Danbias/Code/Game/GameClient/GameClientState/GameState.h

36 lines
1002 B
C++

#ifndef DANBIAS_CLIENT_GAMESTATE_H
#define DANBIAS_CLIENT_GAMESTATE_H
#include "GameClientState.h"
#include "OysterMath.h"
#include <string>
namespace DanBias { namespace Client
{
class GameState : public GameClientState
{
public:
enum gameStateState
{
gameStateState_loading,
gameStateState_playing,
gameStateState_end,
};
GameState(void);
~GameState(void);
bool Init( SharedStateContent &shared );
GameClientState::ClientState Update( float deltaTime ) override;
void InitiatePlayer( int id, const std::string &modelName, const float position[3], const float rotation[4], const float scale[3], bool isMyPlayer );
void ReadKeyInput();
bool Render()override;
bool Release()override;
void ChangeState( ClientState next );
void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e );
private:
struct MyData;
::Utility::DynamicMemory::UniquePointer<MyData> privData;
};
} }
#endif