Urho3D/bin/Data/Scripts/16_Chat.as

235 lines
7.6 KiB
ActionScript

// 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 = MSG_USER + 0;
// 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();
// Set the mouse mode to use in the sample
SampleInitMouseMode(MM_FREE);
// 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 - 100) / 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>";