dd298281e2
The new Notifier→Observer relation chain: * Conversation → ConversationItem, ConversationView * User → UserListItem, UserInfoWindow, UserPopUp * Contact → RosterItem These line up pretty intuitively― if something changes in the conversation, you want the list item and view to change too. But there's one more here that's less intuitive: * User → Conversation If Conversation observes something from a user (i.e., status change), it immediately knows to do one thing only: invalidate the user list, because something's changed.
326 lines
6.9 KiB
C++
326 lines
6.9 KiB
C++
/*
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* Copyright 2009-2011, Andrea Anzani. All rights reserved.
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* Distributed under the terms of the MIT License.
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*
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* Authors:
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* Andrea Anzani, andrea.anzani@gmail.com
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*/
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#include "ConversationView.h"
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#include <LayoutBuilder.h>
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#include <ListView.h>
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#include <Notification.h>
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#include <ScrollView.h>
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#include <StringList.h>
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#include <StringView.h>
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#include <libinterface/BitmapView.h>
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#include "CayaMessages.h"
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#include "CayaPreferences.h"
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#include "CayaProtocolMessages.h"
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#include "CayaRenderView.h"
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#include "Conversation.h"
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#include "NotifyMessage.h"
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#include "User.h"
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#include "UserItem.h"
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#include "UserListView.h"
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ConversationView::ConversationView()
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:
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BGroupView("chatView", B_VERTICAL, B_USE_DEFAULT_SPACING),
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fMessageQueue()
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{
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fMessageCount = 0;
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_InitInterface();
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}
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ConversationView::ConversationView(Conversation* chat)
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: ConversationView()
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{
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SetConversation(chat);
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}
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bool
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ConversationView::QuitRequested()
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{
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BMessage msg(CAYA_CLOSE_CHAT_WINDOW);
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msg.AddString("chat_id", fConversation->GetId());
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fConversation->Messenger().SendMessage(&msg);
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return false;
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}
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void
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ConversationView::AttachedToWindow()
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{
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while (fMessageQueue.IsEmpty() == false) {
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BMessage* msg = fMessageQueue.RemoveItemAt(0);
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ImMessage(msg);
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}
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}
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void
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ConversationView::MessageReceived(BMessage* message)
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{
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switch (message->what) {
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case CAYA_CHAT:
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{
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BString text = message->FindString("body");
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if (text == "")
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return;
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BMessage msg(IM_MESSAGE);
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msg.AddInt32("im_what", IM_SEND_MESSAGE);
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msg.AddString("chat_id", fConversation->GetId());
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msg.AddString("body", text);
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fConversation->ImMessage(&msg);
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break;
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}
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case IM_MESSAGE:
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ImMessage(message);
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break;
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default:
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BGroupView::MessageReceived(message);
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break;
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}
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}
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void
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ConversationView::ImMessage(BMessage* msg)
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{
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int32 im_what = msg->FindInt32("im_what");
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switch (im_what) {
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case IM_MESSAGE_RECEIVED:
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{
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BString message = msg->FindString("body");
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BString id = msg->FindString("user_id");
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User* sender = fConversation->UserById(id);
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BString uname = sender->GetName();
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// Send a notification, if it's appropriate
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if ((Window() == NULL || Window()->IsActive() == false)
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&& (!CayaPreferences::Item()->NotifyNewMessage))
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{
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fMessageCount++;
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BString notify_message;
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notify_message << "You've got ";
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notify_message << fMessageCount;
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if (fMessageCount==1)
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notify_message << " new message from ";
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else
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notify_message << " new messages from ";
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notify_message << uname;
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BNotification notification(B_INFORMATION_NOTIFICATION);
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notification.SetGroup(BString("Caya"));
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notification.SetTitle(BString("New message"));
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notification.SetIcon(sender->AvatarBitmap());
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notification.SetContent(notify_message);
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notification.SetMessageID(uname);
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notification.Send();
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// Check if the user want the notification
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if (!CayaPreferences::Item()->NotifyNewMessage)
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break;
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}
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_AppendOrEnqueueMessage(msg);
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// Message received, clear status anyway
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// fStatus->SetText("");
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break;
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}
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case IM_MESSAGE_SENT:
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case IM_LOGS_RECEIVED:
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{
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_AppendOrEnqueueMessage(msg);
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break;
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}
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case IM_CONTACT_STARTED_TYPING:
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fStatus->SetText("Contact is typing...");
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break;
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case IM_CONTACT_STOPPED_TYPING:
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fStatus->SetText("");
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break;
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case IM_CONTACT_GONE:
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fStatus->SetText("Contact closed the chat window!");
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snooze(10000);
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fStatus->SetText("");
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break;
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default:
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break;
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}
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}
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Conversation*
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ConversationView::GetConversation()
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{
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return fConversation;
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}
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void
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ConversationView::SetConversation(Conversation* chat)
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{
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fConversation = chat;
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fContact = chat->Users().ValueAt(0);
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fPersonalMessage->SetText(chat->GetName());
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}
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void
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ConversationView::UpdateAvatar()
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{
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if (fContact->AvatarBitmap() != NULL)
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fAvatar->SetBitmap(fContact->AvatarBitmap());
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}
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void
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ConversationView::UpdatePersonalMessage()
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{
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if (fContact->GetNotifyPersonalStatus() != NULL)
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fPersonalMessage->SetText(fContact->GetNotifyPersonalStatus());
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}
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void
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ConversationView::UpdateUserList(UserMap users)
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{
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fUserList->MakeEmpty();
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for (int i = 0; i < users.CountItems(); i++) {
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User* user = users.ValueAt(i);
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if (fUserList->HasItem(user->GetListItem()) == false)
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fUserList->AddItem(user->GetListItem());
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}
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}
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void
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ConversationView::InvalidateUserList()
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{
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for (int i = 0; i < fUserList->CountItems(); i++)
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fUserList->InvalidateItem(i);
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}
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void
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ConversationView::ObserveString(int32 what, BString str)
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{
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}
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void
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ConversationView::ObservePointer(int32 what, void* ptr)
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{
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}
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void
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ConversationView::ObserveInteger(int32 what, int32 val)
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{
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}
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void
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ConversationView::_InitInterface()
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{
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fReceiveView = new CayaRenderView("fReceiveView");
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BScrollView* scrollViewReceive = new BScrollView("receiveScrollView",
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fReceiveView, B_WILL_DRAW, false, true);
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fPersonalMessage = new BTextView("personalMessage", B_WILL_DRAW);
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fPersonalMessage->SetExplicitAlignment(
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BAlignment(B_ALIGN_LEFT, B_ALIGN_MIDDLE));
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fPersonalMessage->SetText("");
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fPersonalMessage->MakeEditable(false);
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fPersonalMessage->SetViewColor(ui_color(B_PANEL_BACKGROUND_COLOR));
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fStatus = new BStringView("status", "");
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fAvatar = new BitmapView("ContactIcon");
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fAvatar->SetExplicitMinSize(BSize(50, 50));
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fAvatar->SetExplicitPreferredSize(BSize(50, 50));
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fAvatar->SetExplicitAlignment(BAlignment(B_ALIGN_RIGHT, B_ALIGN_MIDDLE));
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fProtocolView = new BitmapView("protocolView");
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fUserList = new UserListView("userList");
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BScrollView* scrollViewUsers = new BScrollView("userScrollView",
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fUserList, B_WILL_DRAW, false, true);
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BLayoutBuilder::Group<>(this, B_VERTICAL)
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.AddGroup(B_HORIZONTAL)
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.Add(fProtocolView)
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.Add(fPersonalMessage)
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.Add(fAvatar)
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.End()
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.AddSplit(B_HORIZONTAL, 0)
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.Add(scrollViewReceive, 5)
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.Add(scrollViewUsers, 1)
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.End();
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// .Add(fStatus, 4)
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}
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bool
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ConversationView::_AppendOrEnqueueMessage(BMessage* msg)
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{
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// If not attached to the chat window, then re-handle this message
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// later [AttachedToWindow()], since you can't edit an unattached
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// RenderView.
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if (Window() == NULL) {
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fMessageQueue.AddItem(new BMessage(*msg));
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return false;
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}
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// Alright, we're good to append!
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_AppendMessage(msg);
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return true;
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}
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void
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ConversationView::_AppendMessage(BMessage* msg)
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{
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BString message = msg->FindString("body");
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BString id = msg->FindString("user_id");
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BString uname = "";
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if (id.IsEmpty() == false) {
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User* sender = fConversation->UserById(id);
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if (sender == NULL || (uname = sender->GetName()) == NULL)
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uname = id;
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}
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if (msg->FindInt32("im_what") == IM_MESSAGE_SENT)
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fReceiveView->AppendOwnMessage(message.String());
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else if (uname.IsEmpty() == false)
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fReceiveView->AppendOtherMessage(uname.String(), message.String());
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else {
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BStringList bodies;
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if (msg->FindStrings("body", &bodies) != B_OK)
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return;
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for (int i = bodies.CountStrings(); i >= 0; i--)
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fReceiveView->AppendGenericMessage(bodies.StringAt(i).String());
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}
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}
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