Urho3D/Source/Samples/16_Chat/Chat.cpp
2021-07-17 16:43:46 +00:00

291 lines
10 KiB
C++

//
// Copyright (c) 2008-2021 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.
//
#include <Urho3D/Audio/Audio.h>
#include <Urho3D/Audio/Sound.h>
#include <Urho3D/Engine/Engine.h>
#include <Urho3D/Graphics/Graphics.h>
#include <Urho3D/Graphics/Zone.h>
#include <Urho3D/Input/Input.h>
#include <Urho3D/IO/IOEvents.h>
#include <Urho3D/IO/Log.h>
#include <Urho3D/IO/MemoryBuffer.h>
#include <Urho3D/IO/VectorBuffer.h>
#include <Urho3D/Network/Network.h>
#include <Urho3D/Network/NetworkEvents.h>
#include <Urho3D/Network/Protocol.h>
#include <Urho3D/Resource/ResourceCache.h>
#include <Urho3D/Scene/Scene.h>
#include <Urho3D/UI/Button.h>
#include <Urho3D/UI/Font.h>
#include <Urho3D/UI/LineEdit.h>
#include <Urho3D/UI/Text.h>
#include <Urho3D/UI/UI.h>
#include <Urho3D/UI/UIEvents.h>
#include "Chat.h"
#include <Urho3D/DebugNew.h>
// Undefine Windows macro, as our Connection class has a function called SendMessage
#ifdef SendMessage
#undef SendMessage
#endif
// Identifier for the chat network messages
const int MSG_CHAT = MSG_USER + 0;
// UDP port we will use
const unsigned short CHAT_SERVER_PORT = 2345;
URHO3D_DEFINE_APPLICATION_MAIN(Chat)
Chat::Chat(Context* context) :
Sample(context)
{
}
void Chat::Start()
{
// Execute base class startup
Sample::Start();
// Enable OS cursor
GetSubsystem<Input>()->SetMouseVisible(true);
// Create the user interface
CreateUI();
// Subscribe to UI and network events
SubscribeToEvents();
// Set the mouse mode to use in the sample
Sample::InitMouseMode(MM_FREE);
}
void Chat::CreateUI()
{
SetLogoVisible(false); // We need the full rendering window
auto* graphics = GetSubsystem<Graphics>();
UIElement* root = GetSubsystem<UI>()->GetRoot();
auto* cache = GetSubsystem<ResourceCache>();
auto* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
// Set style to the UI root so that elements will inherit it
root->SetDefaultStyle(uiStyle);
auto* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
chatHistoryText_ = root->CreateChild<Text>();
chatHistoryText_->SetFont(font, 12);
buttonContainer_ = root->CreateChild<UIElement>();
buttonContainer_->SetFixedSize(graphics->GetWidth(), 20);
buttonContainer_->SetPosition(0, graphics->GetHeight() - 20);
buttonContainer_->SetLayoutMode(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();
float rowHeight = chatHistoryText_->GetRowHeight();
// Row height would be zero if the font failed to load
if (rowHeight)
{
float numberOfRows = (graphics->GetHeight() - 100) / rowHeight;
chatHistory_.Resize(static_cast<unsigned int>(numberOfRows));
}
// No viewports or scene is defined. However, the default zone's fog color controls the fill color
GetSubsystem<Renderer>()->GetDefaultZone()->SetFogColor(Color(0.0f, 0.0f, 0.1f));
}
void Chat::SubscribeToEvents()
{
// Subscribe to UI element events
SubscribeToEvent(textEdit_, E_TEXTFINISHED, URHO3D_HANDLER(Chat, HandleSend));
SubscribeToEvent(sendButton_, E_RELEASED, URHO3D_HANDLER(Chat, HandleSend));
SubscribeToEvent(connectButton_, E_RELEASED, URHO3D_HANDLER(Chat, HandleConnect));
SubscribeToEvent(disconnectButton_, E_RELEASED, URHO3D_HANDLER(Chat, HandleDisconnect));
SubscribeToEvent(startServerButton_, E_RELEASED, URHO3D_HANDLER(Chat, HandleStartServer));
// Subscribe to log messages so that we can pipe them to the chat window
SubscribeToEvent(E_LOGMESSAGE, URHO3D_HANDLER(Chat, HandleLogMessage));
// Subscribe to network events
SubscribeToEvent(E_NETWORKMESSAGE, URHO3D_HANDLER(Chat, HandleNetworkMessage));
SubscribeToEvent(E_SERVERCONNECTED, URHO3D_HANDLER(Chat, HandleConnectionStatus));
SubscribeToEvent(E_SERVERDISCONNECTED, URHO3D_HANDLER(Chat, HandleConnectionStatus));
SubscribeToEvent(E_CONNECTFAILED, URHO3D_HANDLER(Chat, HandleConnectionStatus));
}
Button* Chat::CreateButton(const String& text, int width)
{
auto* cache = GetSubsystem<ResourceCache>();
auto* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
auto* button = buttonContainer_->CreateChild<Button>();
button->SetStyleAuto();
button->SetFixedWidth(width);
auto* buttonText = button->CreateChild<Text>();
buttonText->SetFont(font, 12);
buttonText->SetAlignment(HA_CENTER, VA_CENTER);
buttonText->SetText(text);
return button;
}
void Chat::ShowChatText(const String& row)
{
chatHistory_.Erase(0);
chatHistory_.Push(row);
// Concatenate all the rows in history
String allRows;
for (unsigned i = 0; i < chatHistory_.Size(); ++i)
allRows += chatHistory_[i] + "\n";
chatHistoryText_->SetText(allRows);
}
void Chat::UpdateButtons()
{
auto* network = GetSubsystem<Network>();
Connection* serverConnection = network->GetServerConnection();
bool serverRunning = network->IsServerRunning();
// Show and hide buttons so that eg. Connect and Disconnect are never shown at the same time
sendButton_->SetVisible(serverConnection != nullptr);
connectButton_->SetVisible(!serverConnection && !serverRunning);
disconnectButton_->SetVisible(serverConnection || serverRunning);
startServerButton_->SetVisible(!serverConnection && !serverRunning);
}
void Chat::HandleLogMessage(StringHash /*eventType*/, VariantMap& eventData)
{
using namespace LogMessage;
ShowChatText(eventData[P_MESSAGE].GetString());
}
void Chat::HandleSend(StringHash /*eventType*/, VariantMap& eventData)
{
String text = textEdit_->GetText();
if (text.Empty())
return; // Do not send an empty message
auto* network = GetSubsystem<Network>();
Connection* serverConnection = network->GetServerConnection();
if (serverConnection)
{
// 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_->SetText(String::EMPTY);
}
}
void Chat::HandleConnect(StringHash /*eventType*/, VariantMap& eventData)
{
auto* network = GetSubsystem<Network>();
String address = textEdit_->GetText().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_->SetText(String::EMPTY);
// 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, nullptr);
UpdateButtons();
}
void Chat::HandleDisconnect(StringHash /*eventType*/, VariantMap& eventData)
{
auto* network = GetSubsystem<Network>();
Connection* serverConnection = network->GetServerConnection();
// If we were connected to server, disconnect
if (serverConnection)
serverConnection->Disconnect();
// Or if we were running a server, stop it
else if (network->IsServerRunning())
network->StopServer();
UpdateButtons();
}
void Chat::HandleStartServer(StringHash /*eventType*/, VariantMap& eventData)
{
auto* network = GetSubsystem<Network>();
network->StartServer(CHAT_SERVER_PORT);
UpdateButtons();
}
void Chat::HandleNetworkMessage(StringHash /*eventType*/, VariantMap& eventData)
{
auto* network = GetSubsystem<Network>();
using namespace NetworkMessage;
int msgID = eventData[P_MESSAGEID].GetInt();
if (msgID == MSG_CHAT)
{
const PODVector<unsigned char>& data = eventData[P_DATA].GetBuffer();
// Use a MemoryBuffer to read the message data so that there is no unnecessary copying
MemoryBuffer msg(data);
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->IsServerRunning())
{
auto* sender = static_cast<Connection*>(eventData[P_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 Chat::HandleConnectionStatus(StringHash /*eventType*/, VariantMap& eventData)
{
UpdateButtons();
}