173 lines
4.0 KiB
C++
173 lines
4.0 KiB
C++
#include "MainState.h"
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#include "DllInterfaces/GFXAPI.h"
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#include "OysterMath.h"
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#include "C_obj/C_Player.h"
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#include "C_obj/C_StaticObj.h"
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#include "C_obj/C_DynamicObj.h"
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#include <GameServerAPI.h>
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#include "NetworkClient.h"
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#include "EventHandler\EventHandler.h"
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#include "Buttons\ButtonRectangle.h"
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using namespace ::DanBias::Client;
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using namespace ::Oyster;
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using namespace ::Oyster::Math3D;
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using namespace ::Oyster::Network;
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using namespace ::Oyster::Event;
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using namespace ::Utility::DynamicMemory;
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using namespace ::Utility::StaticArray;
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struct MainState::MyData
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{
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MyData() {}
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GameClientState::ClientState nextState;
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NetworkClient *nwClient;
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Graphics::API::Texture background;
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EventButtonCollection button;
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};
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void OnButtonInteract_Create( Oyster::Event::ButtonEvent<GameClientState*>& e );
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void OnButtonInteract_Join( Oyster::Event::ButtonEvent<GameClientState*>& e );
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void OnButtonInteract_Quit( Oyster::Event::ButtonEvent<GameClientState*>& e );
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MainState::MainState(void) {}
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MainState::~MainState(void)
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{
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if( this->privData )
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this->Release();
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}
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bool MainState::Init( NetworkClient* nwClient )
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{
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this->privData = new MyData();
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this->privData->nextState = GameClientState::ClientState_Same;
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this->privData->nwClient = nwClient;
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this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
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// create buttons
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ButtonRectangle<GameClientState*> *button = new ButtonRectangle<GameClientState*>( L"earth_md.png", OnButtonInteract_Quit, this, 0.5f, 0.5f, 0.1f, 0.1f, true );
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this->privData->button.AddButton( button );
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// bind button collection to the singleton eventhandler
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EventHandler::Instance().AddCollection( &this->privData->button );
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return true;
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}
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GameClientState::ClientState MainState::Update(float deltaTime, InputClass* KeyInput)
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{
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//// picking
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//// mouse events
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//// different menus
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//// play sounds
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//// update animation
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//// send data to server
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//// check data from server
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//// create game
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//if( KeyInput->IsKeyPressed(DIK_C))
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//{
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// DanBias::GameServerAPI::ServerInitDesc desc;
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// DanBias::GameServerAPI::ServerInitiate(desc);
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// DanBias::GameServerAPI::ServerStart();
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// // my ip
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// this->privData->nwClient->Connect(15152, "127.0.0.1");
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// if (!this->privData->nwClient->IsConnected())
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// {
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// // failed to connect
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// return ClientState_Same;
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// }
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// return ClientState_LobbyCreated;
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//}
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//// join game
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//if( KeyInput->IsKeyPressed(DIK_J))
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//{
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// // game ip
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// this->privData->nwClient->Connect(15152, "127.0.0.1");
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// //nwClient->Connect(15152, "83.254.217.248");
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// if (!this->privData->nwClient->IsConnected())
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// {
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// // failed to connect
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// return ClientState_Same;
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// }
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// return ClientState_Lobby;
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//}
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return this->privData->nextState;
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}
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bool MainState::Render()
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{
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Graphics::API::NewFrame();
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Graphics::API::StartGuiRender();
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Graphics::API::RenderGuiElement( this->privData->background, Float2(0.5f), Float2(1.0f) );
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this->privData->button.Render();
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Graphics::API::EndFrame();
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return true;
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}
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bool MainState::Release()
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{
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Graphics::API::DeleteTexture( this->privData->background );
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privData = NULL;
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// button collection will be autoreleased from EventHandler
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return true;
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}
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void MainState::ChangeState( ClientState next )
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{
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this->privData->nextState = next;
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}
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/// button actions
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//ButtonState_None, // onExit
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//ButtonState_Hover,
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//ButtonState_Pressed,
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//ButtonState_Down,
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//ButtonState_Released,
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void OnButtonInteract_Create( Oyster::Event::ButtonEvent<GameClientState*>& e )
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{
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switch( e.state )
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{
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case ButtonState_Released:
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e.owner->ChangeState( GameClientState::ClientState_LobbyCreate );
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break;
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default: break;
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}
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}
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void OnButtonInteract_Join( Oyster::Event::ButtonEvent<GameClientState*>& e )
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{
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switch( e.state )
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{
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case ButtonState_Released:
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e.owner->ChangeState( GameClientState::ClientState_Lan );
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break;
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default: break;
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}
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}
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void OnButtonInteract_Quit( Oyster::Event::ButtonEvent<GameClientState*>& e )
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{
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switch( e.state )
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{
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case ButtonState_Released:
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e.owner->ChangeState( GameClientState::ClientState_Quit );
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break;
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default: break;
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}
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} |