Torque3D/Engine/source/app/net/netTest.cpp
DavidWyand-GG 539efcb1e1 Input event changes
- New InputEventManager class.  It will be used by 3rd party input
devices to generate Torque 3D input events.
- Expanded the input event signal to include three new floats and a new
integer.
- Expanded the number of joystick buttons to 48.
- The input virtual map is now extendable rather than hard coded.
- The input devices types are now extendable rather than hard coded.
- New SI_POS, SI_ROT, SI_INT, and SI_FLOAT input event types.
- New SI_VALUE input action type.
- ActionMap has been updated to work with these changes.
- Removed unnecessary references to platform/event.h
2013-01-22 18:17:41 -05:00

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6.5 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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 "platform/platform.h"
#include "console/simBase.h"
#include "sim/netConnection.h"
#include "core/stream/bitStream.h"
#include "sim/netObject.h"
#include "console/engineAPI.h"
class SimpleMessageEvent : public NetEvent
{
char *msg;
public:
typedef NetEvent Parent;
SimpleMessageEvent(const char *message = NULL)
{
if(message)
msg = dStrdup(message);
else
msg = NULL;
}
~SimpleMessageEvent()
{ dFree(msg); }
virtual void pack(NetConnection* /*ps*/, BitStream *bstream)
{ bstream->writeString(msg); }
virtual void write(NetConnection*, BitStream *bstream)
{ bstream->writeString(msg); }
virtual void unpack(NetConnection* /*ps*/, BitStream *bstream)
{ char buf[256]; bstream->readString(buf); msg = dStrdup(buf); }
virtual void process(NetConnection *)
{ Con::printf("RMSG %d %s", mSourceId, msg); }
DECLARE_CONOBJECT(SimpleMessageEvent);
};
IMPLEMENT_CO_NETEVENT_V1(SimpleMessageEvent);
ConsoleDocClass( SimpleMessageEvent,
"@brief A very simple example of a network event.\n\n"
"This object exists purely for instructional purposes. It is primarily "
"geared toward developers that wish to understand the inner-working of "
"Torque 3D's networking system. This is not intended for actual game "
"development.\n\n "
"@see NetEvent for the inner workings of network events\n\n"
"@ingroup Networking\n");
DefineEngineStaticMethod( SimpleMessageEvent, msg, void, (NetConnection* con, const char* message),,
"@brief Send a SimpleMessageEvent message to the specified connection.\n\n"
"The far end that receives the message will print the message out to the console.\n"
"@param con The unique ID of the connection to transmit to\n"
"@param message The string containing the message to transmit\n\n"
"@tsexample\n"
"// Send a message to the other end of the given NetConnection\n"
"SimpleMessageEvent::msg( %conn, \"A message from me!\");\n\n"
"// The far end will see the following in the console\n"
"// (Note: The number may be something other than 1796 as it is the SimObjectID\n"
"// of the received event)\n"
"// \n"
"// RMSG 1796 A message from me!\n"
"@endtsexample\n\n"
)
{
//NetConnection *con = (NetConnection *) Sim::findObject(argv[1]);
if(con)
con->postNetEvent(new SimpleMessageEvent(message));
}
//ConsoleFunction( msg, void, 3, 3, "(NetConnection id, string message)"
// "Send a SimpleNetObject message to the specified connection.")
//{
// NetConnection *con = (NetConnection *) Sim::findObject(argv[1]);
// if(con)
// con->postNetEvent(new SimpleMessageEvent(argv[2]));
//}
class SimpleNetObject : public NetObject
{
typedef NetObject Parent;
public:
char message[256];
SimpleNetObject()
{
mNetFlags.set(ScopeAlways | Ghostable);
dStrcpy(message, "Hello World!");
}
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
{
stream->writeString(message);
return 0;
}
void unpackUpdate(NetConnection *conn, BitStream *stream)
{
stream->readString(message);
Con::printf("Got message: %s", message);
}
void setMessage(const char *msg)
{
setMaskBits(1);
dStrcpy(message, msg);
}
DECLARE_CONOBJECT(SimpleNetObject);
};
IMPLEMENT_CO_NETOBJECT_V1(SimpleNetObject);
ConsoleDocClass( SimpleNetObject,
"@brief A very simple example of a class derived from NetObject.\n\n"
"This object exists purely for instructional purposes. It is primarily "
"geared toward developers that wish to understand the inner-working of "
"Torque 3D's networking system. This is not intended for actual game "
"development.\n\n "
"@tsexample\n"
"// On the server, create a new SimpleNetObject. This is a ghost always\n"
"// object so it will be immediately ghosted to all connected clients.\n"
"$s = new SimpleNetObject();\n\n"
"// All connected clients will see the following in their console:\n"
"// \n"
"// Got message: Hello World!\n"
"@endtsexample\n\n"
"@see NetObject for a full breakdown of this example object\n"
"@ingroup Networking\n");
DefineEngineMethod( SimpleNetObject, setMessage, void, (const char* msg),,
"@brief Sets the internal message variable.\n\n"
"SimpleNetObject is set up to automatically transmit this new message to "
"all connected clients. It will appear in the clients' console.\n"
"@param msg The new message to send\n\n"
"@tsexample\n"
"// On the server, create a new SimpleNetObject. This is a ghost always\n"
"// object so it will be immediately ghosted to all connected clients.\n"
"$s = new SimpleNetObject();\n\n"
"// All connected clients will see the following in their console:\n"
"// \n"
"// Got message: Hello World!\n\n"
"// Now again on the server, change the message. This will cause it to\n"
"// be sent to all connected clients.\n"
"$s.setMessage(\"A new message from me!\");\n\n"
"// All connected clients will now see in their console:\n"
"// \n"
"// Go message: A new message from me!\n"
"@endtsexample\n\n"
)
{
object->setMessage(msg);
}
//ConsoleMethod( SimpleNetObject, setMessage, void, 3, 3, "(string msg)")
//{
// object->setMessage(argv[2]);
//}