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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
- #include "Scripts/Utilities/Sample.as"
- // Identifier for the chat network messages
- const int MSG_CHAT = 32;
- // UDP port we will use
- const uint CHAT_SERVER_PORT = 2345;
- Array<String> chatHistory;
- Text@ chatHistoryText;
- UIElement@ buttonContainer;
- LineEdit@ textEdit;
- Button@ sendButton;
- Button@ connectButton;
- Button@ disconnectButton;
- Button@ startServerButton;
- void 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();
- }
- void CreateUI()
- {
- SetLogoVisible(false); // We need the full rendering window
- XMLFile@ uiStyle = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
- // Set style to the UI root so that elements will inherit it
- ui.root.defaultStyle = uiStyle;
- Font@ 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();
- chatHistory.Resize((graphics.height - 20) / chatHistoryText.rowHeight);
- // No viewports or scene is defined. However, the default zone's fog color controls the fill color
- renderer.defaultZone.fogColor = Color(0.0f, 0.0f, 0.1f);
- }
- void 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");
- }
- Button@ CreateButton(const String&in text, int width)
- {
- Font@ font = cache.GetResource("Font", "Fonts/Anonymous Pro.ttf");
- Button@ button = buttonContainer.CreateChild("Button");
- button.SetStyleAuto();
- button.SetFixedWidth(width);
- Text@ buttonText = button.CreateChild("Text");
- buttonText.SetFont(font, 12);
- buttonText.SetAlignment(HA_CENTER, VA_CENTER);
- buttonText.text = text;
- return button;
- }
- void ShowChatText(const String& row)
- {
- chatHistory.Erase(0);
- chatHistory.Push(row);
- // Concatenate all the rows in history
- String allRows;
- for (uint i = 0; i < chatHistory.length; ++i)
- allRows += chatHistory[i] + "\n";
- chatHistoryText.text = allRows;
- }
- void UpdateButtons()
- {
- Connection@ serverConnection = network.serverConnection;
- bool serverRunning = network.serverRunning;
- // Show and hide buttons so that eg. Connect and Disconnect are never shown at the same time
- sendButton.visible = serverConnection !is null;
- connectButton.visible = serverConnection is null && !serverRunning;
- disconnectButton.visible = serverConnection !is null || serverRunning;
- startServerButton.visible = serverConnection is null && !serverRunning;
- }
- void HandleLogMessage(StringHash eventType, VariantMap& eventData)
- {
- ShowChatText(eventData["Message"].GetString());
- }
- void HandleSend(StringHash eventType, VariantMap& eventData)
- {
- String text = textEdit.text;
- if (text.empty)
- return; // Do not send an empty message
- Connection@ serverConnection = network.serverConnection;
- if (serverConnection !is null)
- {
- // A VectorBuffer object is convenient for constructing a message to send
- VectorBuffer msg;
- 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 = "";
- }
- }
- void HandleConnect(StringHash eventType, VariantMap& eventData)
- {
- String address = textEdit.text.Trimmed();
- if (address.empty)
- address = "localhost"; // Use localhost to connect if nothing else specified
- // 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, null);
- UpdateButtons();
- }
- void HandleDisconnect(StringHash eventType, VariantMap& eventData)
- {
- Connection@ serverConnection = network.serverConnection;
- // If we were connected to server, disconnect
- if (serverConnection !is null)
- serverConnection.Disconnect();
- // Or if we were running a server, stop it
- else if (network.serverRunning)
- network.StopServer();
- UpdateButtons();
- }
- void HandleStartServer(StringHash eventType, VariantMap& eventData)
- {
- network.StartServer(CHAT_SERVER_PORT);
- UpdateButtons();
- }
- void HandleNetworkMessage(StringHash eventType, VariantMap& eventData)
- {
- int msgID = eventData["MessageID"].GetInt();
- if (msgID == MSG_CHAT)
- {
- VectorBuffer msg = eventData["Data"].GetBuffer();
- String 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)
- {
- Connection@ sender = eventData["Connection"].GetPtr();
- text = sender.ToString() + " " + text;
- VectorBuffer sendMsg;
- sendMsg.WriteString(text);
- // Broadcast as in-order and reliable
- network.BroadcastMessage(MSG_CHAT, true, true, sendMsg);
- }
- ShowChatText(text);
- }
- }
- void HandleConnectionStatus(StringHash eventType, VariantMap& eventData)
- {
- UpdateButtons();
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions =
- "<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>";
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