52 lines
1.2 KiB
C++
52 lines
1.2 KiB
C++
#ifndef DANBIAS_CLIENT_GAMECLIENTSTATE_H
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#define DANBIAS_CLIENT_GAMECLIENTSTATE_H
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#define NOMINMAX
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#include "L_inputClass.h"
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#include "NetworkClient.h"
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namespace DanBias { namespace Client
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{
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class GameClientState
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{
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public:
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enum ClientState
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{
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ClientState_Main,
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ClientState_Lan,
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ClientState_Lobby,
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ClientState_LobbyCreate,
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ClientState_LobbyReady,
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ClientState_NetLoad,
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ClientState_Game,
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ClientState_Same,
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ClientState_Quit
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};
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public:
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GameClientState(void);
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virtual ~GameClientState(void);
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virtual bool Init(Oyster::Network::NetworkClient* nwClient) = 0;
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virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0;
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virtual bool Render() = 0;
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virtual bool Release() = 0;
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virtual void ChangeState( ClientState next ) = 0;
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virtual void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e );
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};
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} }
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namespace Utility { namespace DynamicMemory
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{ // template specializationto allowuse of dynamicmemory tools
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template<>
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inline void SafeDeleteInstance( ::DanBias::Client::GameClientState *dynamicInstance )
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{
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if( dynamicInstance )
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{
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dynamicInstance->Release();
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delete dynamicInstance;
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}
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}
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} }
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#endif |