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- -- Chat example
- -- This sample demonstrates:
- -- - Starting up a network server or connecting to it
- -- - Implementing simple chat functionality with network messages
- require "LuaScripts/Utilities/Sample"
- -- Identifier for the chat network messages
- local MSG_CHAT = 32
- -- UDP port we will use
- local CHAT_SERVER_PORT = 2345
- local chatHistory = {}
- local chatHistoryText = nil
- local buttonContainer = nil
- local textEdit = nil
- local sendButton = nil
- local connectButton = nil
- local disconnectButton = nil
- local startServerButton = nil
- function Start()
- -- Execute the common startup for samples
- SampleStart()
- -- Enable OS cursor
- input.mouseVisible = true
- -- Create the user interface
- CreateUI()
- -- Subscribe to UI and network events
- SubscribeToEvents()
- end
- function CreateUI()
- SetLogoVisible(false) -- We need the full rendering window
- local uiStyle = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
- -- Set style to the UI root so that elements will inherit it
- ui.root.defaultStyle = uiStyle
- local font = cache:GetResource("Font", "Fonts/Anonymous Pro.ttf")
- chatHistoryText = ui.root:CreateChild("Text")
- chatHistoryText:SetFont(font, 12)
- buttonContainer = ui.root:CreateChild("UIElement")
- buttonContainer:SetFixedSize(graphics.width, 20)
- buttonContainer:SetPosition(0, graphics.height - 20)
- buttonContainer.layoutMode = LM_HORIZONTAL
- textEdit = buttonContainer:CreateChild("LineEdit")
- textEdit:SetStyleAuto()
- sendButton = CreateButton("Send", 70)
- connectButton = CreateButton("Connect", 90)
- disconnectButton = CreateButton("Disconnect", 100)
- startServerButton = CreateButton("Start Server", 110)
- UpdateButtons()
- local size = (graphics.height - 20) / chatHistoryText.rowHeight
- for i = 1, size do
- table.insert(chatHistory, "")
- end
- -- No viewports or scene is defined. However, the default zone's fog color controls the fill color
- renderer.defaultZone.fogColor = Color(0.0, 0.0, 0.1)
- end
- function SubscribeToEvents()
- -- Subscribe to UI element events
- SubscribeToEvent(textEdit, "TextFinished", "HandleSend")
- SubscribeToEvent(sendButton, "Released", "HandleSend")
- SubscribeToEvent(connectButton, "Released", "HandleConnect")
- SubscribeToEvent(disconnectButton, "Released", "HandleDisconnect")
- SubscribeToEvent(startServerButton, "Released", "HandleStartServer")
- -- Subscribe to log messages so that we can pipe them to the chat window
- SubscribeToEvent("LogMessage", "HandleLogMessage")
- -- Subscribe to network events
- SubscribeToEvent("NetworkMessage", "HandleNetworkMessage")
- SubscribeToEvent("ServerConnected", "HandleConnectionStatus")
- SubscribeToEvent("ServerDisconnected", "HandleConnectionStatus")
- SubscribeToEvent("ConnectFailed", "HandleConnectionStatus")
- end
- function CreateButton(text, width)
- local font = cache:GetResource("Font", "Fonts/Anonymous Pro.ttf")
- local button = buttonContainer:CreateChild("Button")
- button:SetStyleAuto()
- button:SetFixedWidth(width)
- local buttonText = button:CreateChild("Text")
- buttonText:SetFont(font, 12)
- buttonText:SetAlignment(HA_CENTER, VA_CENTER)
- buttonText.text = text
- return button
- end
- function ShowChatText(row)
- table.remove(chatHistory, 1)
- table.insert(chatHistory, row)
- -- Concatenate all the rows in history
- local allRows = ""
- for i, r in ipairs(chatHistory) do
- allRows = allRows .. r .. "\n"
- end
- chatHistoryText.text = allRows
- end
- function UpdateButtons()
- local serverConnection = network.serverConnection
- local serverRunning = network.serverRunning
- -- Show and hide buttons so that eg. Connect and Disconnect are never shown at the same time
- sendButton.visible = serverConnection ~= nil
- connectButton.visible = (serverConnection == nil) and (not serverRunning)
- disconnectButton.visible = (serverConnection ~= nil) or serverRunning
- startServerButton.visible = (serverConnection == nil) and (not serverRunning)
- end
- function HandleLogMessage(eventType, eventData)
- ShowChatText(eventData:GetString("Message"))
- end
- function HandleSend(eventType, eventData)
- local text = textEdit.text
- if text == "" then
- return -- Do not send an empty message
- end
- local serverConnection = network.serverConnection
- if serverConnection ~= nil then
- -- A VectorBuffer object is convenient for constructing a message to send
- local msg = VectorBuffer()
- msg:WriteString(text)
- -- Send the chat message as in-order and reliable
- serverConnection:SendMessage(MSG_CHAT, true, true, msg)
- -- Empty the text edit after sending
- textEdit.text = ""
- end
- end
- function HandleConnect(eventType, eventData)
- local address = textEdit.text
- if address == "" then
- address = "localhost" -- Use localhost to connect if nothing else specified
- end
- -- Empty the text edit after reading the address to connect to
- textEdit.text = ""
- -- Connect to server, do not specify a client scene as we are not using scene replication, just messages.
- -- At connect time we could also send identity parameters (such as username) in a VariantMap, but in this
- -- case we skip it for simplicity
- network:Connect(address, CHAT_SERVER_PORT, nil)
- UpdateButtons()
- end
- function HandleDisconnect(eventType, eventData)
- local serverConnection = network.serverConnection
- -- If we were connected to server, disconnect
- if serverConnection ~= nil then
- serverConnection:Disconnect()
- -- Or if we were running a server, stop it
- else
- if network.serverRunning then
- network:StopServer()
- end
- end
- UpdateButtons()
- end
- function HandleStartServer(eventType, eventData)
- network:StartServer(CHAT_SERVER_PORT)
- UpdateButtons()
- end
- function HandleNetworkMessage(eventType, eventData)
- local msgID = eventData:GetInt("MessageID")
- if msgID == MSG_CHAT then
- local msg = eventData:GetBuffer("Data")
- local text = msg:ReadString()
- -- If we are the server, prepend the sender's IP address and port and echo to everyone
- -- If we are a client, just display the message
- if network.serverRunning then
- local sender = eventData:GetPtr("Connection", "Connection")
- text = sender:ToString() .. " " .. text
- local sendMsg = VectorBuffer()
- sendMsg:WriteString(text)
- -- Broadcast as in-order and reliable
- network:BroadcastMessage(MSG_CHAT, true, true, sendMsg)
- end
- ShowChatText(text)
- end
- end
- function HandleConnectionStatus(eventType, eventData)
- UpdateButtons()
- end
- -- Create XML patch instructions for screen joystick layout specific to this sample app
- function GetScreenJoystickPatchString()
- return
- "<patch>" ..
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button2']]\">" ..
- " <attribute name=\"Is Visible\" value=\"false\" />" ..
- " </add>" ..
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" ..
- " <attribute name=\"Is Visible\" value=\"false\" />" ..
- " </add>" ..
- "</patch>"
- end
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