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+//
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+// Copyright (c) 2008-2013 the Urho3D project.
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+#include "Audio.h"
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+#include "Button.h"
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+#include "Engine.h"
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+#include "Font.h"
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+#include "Graphics.h"
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+#include "Input.h"
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+#include "IOEvents.h"
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+#include "LineEdit.h"
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+#include "Log.h"
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+#include "MemoryBuffer.h"
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+#include "Network.h"
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+#include "NetworkEvents.h"
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+#include "ResourceCache.h"
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+#include "Scene.h"
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+#include "Sound.h"
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+#include "Text.h"
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+#include "UI.h"
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+#include "UIEvents.h"
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+#include "VectorBuffer.h"
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+#include "Zone.h"
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+
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+#include "Chat.h"
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+
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+#include "DebugNew.h"
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+
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+// Undefine Windows macro, as our Connection class has a function called SendMessage
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+#ifdef SendMessage
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+#undef SendMessage
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+#endif
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+
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+// Identifier for the chat network messages
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+const int MSG_CHAT = 32;
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+// UDP port we will use
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+const unsigned short CHAT_SERVER_PORT = 2345;
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+
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+// Expands to this example's entry-point
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+DEFINE_APPLICATION_MAIN(Chat)
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+
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+Chat::Chat(Context* context) :
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+ Sample(context)
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+{
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+}
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+
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+void Chat::Start()
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+{
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+ // Execute base class startup
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+ Sample::Start();
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+
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+ // Enable OS cursor
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+ GetSubsystem<Input>()->SetMouseVisible(true);
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+
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+ // Create the user interface
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+ CreateUI();
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+
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+ // Subscribe to UI and network events
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+ SubscribeToEvents();
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+}
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+
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+void Chat::CreateUI()
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+{
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+ SetLogoVisible(false); // We need the full rendering window
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+
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+ Graphics* graphics = GetSubsystem<Graphics>();
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+ UIElement* root = GetSubsystem<UI>()->GetRoot();
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+ XMLFile* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
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+ // Set style to the UI root so that elements will inherit it
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+ root->SetDefaultStyle(uiStyle);
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+
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+ Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
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+ chatHistoryText_ = root->CreateChild<Text>();
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+ chatHistoryText_->SetFont(font, 12);
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+
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+ buttonContainer_ = root->CreateChild<UIElement>();
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+ buttonContainer_->SetFixedSize(graphics->GetWidth(), 20);
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+ buttonContainer_->SetPosition(0, graphics->GetHeight() - 20);
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+ buttonContainer_->SetLayoutMode(LM_HORIZONTAL);
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+
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+ textEdit_ = buttonContainer_->CreateChild<LineEdit>();
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+ textEdit_->SetStyleAuto();
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+
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+ sendButton_ = CreateButton("Send", 70);
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+ connectButton_ = CreateButton("Connect", 90);
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+ disconnectButton_ = CreateButton("Disconnect", 100);
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+ startServerButton_ = CreateButton("Start Server", 110);
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+
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+ UpdateButtons();
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+
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+ chatHistory_.Resize((graphics->GetHeight() - 20) / chatHistoryText_->GetRowHeight());
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+
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+ // No viewports or scene is defined. However, the default zone's fog color controls the fill color
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+ GetSubsystem<Renderer>()->GetDefaultZone()->SetFogColor(Color(0.0f, 0.0f, 0.1f));
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+}
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+
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+void Chat::SubscribeToEvents()
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+{
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+ SubscribeToEvent(textEdit_, E_TEXTFINISHED, HANDLER(Chat, HandleSend));
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+ SubscribeToEvent(sendButton_, E_RELEASED, HANDLER(Chat, HandleSend));
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+ SubscribeToEvent(connectButton_, E_RELEASED, HANDLER(Chat, HandleConnect));
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+ SubscribeToEvent(disconnectButton_, E_RELEASED, HANDLER(Chat, HandleDisconnect));
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+ SubscribeToEvent(startServerButton_, E_RELEASED, HANDLER(Chat, HandleStartServer));
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+ SubscribeToEvent(E_LOGMESSAGE, HANDLER(Chat, HandleLogMessage));
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+ SubscribeToEvent(E_NETWORKMESSAGE, HANDLER(Chat, HandleNetworkMessage));
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+ SubscribeToEvent(E_SERVERCONNECTED, HANDLER(Chat, HandleConnectionStatus));
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+ SubscribeToEvent(E_SERVERDISCONNECTED, HANDLER(Chat, HandleConnectionStatus));
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+ SubscribeToEvent(E_CONNECTFAILED, HANDLER(Chat, HandleConnectionStatus));
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+}
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+
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+Button* Chat::CreateButton(const String& text, int width)
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+ Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
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+
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+ Button* button = buttonContainer_->CreateChild<Button>();
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+ button->SetStyleAuto();
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+ button->SetFixedWidth(width);
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+
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+ Text* buttonText = button->CreateChild<Text>();
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+ buttonText->SetFont(font, 12);
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+ buttonText->SetAlignment(HA_CENTER, VA_CENTER);
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+ buttonText->SetText(text);
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+
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+ return button;
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+}
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+
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+void Chat::ShowChatText(const String& row)
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+{
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+ chatHistory_.Erase(0);
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+ chatHistory_.Push(row);
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+
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+ // Concatenate all the rows in history
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+ String allRows;
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+ for (unsigned i = 0; i < chatHistory_.Size(); ++i)
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+ allRows += chatHistory_[i] + "\n";
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+
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+ chatHistoryText_->SetText(allRows);
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+}
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+
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+void Chat::UpdateButtons()
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+{
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+ Network* network = GetSubsystem<Network>();
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+ Connection* serverConnection = network->GetServerConnection();
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+ bool serverRunning = network->IsServerRunning();
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+
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+ sendButton_->SetVisible(serverConnection != 0);
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+ connectButton_->SetVisible(!serverConnection && !serverRunning);
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+ disconnectButton_->SetVisible(serverConnection || serverRunning);
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+ startServerButton_->SetVisible(!serverConnection && !serverRunning);
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+}
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+
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+void Chat::HandleLogMessage(StringHash eventType, VariantMap& eventData)
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+{
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+ using namespace LogMessage;
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+
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+ ShowChatText(eventData[P_MESSAGE].GetString());
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+}
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+
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+void Chat::HandleSend(StringHash eventType, VariantMap& eventData)
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+{
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+ String text = textEdit_->GetText();
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+ if (text.Empty())
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+ return; // Do not send an empty message
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+
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+ Network* network = GetSubsystem<Network>();
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+ Connection* serverConnection = network->GetServerConnection();
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+
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+ if (serverConnection)
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+ {
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+ // A VectorBuffer object is convenient for constructing a message to send
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+ VectorBuffer msg;
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+ msg.WriteString(text);
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+ // Send the chat message as in-order and reliable
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+ serverConnection->SendMessage(MSG_CHAT, true, true, msg);
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+
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+ // Empty the editor after sending
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+ textEdit_->SetText(String::EMPTY);
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+ }
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+}
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+
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+void Chat::HandleConnect(StringHash eventType, VariantMap& eventData)
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+{
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+ Network* network = GetSubsystem<Network>();
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+ String address = textEdit_->GetText().Trimmed();
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+ if (address.Empty())
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+ address = "localhost"; // Use localhost to connect if nothing else specified
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+
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+ // Connect to server, do not specify a client scene as we are not using scene replication, just messages
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+ network->Connect(address, CHAT_SERVER_PORT, 0);
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+
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+ UpdateButtons();
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+}
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+
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+void Chat::HandleDisconnect(StringHash eventType, VariantMap& eventData)
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+{
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+ Network* network = GetSubsystem<Network>();
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+ Connection* serverConnection = network->GetServerConnection();
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+ if (serverConnection)
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+ serverConnection->Disconnect();
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+ else if (network->IsServerRunning())
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+ network->StopServer();
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+
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+ UpdateButtons();
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+}
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+
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+void Chat::HandleStartServer(StringHash eventType, VariantMap& eventData)
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+{
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+ Network* network = GetSubsystem<Network>();
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+ network->StartServer(CHAT_SERVER_PORT);
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+
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+ UpdateButtons();
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+}
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+
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+void Chat::HandleNetworkMessage(StringHash eventType, VariantMap& eventData)
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+{
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+ Network* network = GetSubsystem<Network>();
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+
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+ using namespace NetworkMessage;
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+
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+ int msgID = eventData[P_MESSAGEID].GetInt();
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+ if (msgID == MSG_CHAT)
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+ {
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+ const PODVector<unsigned char>& data = eventData[P_DATA].GetBuffer();
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+ // Use a MemoryBuffer to read the message data so that there is no unnecessary copying
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+ MemoryBuffer msg(data);
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+ String text = msg.ReadString();
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+
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+ // If we are the server, prepend the sender's IP address and port and echo to everyone
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+ // If we are a client, just display the message
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+ if (network->IsServerRunning())
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+ {
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+ Connection* sender = (Connection*)eventData[P_CONNECTION].GetPtr();
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+
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+ text = sender->ToString() + " " + text;
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+
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+ VectorBuffer sendMsg;
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+ sendMsg.WriteString(text);
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+ // Broadcast as in-order and reliable
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+ network->BroadcastMessage(MSG_CHAT, true, true, sendMsg);
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+ }
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+
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+ ShowChatText(text);
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+ }
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+}
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+
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+void Chat::HandleConnectionStatus(StringHash eventType, VariantMap& eventData)
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+{
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+ UpdateButtons();
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+}
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