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- //
- // Copyright (c) 2008-2014 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #pragma once
- #include "Sample.h"
- namespace Urho3D
- {
- class Button;
- class Connection;
- class Scene;
- class Text;
- class UIElement;
- }
- /// Scene network replication example.
- /// This sample demonstrates:
- /// - Creating a scene in which network clients can join
- /// - Giving each client an object to control and sending the controls from the clients to the server
- /// where the authoritative simulation happens
- /// - Controlling a physics object's movement by applying forces
- class SceneReplication : public Sample
- {
- OBJECT(SceneReplication);
- public:
- /// Construct.
- SceneReplication(Context* context);
- /// Setup after engine initialization and before running the main loop.
- virtual void Start();
- protected:
- /// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
- virtual String GetScreenJoystickPatchString() const { return
- "<patch>"
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">"
- " <attribute name=\"Is Visible\" value=\"false\" />"
- " </add>"
- "</patch>";
- }
- private:
- /// Construct the scene content.
- void CreateScene();
- /// Construct instruction text and the login / start server UI.
- void CreateUI();
- /// Set up viewport.
- void SetupViewport();
- /// Subscribe to update, UI and network events.
- void SubscribeToEvents();
- /// Create a button to the button container.
- Button* CreateButton(const String& text, int width);
- /// Update visibility of buttons according to connection and server status.
- void UpdateButtons();
- /// Create a controllable ball object and return its scene node.
- Node* CreateControllableObject();
- /// Read input and move the camera.
- void MoveCamera();
- /// Handle the physics world pre-step event.
- void HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData);
- /// Handle the logic post-update event.
- void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
- /// Handle pressing the connect button.
- void HandleConnect(StringHash eventType, VariantMap& eventData);
- /// Handle pressing the disconnect button.
- void HandleDisconnect(StringHash eventType, VariantMap& eventData);
- /// Handle pressing the start server button.
- void HandleStartServer(StringHash eventType, VariantMap& eventData);
- /// Handle connection status change (just update the buttons that should be shown.)
- void HandleConnectionStatus(StringHash eventType, VariantMap& eventData);
- /// Handle a client connecting to the server.
- void HandleClientConnected(StringHash eventType, VariantMap& eventData);
- /// Handle a client disconnecting from the server.
- void HandleClientDisconnected(StringHash eventType, VariantMap& eventData);
- /// Handle remote event from server which tells our controlled object node ID.
- void HandleClientObjectID(StringHash eventType, VariantMap& eventData);
- /// Mapping from client connections to controllable objects.
- HashMap<Connection*, WeakPtr<Node> > serverObjects_;
- /// Button container element.
- SharedPtr<UIElement> buttonContainer_;
- /// Server address line editor element.
- SharedPtr<LineEdit> textEdit_;
- /// Connect button.
- SharedPtr<Button> connectButton_;
- /// Disconnect button.
- SharedPtr<Button> disconnectButton_;
- /// Start server button.
- SharedPtr<Button> startServerButton_;
- /// Instructions text.
- SharedPtr<Text> instructionsText_;
- /// ID of own controllable object (client only.)
- unsigned clientObjectID_;
- };
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