solanaceae_contact/src/solanaceae/contact/components.hpp

91 lines
1.5 KiB
C++

#pragma once
#include "./contact_model3.hpp"
#include <string>
#include <vector>
// fwd
struct ContactModel3I;
namespace Contact::Components {
struct TagSelfWeak {};
struct TagSelfStrong {};
struct TagBig {};
struct RequestIncoming {
bool name = false;
bool password = false;
};
struct TagRequestOutgoing {};
// self counterpart
struct Self {
Contact3 self;
};
// tier 1
struct Parent {
Contact3 parent;
};
// TODO: maybe rename to children
struct ParentOf {
std::vector<Contact3> subs;
};
// TODO: this is very hacky
// maybe refwrapper?
using ContactModel = ContactModel3I*;
struct Name {
std::string name;
};
// stable, probably unique, ID
// eg for tox this would be the public key of the contact
// if the protocol does not have its own ids, you can use a hash or a random byte array
// TODO: make more length specific variants?
struct ID {
std::vector<uint8_t> data;
};
// (display)alias
// tag to signal an avatar change, and the texture needs to be reloaded
struct TagAvatarInvalidate {};
struct AvatarMemory {
// RGBA single-frame
std::vector<uint8_t> data;
uint64_t width;
uint64_t height;
};
struct AvatarFile {
std::string file_path;
};
// status
struct ConnectionState {
enum State {
disconnected,
direct, // tox udp-direct?
cloud, // tox tcp-relayed / most messengers ?
} state = disconnected;
};
// status message
struct StatusMessage {
std::string msg;
};
// last seen (not disconnected?)
} // Contact::Components
#include "./components_id.inl"