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

206 lines
5.4 KiB
C++

#include "LanMenuState.h"
#include "C_obj/C_Player.h"
#include "C_obj/C_StaticObj.h"
#include "C_obj/C_DynamicObj.h"
#include "DllInterfaces/GFXAPI.h"
#include "LobbyState.h"
#include "GameState.h"
#include "../Network/NetworkAPI/NetworkClient.h"
#include <Protocols.h>
#include "EventHandler\EventHandler.h"
#include "Buttons\ButtonRectangle.h"
#include "Buttons\TextField.h"
#include <GameServerAPI.h>
#include <string>
using namespace ::DanBias::Client;
using namespace ::Oyster;
using namespace ::Oyster::Network;
using namespace ::Oyster::Event;
using namespace ::Oyster::Math3D;
using namespace ::GameLogic;
struct LanMenuState::MyData
{
MyData(){}
GameClientState::ClientState nextState;
NetworkClient *nwClient;
InputClass *input;
Graphics::API::Texture background;
EventButtonCollection guiElements;
TextField<LanMenuState*> *connectIP;
unsigned short connectPort;
} privData;
void OnButtonInteract_Connect( Oyster::Event::ButtonEvent<LanMenuState*>& e );
void OnButtonInteract_Exit( Oyster::Event::ButtonEvent<LanMenuState*>& e );
LanMenuState::LanMenuState() {}
LanMenuState::~LanMenuState()
{
if( this->privData )
this->Release();
}
bool LanMenuState::Init( SharedStateContent &shared )
{
this->privData = new MyData();
this->privData->nextState = GameClientState::ClientState_Same;
this->privData->nwClient = shared.network;
this->privData->input = shared.input;
this->privData->background = Graphics::API::CreateTexture( L"color_white.png" );
// create guiElements
this->privData->connectIP = new TextField<LanMenuState*>( L"color_white.png", Float4(1.0f), Float4(0.0f), this, Float3(0.5f, 0.3f, 0.5f), Float2(0.8f, 0.09f), ResizeAspectRatio_None );
this->privData->connectIP->ReserveLines( 1 );
this->privData->connectIP->AppendText( L"127.0.0.1" );
//this->privData->connectIP->AppendText( L"194.47.150.206" ); // HACK: connecting to Dennis's server
this->privData->connectIP->SetFontHeight( 0.08f );
this->privData->connectIP->SetLineSpacing( 0.005f );
this->privData->connectIP->SetTopAligned();
this->privData->guiElements.AddButton( this->privData->connectIP );
ButtonRectangle<LanMenuState*> *guiElements;
guiElements = new ButtonRectangle<LanMenuState*>( L"color_white.png", L"Connect", Float4(1.0f),Float4(0.0f),Float4(0.0f),Float4(0.0f), OnButtonInteract_Connect, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
this->privData->guiElements.AddButton( guiElements );
guiElements = new ButtonRectangle<LanMenuState*>( L"color_white.png", L"Exit", Float4(1.0f),Float4(0.0f),Float4(0.0f),Float4(0.0f), OnButtonInteract_Exit, this, Float3(0.5f, 0.5f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
this->privData->guiElements.AddButton( guiElements );
// bind guiElements collection to the singleton eventhandler
EventHandler::Instance().AddCollection( &this->privData->guiElements );
this->privData->connectPort = 15151;
if(!this->privData->nwClient->StartListeningForBroadcasting(this->privData->connectPort))
{
return false;
}
return true;
}
GameClientState::ClientState LanMenuState::Update( float deltaTime )
{
MouseInput mouseState;
{
this->privData->input->GetMousePos( mouseState.x, mouseState.y );
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
}
EventHandler::Instance().Update( mouseState );
this->privData->nwClient->Update();
return this->privData->nextState;
}
bool LanMenuState::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 LanMenuState::Release()
{
if(privData)
{
this->privData->nwClient->StopListeningForBroadcasting();
}
privData = NULL;
return true;
}
void LanMenuState::ChangeState( ClientState next )
{
switch( next )
{
case GameClientState::ClientState_Lobby:
// attempt to connect to lobby
if( !this->privData->nwClient->Connect(this->privData->connectPort, (*this->privData->connectIP)[0]) )
return;
break;
default: break;
}
this->privData->nextState = next;
}
void OnButtonInteract_Connect( Oyster::Event::ButtonEvent<LanMenuState*>& e )
{
switch( e.state )
{
case ButtonState_Released:
e.owner->ChangeState( GameClientState::ClientState_Lobby );
break;
default: break;
}
}
void OnButtonInteract_Exit( Oyster::Event::ButtonEvent<LanMenuState*>& e )
{
switch( e.state )
{
case ButtonState_Released:
e.owner->ChangeState( GameClientState::ClientState_Main );
break;
default: break;
}
}
const GameClientState::NetEvent& LanMenuState::DataRecieved( const NetEvent &message )
{
if( message.args.type == NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend )
{ // TODO: Reconnect
const char *breakpoint = "temp trap";
this->privData->nwClient->Disconnect();
this->ChangeState( GameClientState::ClientState_Main );
}
// fetching the id data.
short ID = message.args.data.protocol[0].value.netShort;
CustomNetProtocol data = message.args.data.protocol;
switch(ID)
{
case protocol_Broadcast_Test:
{
Protocol_Broadcast_Test decoded(data);
unsigned short port = decoded.port;
std::string ip = decoded.ip;
std::string name = decoded.name;
printf("Broadcast message: %d: %s: %s\n", port, ip.c_str(), name.c_str());
}
break;
default:
break;
}
return message;
}