Chat-O-Matic/application/views/ConversationView.cpp
Jaidyn Ann 5b5840a79e Explicitly tie Conversations, Contacts, and Users to their ProtocolLoopers
Previously, all Conversations/Contacts/Users were stored in the Server,
each in their respective KeyMaps, identified solely by their
identifiers. This leads to the glaring problem of overlap― if the user
has multiple accounts, some users/rooms might be used or present in multiple
accounts at the same time.

Now, each accounts' Contacts, Conversations, and Users are stored in
its ProtocolLooper, making this overlap impossible. An oversight of only
allowing one user identifier to be stored (fMySelf) in Server was also fixed
this way.

This is the bulk of the work required for multi-account support― now,
the user can join the same XMPP room on two seperate accounts, and it
works perfectly.
2021-06-10 15:16:43 -05:00

358 lines
7.8 KiB
C++

/*
* Copyright 2009-2011, Andrea Anzani. All rights reserved.
* Distributed under the terms of the MIT License.
*
* Authors:
* Andrea Anzani, andrea.anzani@gmail.com
*/
#include "ConversationView.h"
#include <LayoutBuilder.h>
#include <ListView.h>
#include <Notification.h>
#include <ScrollView.h>
#include <StringList.h>
#include <StringView.h>
#include <libinterface/BitmapView.h>
#include "CayaMessages.h"
#include "CayaPreferences.h"
#include "CayaProtocolMessages.h"
#include "CayaRenderView.h"
#include "CayaUtils.h"
#include "Conversation.h"
#include "NotifyMessage.h"
#include "User.h"
#include "UserItem.h"
#include "UserListView.h"
ConversationView::ConversationView()
:
BGroupView("chatView", B_VERTICAL, B_USE_DEFAULT_SPACING),
fMessageQueue()
{
fMessageCount = 0;
_InitInterface();
}
ConversationView::ConversationView(Conversation* chat)
: ConversationView()
{
SetConversation(chat);
fUserList->SetConversation(chat);
}
bool
ConversationView::QuitRequested()
{
BMessage msg(CAYA_CLOSE_CHAT_WINDOW);
msg.AddString("chat_id", fConversation->GetId());
fConversation->Messenger().SendMessage(&msg);
return false;
}
void
ConversationView::AttachedToWindow()
{
while (fMessageQueue.IsEmpty() == false) {
BMessage* msg = fMessageQueue.RemoveItemAt(0);
ImMessage(msg);
}
}
void
ConversationView::MessageReceived(BMessage* message)
{
switch (message->what) {
case CAYA_CHAT:
{
BString text = message->FindString("body");
if (text == "")
return;
int64 instance = fConversation->GetProtocolLooper()->GetInstance();
BMessage msg(IM_MESSAGE);
msg.AddInt32("im_what", IM_SEND_MESSAGE);
msg.AddInt64("instance", instance);
msg.AddString("chat_id", fConversation->GetId());
msg.AddString("body", text);
fConversation->ImMessage(&msg);
break;
}
case IM_MESSAGE:
ImMessage(message);
break;
default:
BGroupView::MessageReceived(message);
break;
}
}
void
ConversationView::ImMessage(BMessage* msg)
{
int32 im_what = msg->FindInt32("im_what");
switch (im_what) {
case IM_ROOM_LEFT:
{
delete fConversation;
delete this;
break;
}
case IM_MESSAGE_RECEIVED:
{
BString message = msg->FindString("body");
BString id = msg->FindString("user_id");
User* sender = fConversation->UserById(id);
BString uname = sender->GetName();
// Send a notification, if it's appropriate
if ((Window() == NULL || Window()->IsActive() == false)
&& (!CayaPreferences::Item()->NotifyNewMessage))
{
fMessageCount++;
BString notify_message;
notify_message << "You've got ";
notify_message << fMessageCount;
if (fMessageCount==1)
notify_message << " new message from ";
else
notify_message << " new messages from ";
notify_message << uname;
BNotification notification(B_INFORMATION_NOTIFICATION);
notification.SetGroup(BString("Caya"));
notification.SetTitle(BString("New message"));
notification.SetIcon(sender->AvatarBitmap());
notification.SetContent(notify_message);
notification.SetMessageID(uname);
notification.Send();
// Check if the user want the notification
if (!CayaPreferences::Item()->NotifyNewMessage)
break;
}
_AppendOrEnqueueMessage(msg);
break;
}
case IM_MESSAGE_SENT:
case IM_LOGS_RECEIVED:
{
_AppendOrEnqueueMessage(msg);
break;
}
case IM_ROOM_PARTICIPANT_JOINED:
{
_UserMessage("%user% has joined the room.\n",
"%user% has joined the room (%body%).\n", msg);
break;
}
case IM_ROOM_PARTICIPANT_LEFT:
{
_UserMessage("%user% has left the room.\n",
"%user% has left the room (%body%).\n", msg);
break;
}
case IM_ROOM_PARTICIPANT_KICKED:
{
_UserMessage("%user% was kicked.\n",
"%user% was kicked (%body%).\n", msg);
break;
}
case IM_ROOM_PARTICIPANT_BANNED:
{
_UserMessage("%user% has been banned.\n",
"%user% has been banned (%body%).\n", msg);
break;
}
default:
break;
}
}
Conversation*
ConversationView::GetConversation()
{
return fConversation;
}
void
ConversationView::SetConversation(Conversation* chat)
{
fConversation = chat;
fNameTextView->SetText(chat->GetName());
fProtocolView->SetBitmap(chat->ProtocolBitmap());
}
void
ConversationView::UpdateIcon()
{
if (fConversation->IconBitmap() != NULL)
fIcon->SetBitmap(fConversation->IconBitmap());
}
void
ConversationView::UpdateUserList(UserMap users)
{
fUserList->MakeEmpty();
for (int i = 0; i < users.CountItems(); i++) {
User* user = users.ValueAt(i);
if (fUserList->HasItem(user->GetListItem()) == false)
fUserList->AddItem(user->GetListItem());
}
}
void
ConversationView::InvalidateUserList()
{
for (int i = 0; i < fUserList->CountItems(); i++)
fUserList->InvalidateItem(i);
}
void
ConversationView::ObserveString(int32 what, BString str)
{
switch (what)
{
case STR_ROOM_SUBJECT:
{
fSubjectTextView->SetText(str);
break;
}
}
}
void
ConversationView::_InitInterface()
{
fReceiveView = new CayaRenderView("fReceiveView");
BScrollView* scrollViewReceive = new BScrollView("receiveScrollView",
fReceiveView, B_WILL_DRAW, false, true);
fNameTextView = new BTextView("roomName", B_WILL_DRAW);
fNameTextView->SetViewUIColor(B_PANEL_BACKGROUND_COLOR);
fNameTextView->MakeEditable(false);
fSubjectTextView = new BTextView("roomSubject", B_WILL_DRAW);
fSubjectTextView->SetViewUIColor(B_PANEL_BACKGROUND_COLOR);
fSubjectTextView->MakeEditable(false);
fIcon = new BitmapView("ContactIcon");
fIcon->SetExplicitMinSize(BSize(50, 50));
fIcon->SetExplicitPreferredSize(BSize(50, 50));
fIcon->SetExplicitAlignment(BAlignment(B_ALIGN_RIGHT, B_ALIGN_MIDDLE));
fProtocolView = new BitmapView("protocolView");
fUserList = new UserListView("userList");
BScrollView* scrollViewUsers = new BScrollView("userScrollView",
fUserList, B_WILL_DRAW, false, true);
BLayoutBuilder::Group<>(this, B_VERTICAL)
.AddGroup(B_HORIZONTAL)
.Add(fIcon)
.AddGroup(B_VERTICAL)
.Add(fNameTextView)
.Add(fSubjectTextView)
.End()
.Add(fProtocolView)
.End()
.AddSplit(B_HORIZONTAL, 0)
.Add(scrollViewReceive, 5)
.Add(scrollViewUsers, 1)
.End();
}
bool
ConversationView::_AppendOrEnqueueMessage(BMessage* msg)
{
// If not attached to the chat window, then re-handle this message
// later [AttachedToWindow()], since you can't edit an unattached
// RenderView.
if (Window() == NULL) {
fMessageQueue.AddItem(new BMessage(*msg));
return false;
}
// Alright, we're good to append!
_AppendMessage(msg);
return true;
}
void
ConversationView::_AppendMessage(BMessage* msg)
{
BStringList users, bodies;
if (msg->FindStrings("body", &bodies) != B_OK)
return;
msg->FindStrings("user_id", &users);
for (int i = bodies.CountStrings(); i >= 0; i--) {
User* sender = fConversation->UserById(users.StringAt(i));
BString sender_name = users.StringAt(i);
BString body = bodies.StringAt(i);
rgb_color userColor = ui_color(B_PANEL_TEXT_COLOR);
if (sender != NULL) {
sender_name = sender->GetName();
userColor = sender->fItemColor;
}
if (sender_name.IsEmpty() == true) {
fReceiveView->AppendGenericMessage(body.String());
continue;
}
fReceiveView->AppendMessage(sender_name.String(), body.String(), userColor);
}
}
void
ConversationView::_UserMessage(const char* format, const char* bodyFormat,
BMessage* msg)
{
BString user_id;
BString user_name = msg->FindString("user_name");
BString body = msg->FindString("body");
if (msg->FindString("user_id", &user_id) != B_OK)
return;
if (user_name.IsEmpty() == true)
user_name = user_id;
BString newBody("** ");
if (body.IsEmpty() == true)
newBody << format;
else {
newBody << bodyFormat;
newBody.ReplaceAll("%body%", body.String());
}
newBody.ReplaceAll("%user%", user_name.String());
BMessage newMsg;
newMsg.AddString("body", newBody);
_AppendOrEnqueueMessage(&newMsg);
}