Chat-O-Matic/application/views/ConversationView.cpp
Jaidyn Ann dd298281e2 Changes to Notifier→Observer relations
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.
2021-06-03 23:39:50 -05:00

326 lines
6.9 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 "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);
}
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;
BMessage msg(IM_MESSAGE);
msg.AddInt32("im_what", IM_SEND_MESSAGE);
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_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);
// Message received, clear status anyway
// fStatus->SetText("");
break;
}
case IM_MESSAGE_SENT:
case IM_LOGS_RECEIVED:
{
_AppendOrEnqueueMessage(msg);
break;
}
case IM_CONTACT_STARTED_TYPING:
fStatus->SetText("Contact is typing...");
break;
case IM_CONTACT_STOPPED_TYPING:
fStatus->SetText("");
break;
case IM_CONTACT_GONE:
fStatus->SetText("Contact closed the chat window!");
snooze(10000);
fStatus->SetText("");
break;
default:
break;
}
}
Conversation*
ConversationView::GetConversation()
{
return fConversation;
}
void
ConversationView::SetConversation(Conversation* chat)
{
fConversation = chat;
fContact = chat->Users().ValueAt(0);
fPersonalMessage->SetText(chat->GetName());
}
void
ConversationView::UpdateAvatar()
{
if (fContact->AvatarBitmap() != NULL)
fAvatar->SetBitmap(fContact->AvatarBitmap());
}
void
ConversationView::UpdatePersonalMessage()
{
if (fContact->GetNotifyPersonalStatus() != NULL)
fPersonalMessage->SetText(fContact->GetNotifyPersonalStatus());
}
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)
{
}
void
ConversationView::ObservePointer(int32 what, void* ptr)
{
}
void
ConversationView::ObserveInteger(int32 what, int32 val)
{
}
void
ConversationView::_InitInterface()
{
fReceiveView = new CayaRenderView("fReceiveView");
BScrollView* scrollViewReceive = new BScrollView("receiveScrollView",
fReceiveView, B_WILL_DRAW, false, true);
fPersonalMessage = new BTextView("personalMessage", B_WILL_DRAW);
fPersonalMessage->SetExplicitAlignment(
BAlignment(B_ALIGN_LEFT, B_ALIGN_MIDDLE));
fPersonalMessage->SetText("");
fPersonalMessage->MakeEditable(false);
fPersonalMessage->SetViewColor(ui_color(B_PANEL_BACKGROUND_COLOR));
fStatus = new BStringView("status", "");
fAvatar = new BitmapView("ContactIcon");
fAvatar->SetExplicitMinSize(BSize(50, 50));
fAvatar->SetExplicitPreferredSize(BSize(50, 50));
fAvatar->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(fProtocolView)
.Add(fPersonalMessage)
.Add(fAvatar)
.End()
.AddSplit(B_HORIZONTAL, 0)
.Add(scrollViewReceive, 5)
.Add(scrollViewUsers, 1)
.End();
// .Add(fStatus, 4)
}
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)
{
BString message = msg->FindString("body");
BString id = msg->FindString("user_id");
BString uname = "";
if (id.IsEmpty() == false) {
User* sender = fConversation->UserById(id);
if (sender == NULL || (uname = sender->GetName()) == NULL)
uname = id;
}
if (msg->FindInt32("im_what") == IM_MESSAGE_SENT)
fReceiveView->AppendOwnMessage(message.String());
else if (uname.IsEmpty() == false)
fReceiveView->AppendOtherMessage(uname.String(), message.String());
else {
BStringList bodies;
if (msg->FindStrings("body", &bodies) != B_OK)
return;
for (int i = bodies.CountStrings(); i >= 0; i--)
fReceiveView->AppendGenericMessage(bodies.StringAt(i).String());
}
}