Danbias/Code/Game/DanBiasGame/GameClientState/MainState.cpp

140 lines
3.0 KiB
C++

#include "MainState.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 "NetworkClient.h"
#include "EventHandler\EventHandler.h"
#include "Buttons\ButtonRectangle.h"
using namespace ::DanBias::Client;
using namespace ::Oyster;
using namespace ::Oyster::Math3D;
using namespace ::Oyster::Network;
using namespace ::Oyster::Event;
using namespace ::Utility::DynamicMemory;
using namespace ::Utility::StaticArray;
struct MainState::MyData
{
MyData() {}
Float4x4 view;
Float4x4 proj;
UniquePointer<C_Object> object[2];
NetworkClient *nwClient;
EventButtonCollection button;
};
void OnButtonInteract( Oyster::Event::ButtonEvent<GameClientState*>& e );
MainState::MainState(void) {}
MainState::~MainState(void) {}
bool MainState::Init( NetworkClient* nwClient )
{
this->privData = new MyData();
// create buttons
ButtonRectangle<GameClientState*> *button = new ButtonRectangle<GameClientState*>( L"earth_md.png", OnButtonInteract, this, 0.5f, 0.5f, 0.1f, 0.1f, true );
this->privData->button.AddButton( button );
// bind button collection to the singleton eventhandler
EventHandler::Instance().AddCollection( &this->privData->button );
return true;
}
GameClientState::ClientState MainState::Update(float deltaTime, InputClass* KeyInput)
{
// picking
// mouse events
// different menus
// play sounds
// update animation
// send data to server
// check data from server
// create game
if( KeyInput->IsKeyPressed(DIK_C))
{
DanBias::GameServerAPI::ServerInitDesc desc;
DanBias::GameServerAPI::ServerInitiate(desc);
DanBias::GameServerAPI::ServerStart();
// my ip
this->privData->nwClient->Connect(15152, "127.0.0.1");
if (!this->privData->nwClient->IsConnected())
{
// failed to connect
return ClientState_Same;
}
return ClientState_LobbyCreated;
}
// join game
if( KeyInput->IsKeyPressed(DIK_J))
{
// game ip
this->privData->nwClient->Connect(15152, "127.0.0.1");
//nwClient->Connect(15152, "83.254.217.248");
if (!this->privData->nwClient->IsConnected())
{
// failed to connect
return ClientState_Same;
}
return ClientState_Lobby;
}
return ClientState_Same;
}
bool MainState::Render()
{
Graphics::API::SetView(privData->view);
Graphics::API::SetProjection( privData->proj);
Graphics::API::NewFrame();
// render objects
//for (int i = 0; i < NumElementsOf(privData->object); i++)
//{
// privData->object[i]->Render();
//}
Graphics::API::StartGuiRender();
this->privData->button.Render();
// render effects
// render lights
Graphics::API::EndFrame();
return true;
}
bool MainState::Release()
{
for (int i = 0; i < NumElementsOf(privData->object); i++)
{
privData->object[i] = NULL;
}
privData = NULL;
// button collection will be autoreleased from EventHandler
return true;
}
/// button actions
void OnButtonInteract( Oyster::Event::ButtonEvent<GameClientState*>& e )
{
}