Urho3D/Source/Samples/16_Chat/Chat.h
2020-01-05 06:21:40 +00:00

107 lines
4.0 KiB
C++

//
// Copyright (c) 2008-2020 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 LineEdit;
class Text;
class UIElement;
}
/// Chat example
/// This sample demonstrates:
/// - Starting up a network server or connecting to it
/// - Implementing simple chat functionality with network messages
class Chat : public Sample
{
URHO3D_OBJECT(Chat, Sample);
public:
/// Construct.
explicit Chat(Context* context);
/// Setup after engine initialization and before running the main loop.
void Start() override;
protected:
/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
String GetScreenJoystickPatchString() const override { 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>";
}
private:
/// Create the UI.
void CreateUI();
/// Subscribe to log message, UI and network events.
void SubscribeToEvents();
/// Create a button to the button container.
Button* CreateButton(const String& text, int width);
/// Print chat text.
void ShowChatText(const String& row);
/// Update visibility of buttons according to connection and server status.
void UpdateButtons();
/// Handle log message event; pipe it also to the chat display.
void HandleLogMessage(StringHash eventType, VariantMap& eventData);
/// Handle pressing the send button.
void HandleSend(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 an incoming network message.
void HandleNetworkMessage(StringHash eventType, VariantMap& eventData);
/// Handle connection status change (just update the buttons that should be shown.)
void HandleConnectionStatus(StringHash eventType, VariantMap& eventData);
/// Strings printed so far.
Vector<String> chatHistory_;
/// Chat text element.
SharedPtr<Text> chatHistoryText_;
/// Button container element.
SharedPtr<UIElement> buttonContainer_;
/// Server address / chat message line editor element.
SharedPtr<LineEdit> textEdit_;
/// Send button.
SharedPtr<Button> sendButton_;
/// Connect button.
SharedPtr<Button> connectButton_;
/// Disconnect button.
SharedPtr<Button> disconnectButton_;
/// Start server button.
SharedPtr<Button> startServerButton_;
};