue_PrimaryPress) );
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break;
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case ::Input::Enum::SAMI_MouseRightBtn:
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this->sharedData->network->Send( Protocol_PlayerShot(Protocol_PlayerShot::ShootValue_SecondaryPress) );
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break;
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case ::Input::Enum::SAMI_MouseMiddleBtn:
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this->sharedData->network->Send( Protocol_PlayerShot(Protocol_PlayerShot::ShootValue_UtilityPress) );
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break;
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}
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}
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void GamingUI::OnMouseRelease ( Input::Enum::SAMI key, Input::Mouse* sender )
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{
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switch ( key )
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{
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case ::Input::Enum::SAMI_MouseLeftBtn: // shoot
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this->sharedData->network->Send( Protocol_PlayerShot(Protocol_PlayerShot::ShootValue_PrimaryRelease) );
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break;
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case ::Input::Enum::SAMI_MouseRightBtn:
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this->sharedData->network->Send( Protocol_PlayerShot(Protocol_PlayerShot::ShootValue_SecondaryRelease) );
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break;
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case ::Input::Enum::SAMI_MouseMiddleBtn:
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this->sharedData->network->Send( Protocol_PlayerShot(Protocol_PlayerShot::ShootValue_UtilityRelease) );
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break;
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}
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}
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void GamingUI::OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender )
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{
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//send delta mouse movement
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this->camera->PitchDown( (-coordinate.y) * this->sharedData->mouseSensitivity );
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//this->camera->YawLeft( (-coordinate.x) * this->sharedData->mouseSensitivity );
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//if( deltaPos.x != 0.0f ) //This made the camera reset to a specific rotation. Why?
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{
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this->sharedData->network->Send( Protocol_PlayerLeftTurn((coordinate.x) * this->sharedData->mouseSensitivity, this->camera->GetLook()) );
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}
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}
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void GamingUI::OnKeyPress(Enum::SAKI key, Keyboard* sender)
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{
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switch (key)
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{
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case SAKI_W: this->key_forward = true;
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break;
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case SAKI_S: this->key_backward = true;
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break;
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case SAKI_A: this->key_strafeLeft = true;
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break;
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case SAKI_D: this->key_strafeRight = true;
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break;
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case SAKI_Space: this->sharedData->network->Send( Protocol_PlayerJump() );
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break;
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case SAKI_Escape: this->nextState = GameStateUI::UIState_main_menu;
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break;
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}
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}
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void GamingUI::OnKeyRelease(Enum::SAKI key, Keyboard* sender)
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{
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if(sender != this->sharedData->keyboardDevice) return;
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switch (key)
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{
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case SAKI_W: this->key_forward = false;
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break;
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case SAKI_S: this->key_backward = false;
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break;
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case SAKI_A: this->key_strafeLeft = false;
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break;
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case SAKI_D: this->key_strafeRight = false;
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break;
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}
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//DEBUG:
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if(key == SAKI_L)
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this->sharedData->mouseDevice->Deactivate();
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if(key == SAKI_M)
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this->sharedData->mouseDevice->Activate();
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}
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