151 lines
3.7 KiB
C++
151 lines
3.7 KiB
C++
#include "LobbyState.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 <Protocols.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::Network;
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using namespace ::Oyster::Event;
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using namespace ::Oyster::Math3D;
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struct LobbyState::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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} privData;
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void OnButtonInteract_Ready( Oyster::Event::ButtonEvent<GameClientState*>& e );
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LobbyState::LobbyState(void) {}
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LobbyState::~LobbyState(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 LobbyState::Init(NetworkClient* nwClient)
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{
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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;
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button = new ButtonRectangle<GameClientState*>( L"earth_md.png", OnButtonInteract_Ready, this, 0.5f, 0.2f, 0.3f, 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 LobbyState::Update(float deltaTime, InputClass* KeyInput)
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{
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// Wishlist:
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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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MouseInput mouseState;
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{
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mouseState.x = KeyInput->GetPitch();
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mouseState.y = KeyInput->GetYaw();
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mouseState.mouseButtonPressed = KeyInput->IsMousePressed();
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}
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EventHandler::Instance().Update( mouseState );
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return this->privData->nextState;
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}
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bool LobbyState::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 LobbyState::Release()
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{
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privData = NULL;
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return true;
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}
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void LobbyState::ChangeState( ClientState next )
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{
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if( next == GameClientState::ClientState_LobbyReady )
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{ // Send ready signal to server lobby
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}
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else
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this->privData->nextState = next;
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}
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using namespace ::Oyster::Network;
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void LobbyState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
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{
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CustomNetProtocol data = e.args.data.protocol;
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short ID = data[0].value.netShort; // fetching the id data.
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// Block irrelevant messages.
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if( ProtocolIsLobby(ID) )
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{
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switch(ID)
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{
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case protocol_Lobby_Create: break; /** @todo TODO: implement */
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case protocol_Lobby_Start: break; /** @todo TODO: implement */
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case protocol_Lobby_Join: break; /** @todo TODO: implement */
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case protocol_Lobby_Login: break; /** @todo TODO: implement */
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case protocol_Lobby_Refresh: break; /** @todo TODO: implement */
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case protocol_Lobby_ClientData: break; /** @todo TODO: implement */
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case protocol_Lobby_GameData: break; /** @todo TODO: implement */
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default: break;
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}
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}
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else if( ProtocolIsGeneral(ID) )
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{
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switch( ID )
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{
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case protocol_General_Status: break; /** @todo TODO: implement */
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case protocol_General_Text: break; /** @todo TODO: implement */
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default: break;
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}
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}
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}
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void OnButtonInteract_Ready( 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_LobbyReady );
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break;
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default: break;
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}
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} |