godot-demo-projects/networking/websocket_chat/client/client_ui.gd

63 lines
1.9 KiB
GDScript

extends Control
onready var _client = $Client
onready var _log_dest = $Panel/VBoxContainer/RichTextLabel
onready var _line_edit = $Panel/VBoxContainer/Send/LineEdit
onready var _host = $Panel/VBoxContainer/Connect/Host
onready var _multiplayer = $Panel/VBoxContainer/Settings/Multiplayer
onready var _write_mode = $Panel/VBoxContainer/Settings/Mode
onready var _destination = $Panel/VBoxContainer/Settings/Destination
func _ready():
_write_mode.clear()
_write_mode.add_item("BINARY")
_write_mode.set_item_metadata(0, WebSocketPeer.WRITE_MODE_BINARY)
_write_mode.add_item("TEXT")
_write_mode.set_item_metadata(1, WebSocketPeer.WRITE_MODE_TEXT)
_destination.add_item("Broadcast")
_destination.set_item_metadata(0, 0)
_destination.add_item("Last connected")
_destination.set_item_metadata(1, 1)
_destination.add_item("All But last connected")
_destination.set_item_metadata(2, -1)
_destination.select(0)
func _on_Mode_item_selected(_id):
_client.set_write_mode(_write_mode.get_selected_metadata())
func _on_Send_pressed():
if _line_edit.text == "":
return
var dest = _destination.get_selected_metadata()
if dest > 0:
dest = _client.last_connected_client
elif dest < 0:
dest = -_client.last_connected_client
Utils._log(_log_dest, "Sending data %s to %s" % [_line_edit.text, dest])
_client.send_data(_line_edit.text, dest)
_line_edit.text = ""
func _on_Connect_toggled( pressed ):
if pressed:
var multiplayer = _multiplayer.pressed
if multiplayer:
_write_mode.disabled = true
else:
_destination.disabled = true
_multiplayer.disabled = true
if _host.text != "":
Utils._log(_log_dest, "Connecting to host: %s" % [_host.text])
var supported_protocols = PoolStringArray(["my-protocol2", "my-protocol", "binary"])
_client.connect_to_url(_host.text, supported_protocols, multiplayer)
else:
_destination.disabled = false
_write_mode.disabled = false
_multiplayer.disabled = false
_client.disconnect_from_host()