291 lines
10 KiB
C++
291 lines
10 KiB
C++
//
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// Copyright (c) 2008-2021 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include <Urho3D/Audio/Audio.h>
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#include <Urho3D/Audio/Sound.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Graphics/Graphics.h>
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#include <Urho3D/Graphics/Zone.h>
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#include <Urho3D/Input/Input.h>
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#include <Urho3D/IO/IOEvents.h>
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#include <Urho3D/IO/Log.h>
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#include <Urho3D/IO/MemoryBuffer.h>
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#include <Urho3D/IO/VectorBuffer.h>
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#include <Urho3D/Network/Network.h>
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#include <Urho3D/Network/NetworkEvents.h>
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#include <Urho3D/Network/Protocol.h>
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#include <Urho3D/Resource/ResourceCache.h>
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#include <Urho3D/Scene/Scene.h>
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#include <Urho3D/UI/Button.h>
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#include <Urho3D/UI/Font.h>
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#include <Urho3D/UI/LineEdit.h>
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#include <Urho3D/UI/Text.h>
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#include <Urho3D/UI/UI.h>
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#include <Urho3D/UI/UIEvents.h>
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#include "Chat.h"
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#include <Urho3D/DebugNew.h>
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// Undefine Windows macro, as our Connection class has a function called SendMessage
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#ifdef SendMessage
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#undef SendMessage
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#endif
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// Identifier for the chat network messages
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const int MSG_CHAT = MSG_USER + 0;
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// UDP port we will use
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const unsigned short CHAT_SERVER_PORT = 2345;
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URHO3D_DEFINE_APPLICATION_MAIN(Chat)
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Chat::Chat(Context* context) :
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Sample(context)
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{
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}
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void Chat::Start()
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{
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// Execute base class startup
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Sample::Start();
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// Enable OS cursor
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GetSubsystem<Input>()->SetMouseVisible(true);
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// Create the user interface
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CreateUI();
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// Subscribe to UI and network events
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SubscribeToEvents();
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// Set the mouse mode to use in the sample
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Sample::InitMouseMode(MM_FREE);
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}
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void Chat::CreateUI()
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{
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SetLogoVisible(false); // We need the full rendering window
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auto* graphics = GetSubsystem<Graphics>();
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UIElement* root = GetSubsystem<UI>()->GetRoot();
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auto* cache = GetSubsystem<ResourceCache>();
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auto* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
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// Set style to the UI root so that elements will inherit it
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root->SetDefaultStyle(uiStyle);
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auto* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
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chatHistoryText_ = root->CreateChild<Text>();
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chatHistoryText_->SetFont(font, 12);
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buttonContainer_ = root->CreateChild<UIElement>();
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buttonContainer_->SetFixedSize(graphics->GetWidth(), 20);
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buttonContainer_->SetPosition(0, graphics->GetHeight() - 20);
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buttonContainer_->SetLayoutMode(LM_HORIZONTAL);
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textEdit_ = buttonContainer_->CreateChild<LineEdit>();
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textEdit_->SetStyleAuto();
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sendButton_ = CreateButton("Send", 70);
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connectButton_ = CreateButton("Connect", 90);
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disconnectButton_ = CreateButton("Disconnect", 100);
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startServerButton_ = CreateButton("Start Server", 110);
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UpdateButtons();
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float rowHeight = chatHistoryText_->GetRowHeight();
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// Row height would be zero if the font failed to load
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if (rowHeight)
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{
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float numberOfRows = (graphics->GetHeight() - 100) / rowHeight;
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chatHistory_.Resize(static_cast<unsigned int>(numberOfRows));
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}
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// No viewports or scene is defined. However, the default zone's fog color controls the fill color
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GetSubsystem<Renderer>()->GetDefaultZone()->SetFogColor(Color(0.0f, 0.0f, 0.1f));
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}
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void Chat::SubscribeToEvents()
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{
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// Subscribe to UI element events
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SubscribeToEvent(textEdit_, E_TEXTFINISHED, URHO3D_HANDLER(Chat, HandleSend));
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SubscribeToEvent(sendButton_, E_RELEASED, URHO3D_HANDLER(Chat, HandleSend));
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SubscribeToEvent(connectButton_, E_RELEASED, URHO3D_HANDLER(Chat, HandleConnect));
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SubscribeToEvent(disconnectButton_, E_RELEASED, URHO3D_HANDLER(Chat, HandleDisconnect));
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SubscribeToEvent(startServerButton_, E_RELEASED, URHO3D_HANDLER(Chat, HandleStartServer));
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// Subscribe to log messages so that we can pipe them to the chat window
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SubscribeToEvent(E_LOGMESSAGE, URHO3D_HANDLER(Chat, HandleLogMessage));
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// Subscribe to network events
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SubscribeToEvent(E_NETWORKMESSAGE, URHO3D_HANDLER(Chat, HandleNetworkMessage));
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SubscribeToEvent(E_SERVERCONNECTED, URHO3D_HANDLER(Chat, HandleConnectionStatus));
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SubscribeToEvent(E_SERVERDISCONNECTED, URHO3D_HANDLER(Chat, HandleConnectionStatus));
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SubscribeToEvent(E_CONNECTFAILED, URHO3D_HANDLER(Chat, HandleConnectionStatus));
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}
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Button* Chat::CreateButton(const String& text, int width)
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{
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auto* cache = GetSubsystem<ResourceCache>();
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auto* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
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auto* button = buttonContainer_->CreateChild<Button>();
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button->SetStyleAuto();
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button->SetFixedWidth(width);
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auto* buttonText = button->CreateChild<Text>();
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buttonText->SetFont(font, 12);
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buttonText->SetAlignment(HA_CENTER, VA_CENTER);
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buttonText->SetText(text);
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return button;
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}
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void Chat::ShowChatText(const String& row)
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{
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chatHistory_.Erase(0);
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chatHistory_.Push(row);
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// Concatenate all the rows in history
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String allRows;
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for (unsigned i = 0; i < chatHistory_.Size(); ++i)
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allRows += chatHistory_[i] + "\n";
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chatHistoryText_->SetText(allRows);
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}
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void Chat::UpdateButtons()
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{
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auto* network = GetSubsystem<Network>();
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Connection* serverConnection = network->GetServerConnection();
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bool serverRunning = network->IsServerRunning();
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// Show and hide buttons so that eg. Connect and Disconnect are never shown at the same time
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sendButton_->SetVisible(serverConnection != nullptr);
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connectButton_->SetVisible(!serverConnection && !serverRunning);
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disconnectButton_->SetVisible(serverConnection || serverRunning);
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startServerButton_->SetVisible(!serverConnection && !serverRunning);
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}
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void Chat::HandleLogMessage(StringHash /*eventType*/, VariantMap& eventData)
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{
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using namespace LogMessage;
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ShowChatText(eventData[P_MESSAGE].GetString());
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}
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void Chat::HandleSend(StringHash /*eventType*/, VariantMap& eventData)
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{
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String text = textEdit_->GetText();
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if (text.Empty())
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return; // Do not send an empty message
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auto* network = GetSubsystem<Network>();
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Connection* serverConnection = network->GetServerConnection();
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if (serverConnection)
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{
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// A VectorBuffer object is convenient for constructing a message to send
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VectorBuffer msg;
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msg.WriteString(text);
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// Send the chat message as in-order and reliable
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serverConnection->SendMessage(MSG_CHAT, true, true, msg);
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// Empty the text edit after sending
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textEdit_->SetText(String::EMPTY);
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}
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}
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void Chat::HandleConnect(StringHash /*eventType*/, VariantMap& eventData)
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{
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auto* network = GetSubsystem<Network>();
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String address = textEdit_->GetText().Trimmed();
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if (address.Empty())
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address = "localhost"; // Use localhost to connect if nothing else specified
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// Empty the text edit after reading the address to connect to
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textEdit_->SetText(String::EMPTY);
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// Connect to server, do not specify a client scene as we are not using scene replication, just messages.
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// At connect time we could also send identity parameters (such as username) in a VariantMap, but in this
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// case we skip it for simplicity
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network->Connect(address, CHAT_SERVER_PORT, nullptr);
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UpdateButtons();
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}
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void Chat::HandleDisconnect(StringHash /*eventType*/, VariantMap& eventData)
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{
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auto* network = GetSubsystem<Network>();
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Connection* serverConnection = network->GetServerConnection();
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// If we were connected to server, disconnect
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if (serverConnection)
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serverConnection->Disconnect();
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// Or if we were running a server, stop it
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else if (network->IsServerRunning())
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network->StopServer();
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UpdateButtons();
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}
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void Chat::HandleStartServer(StringHash /*eventType*/, VariantMap& eventData)
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{
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auto* network = GetSubsystem<Network>();
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network->StartServer(CHAT_SERVER_PORT);
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UpdateButtons();
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}
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void Chat::HandleNetworkMessage(StringHash /*eventType*/, VariantMap& eventData)
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{
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auto* network = GetSubsystem<Network>();
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using namespace NetworkMessage;
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int msgID = eventData[P_MESSAGEID].GetInt();
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if (msgID == MSG_CHAT)
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{
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const PODVector<unsigned char>& data = eventData[P_DATA].GetBuffer();
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// Use a MemoryBuffer to read the message data so that there is no unnecessary copying
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MemoryBuffer msg(data);
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String text = msg.ReadString();
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// If we are the server, prepend the sender's IP address and port and echo to everyone
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// If we are a client, just display the message
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if (network->IsServerRunning())
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{
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auto* sender = static_cast<Connection*>(eventData[P_CONNECTION].GetPtr());
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text = sender->ToString() + " " + text;
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VectorBuffer sendMsg;
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sendMsg.WriteString(text);
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// Broadcast as in-order and reliable
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network->BroadcastMessage(MSG_CHAT, true, true, sendMsg);
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}
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ShowChatText(text);
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}
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}
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void Chat::HandleConnectionStatus(StringHash /*eventType*/, VariantMap& eventData)
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{
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UpdateButtons();
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}
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