219 lines
5.5 KiB
C++
219 lines
5.5 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\LoginState.h"
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#include "GameClientState\LanMenuState.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 "GameClientRecieverFunc.h"
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#include "../Misc/EventHandler/EventHandler.h"
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using namespace Oyster::Event;
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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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DanBiasGamePrivateData()
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{
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}
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~DanBiasGamePrivateData()
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{
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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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GameRecieverObject* recieverObj;
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bool serverOwner;
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} data;
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#pragma endregion
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DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData();
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float DanBiasGame::capFrame = 0;
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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(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1024, 768), cPOINT())))
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//if(! m_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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m_data->recieverObj = new GameRecieverObject;
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m_data->serverOwner = false;
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// Start in lobby state
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m_data->recieverObj->gameClientState = new Client::LoginState();
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if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj))
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return DanBiasClientReturn_Error;
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m_data->timer.reset();
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return DanBiasClientReturn_Sucess;
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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(m_data->window->Frame())
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{
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float dt = (float)m_data->timer.getElapsedSeconds();
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m_data->timer.reset();
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if(m_data->recieverObj->IsConnected())
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m_data->recieverObj->Update();
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capFrame += dt;
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if(capFrame > 0.03)
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{
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Oyster::Graphics::API::Update(capFrame);
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if(Update(capFrame) != S_OK)
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return DanBiasClientReturn_Error;
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if(Render(capFrame) != S_OK)
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return DanBiasClientReturn_Error;
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capFrame = 0;
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}
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}
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return DanBiasClientReturn_Sucess;
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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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Oyster::Graphics::API::SetOptions(p);
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if(Oyster::Graphics::API::Init(m_data->window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != 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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m_data->inputObj = new InputClass;
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if(!m_data->inputObj->Initialize(m_data->window->GetHINSTANCE(), m_data->window->GetHWND(), m_data->window->GetWidth(), m_data->window->GetHeight()))
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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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HRESULT DanBiasGame::Update(float deltaTime)
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{
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//Update menu buttons
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EventHandler::Instance().Update(m_data->inputObj);
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m_data->inputObj->Update();
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if(m_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 = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj);
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if(state != Client::GameClientState::ClientState_Same)
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{
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bool stateVal = false;
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m_data->recieverObj->gameClientState->Release();
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delete m_data->recieverObj->gameClientState;
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m_data->recieverObj->gameClientState = NULL;
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switch (state)
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{
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case Client::GameClientState::ClientState_LobbyCreated:
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m_data->serverOwner = true;
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stateVal = true;
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case Client::GameClientState::ClientState_Lobby:
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m_data->recieverObj->gameClientState = new Client::LobbyState();
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stateVal = true;
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break;
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case Client::GameClientState::ClientState_Game:
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break;
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default:
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return E_FAIL;
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break;
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}
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if(stateVal)
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{
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m_data->recieverObj->gameClientState->Init(m_data->recieverObj); // send game client
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}
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else
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{
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}
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}
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return S_OK;
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}
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HRESULT DanBiasGame::Render(float deltaTime)
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{
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m_data->recieverObj->gameClientState->Render(deltaTime);
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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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m_data->recieverObj->gameClientState->Release();
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delete m_data->recieverObj->gameClientState;
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m_data->recieverObj->Disconnect();
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delete m_data->recieverObj;
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delete m_data->inputObj;
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delete m_data;
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EventHandler::Instance().Clean();
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Oyster::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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