263 lines
6.7 KiB
C++
263 lines
6.7 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 "GameClientState\LobbyAdminState.h"
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#include "GameClientState\MainState.h"
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#include "GameClientState\LanMenuState.h"
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#include "GameClientState\NetLoadState.h"
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#include <Protocols.h>
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#include "NetworkClient.h"
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#include <GameServerAPI.h>
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#include "../WindowManager/WindowShell.h"
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#include "L_inputClass.h"
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#include "WinTimer.h"
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#include "vld.h"
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#include "EventHandler/EventHandler.h"
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#include "GameClientState\SharedStateContent.h"
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using namespace ::Oyster;
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using namespace ::Oyster::Event;
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using namespace ::Oyster::Network;
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using namespace ::Utility::DynamicMemory;
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using namespace ::DanBias::Client;
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void ClientEventFunction( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e );
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namespace DanBias
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{
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#pragma region Game Data
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class DanBiasGamePrivateData
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{
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public:
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WindowShell* window;
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InputClass inputObj;
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Utility::WinTimer timer;
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UniquePointer<Client::GameClientState> state;
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SharedStateContent sharedStateContent;
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NetworkClient networkClient;
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bool serverOwner;
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float capFrame;
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DanBiasGamePrivateData()
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{
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this->capFrame = 0;
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}
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} data;
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#pragma endregion
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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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WindowShell::CreateConsoleWindow();
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//if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT())))
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if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC()))
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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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data.serverOwner = false;
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data.networkClient.SetMessagePump( ClientEventFunction );
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data.sharedStateContent.network = &data.networkClient;
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data.sharedStateContent.input = &data.inputObj;
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// Start in main menu state
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data.state = new Client::MainState();
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if( !data.state->Init( data.sharedStateContent ) )
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return DanBiasClientReturn_Error;
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data.timer.reset();
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return DanBiasClientReturn_Success;
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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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while(data.window->Frame())
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{
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float dt = (float)data.timer.getElapsedSeconds();
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data.timer.reset();
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Graphics::API::Update( dt );
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data.capFrame += dt;
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if(data.capFrame > 0.03)
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{
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switch( Update(dt) )
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{
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case Result_continue: break;
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case Result_quit: return DanBiasClientReturn_Success;
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case Result_error: return DanBiasClientReturn_Error;
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default: break;
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}
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if(Render() != S_OK)
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return DanBiasClientReturn_Error;
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data.capFrame = 0;
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}
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if(data.networkClient.IsConnected())
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data.networkClient.Update();
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}
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return DanBiasClientReturn_Success;
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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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// Create Direct3D with Oyster Graphics
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//--------------------------------------------------------------------------------------
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HRESULT DanBiasGame::InitDirect3D()
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{
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Oyster::Graphics::API::Option p;
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p.modelPath = L"..\\Content\\Models\\";
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p.texturePath = L"..\\Content\\Textures\\";
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p.Resolution = Oyster::Math::Float2( 1024, 768);
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//! @todo fix proper amb value
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p.AmbientValue = 1.0f;
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if(Oyster::Graphics::API::Init(data.window->GetHWND(), false, false, p) != 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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if(!data.inputObj.Initialize(data.window->GetHINSTANCE(), data.window->GetHWND(), data.window->GetHeight(), data.window->GetWidth()))
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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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DanBiasGame::Result DanBiasGame::Update(float deltaTime)
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{
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{ // updating mouse input
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POINT mousePos;
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GetCursorPos( &mousePos );
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RECT windowVertex;
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GetWindowRect( data.window->GetHWND(), &windowVertex );
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float mouseNormalisedX = (float)(mousePos.x - windowVertex.left);
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mouseNormalisedX /= (float)(windowVertex.right - windowVertex.left);
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float mouseNormalisedY = (float)(mousePos.y - windowVertex.top);
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mouseNormalisedY /= (float)(windowVertex.bottom - windowVertex.top);
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data.inputObj.Update( mouseNormalisedX, mouseNormalisedY );
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}
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if( data.serverOwner )
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{
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DanBias::GameServerAPI::ServerUpdate();
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}
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DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
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state = data.state->Update( deltaTime );
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if( state != Client::GameClientState::ClientState_Same )
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{
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bool stateChanged = false;
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data.state->Release();
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switch (state)
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{
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case Client::GameClientState::ClientState_Main:
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data.state = new Client::MainState();
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stateChanged = true;
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break;
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case Client::GameClientState::ClientState_Lan:
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data.state = new Client::LanMenuState();
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stateChanged = true;
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break;
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case Client::GameClientState::ClientState_Lobby:
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data.state = new Client::LobbyState();
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stateChanged = true;
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break;
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case Client::GameClientState::ClientState_LobbyCreate:
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data.state = new Client::LobbyAdminState();
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stateChanged = true;
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break;
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case Client::GameClientState::ClientState_Game:
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data.state = new Client::GameState();
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stateChanged = true;
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break;
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case Client::GameClientState::ClientState_NetLoad:
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data.state = new Client::NetLoadState();
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stateChanged = true;
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break;
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case Client::GameClientState::ClientState_Quit:
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data.state->Release();
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return Result_quit;
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default:
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data.state->Release();
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return Result_error;
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}
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if( stateChanged )
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{
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data.state->Init( data.sharedStateContent ); // send game client
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}
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}
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return Result_continue;
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}
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HRESULT DanBiasGame::Render( )
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{
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data.state->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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if( data.networkClient.IsConnected() )
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data.networkClient.Disconnect();
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data.state = nullptr;
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EventHandler::Instance().Clean();
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Graphics::API::Clean();
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GameServerAPI::ServerStop();
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return S_OK;
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}
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} //End namespace DanBias
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void ClientEventFunction( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
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{
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if( DanBias::data.state )
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DanBias::data.state->DataRecieved( e );
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}
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