0xc3u/Indiko.Maui.Controls.Chat

Indiko.Maui.Controls.Chat

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Aug 15, 2026

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android
chat
chatview
dotnet
ios
maui
recyclerview
uicollectionview
view

README

ChatView Control for MAUI.NET

The ChatView control is a highly customizable chat interface for MAUI.NET applications. It supports various features such as displaying messages, handling user interactions, managing replies, emoji reactions, avatars, and system messages. The control is optimized for native performance using platform-specific components like RecyclerView on Android, UICollectionView on iOS and a virtualized ListView on Windows (WinUI 3).

Indiko.Maui.Controls.Chat

Screenshots

AndroidiOSWindows
chatview_androidchatview_iossupported — full feature parity (WinUI 3 ListView)

Build Status

ci

Installation

You can install the Indiko.Maui.Controls.Chat package via NuGet Package Manager or CLI:

NuGet

NuGet Package Manager

Install-Package Indiko.Maui.Controls.Chat

.NET CLI

dotnet add package Indiko.Maui.Controls.Chat

Adding to Your Project

To use the ChatView in your project, add the control to your app builder:

using Microsoft.Maui.Hosting;
using Indiko.Maui.Controls.Chat;

var builder = MauiApp.CreateBuilder();
builder.UseChatView();

Features

  • Message Display: Renders text, image, video, audio (voice note), system, and date-separator messages.
  • Voice Notes: Audio messages render as a play/pause button, a tap-to-seek waveform, and an elapsed/total duration label, with native playback on all platforms.
  • Media Bubbles: Images and videos are sized to the content's aspect ratio (capped) so a photo never blows up the bubble.
  • Media Captions: Image and video messages can carry a text caption (the message's TextContent), shown under the media in the same bubble.
  • Tap-to-Play Video: Videos show a blurred first-frame poster with a play button; nothing auto-plays while scrolling. Tapping play opens the video full screen with native controls (play/pause + seek bar) by default — set OpenVideoFullScreen="False" to play inline in the bubble instead.
  • Full-Screen Image Viewer: Tapping an image opens a full-screen viewer with pinch-to-zoom, pan and double-tap zoom. MessageTapped still fires; set OpenImageFullScreen="False" to handle the tap yourself.
  • Reply Support: Reply-to-message functionality with previews of the original message.
  • Tap-to-Jump Reply: Tapping a message's reply preview scrolls to the original message it replies to and briefly highlights it. Toggle with EnableJumpToRepliedMessage; set the flash color with RepliedMessageHighlightColor (or Transparent to disable it); RepliedMessageTappedCommand notifies your view model with the original message.
  • Swipe-to-Reply: Swipe a bubble to the right to start a reply. It raises the same event as the context menu's "Reply" item — LongPressedCommand fires with a ContextAction (Name == "reply", Message == the swiped message) — so you implement reply logic once for both gestures. The row springs back (haptic on iOS, clamped slide on Android); on Windows the swipe reveals a Reply button (native SwipeControl) which you tap. Toggle with EnableSwipeToReply; the action name is configurable via SwipeReplyActionName.
  • Emoji Reactions: Allows emoji reactions with reaction counts and participant details.
  • Avatars: Displays sender avatars (image or initials) with customizable appearance.
  • Sender Names (group chats): Shows SenderName above incoming bubbles, de-duplicated for consecutive messages from the same sender. Toggle with ShowSenderName; style with SenderNameTextColor / SenderNameFontSize.
  • Clickable Links: URLs, phone numbers and email addresses in text messages are detected and tappable (browser / dialer / mail). Toggle with DetectLinks; style with LinkTextColor. Long-press-to-react still works.
  • Link Previews: A text message can carry a LinkPreview (thumbnail + title + description + site) that renders as an unfurl card under the text; tapping it opens the URL. The control renders only — your app fetches the metadata (keeping the no-networking design) and supplies the thumbnail as bytes. Toggle with EnableLinkPreview; style the card via the LinkPreview* properties; LinkPreviewTappedCommand lets you handle the tap yourself.
  • Date Separators & "New Messages" Separator: Group messages by day and highlight where unread messages begin.
  • Customizable Styling: Flexible styling for message backgrounds, text colors, fonts, and more.
  • Commands and Events: Handles user interactions like taps, emoji reactions, and scrolls.
  • Smart Scrolling: On iOS the list is rendered with an inverted UICollectionView, so the newest message rests at the bottom with no animated jump on open; on Windows the virtualized ListView pins the viewport to the newest message (ItemsUpdatingScrollMode) and follows it when a message arrives while you're near the bottom; supports scroll-to-last-message and scroll-to-first-new-message.
  • Scroll-to-Bottom Button: A floating button appears when the user scrolls away from the newest message; tapping it jumps back to the bottom. An optional badge counts messages that arrive while scrolled up. Fully styleable — toggle with ShowScrollToBottomButton; style with ScrollToBottomButtonBackgroundColor, ScrollToBottomButtonIconColor, ScrollToBottomButtonSize, ScrollToBottomButtonMargin; the badge with ShowScrollToBottomBadge, ScrollToBottomBadgeBackgroundColor, ScrollToBottomBadgeTextColor, ScrollToBottomBadgeFontSize.
  • Load More Messages: Supports dynamic loading of older messages via a bound command; prepended messages keep the viewport stable.
  • Native Performance: Uses RecyclerView on Android, UICollectionView on iOS and a virtualized ListView on Windows for smooth performance.
  • Long Press Gesture: Displays a configured context menu (emoji reactions + actions) on any message — text, image, video and voice note. On Windows, long-press with touch (Holding) or right-click both open the menu.
  • Optional Composer (ChatInputView): A separate, fully styleable input control — auto-growing entry, attachments, emoji picker, press-and-hold to record voice notes, reply banner and media preview. Input-only: it raises SendCommand with a ChatComposeResult so your app stays in charge of persistence/sending. See Optional message composer.

Requirements

  • .NET 10 (net10.0-android, net10.0-ios, net10.0-windows10.0.19041.0)
  • Minimum OS: Android 12 (API 31)+ / iOS 14.2+ / Windows 10 (2004)+ or Windows 11

Supported Message Types

Message TypeDescription
TextStandard text messages.
ImageImage messages (PNG/JPEG bytes in BinaryContent); aspect-sized bubble.
VideoVideo messages (bytes in BinaryContent); blurred poster + tap-to-play.
AudioVoice notes (bytes in BinaryContent) with play/pause, waveform, duration.
SystemSystem-generated / service messages.
DateDay separator row (usually inserted by your app between date groups).

Feature Guide

Every feature with a short example. All snippets assume ChatMessages is an ObservableRangeCollection<ChatMessage> bound to ChatView.Messages. The sample app exercises all of these.

Tip: the control is render-only — it has no composer, networking or persistence. You build messages in your app and add them to the bound collection.

Setup

// MauiProgram.cs
builder.UseChatView();
xmlns:idk="clr-namespace:Indiko.Maui.Controls.Chat;assembly=Indiko.Maui.Controls.Chat"

<idk:ChatView Messages="{Binding ChatMessages}" />

Binding & updating messages

public ObservableRangeCollection<ChatMessage> ChatMessages { get; } = new();

ChatMessages.Add(message);              // single (newest)
ChatMessages.AddRange(initialHistory);  // bulk, one notification
ChatMessages.InsertRange(0, olderPage); // prepend older messages (load-more)

Text, image, video & voice-note messages

// Text
new ChatMessage { MessageType = MessageType.Text, TextContent = "Hi!", IsOwnMessage = true, Timestamp = DateTime.Now };

// Image (optional caption via TextContent)
new ChatMessage { MessageType = MessageType.Image, BinaryContent = jpegBytes, TextContent = "from the trail" };

// Video (blurred poster + tap-to-play; full screen by default)
new ChatMessage { MessageType = MessageType.Video, BinaryContent = mp4Bytes };

// Voice note (play/pause + waveform + duration)
new ChatMessage { MessageType = MessageType.Audio, BinaryContent = wavBytes, AudioDuration = TimeSpan.FromSeconds(4) };

System & date-separator messages

new ChatMessage { MessageType = MessageType.System, TextContent = "Messages are end-to-end encrypted" };
new ChatMessage { MessageType = MessageType.Date, Timestamp = day, TextContent = day.ToString("dddd, MMMM d, yyyy") };

Avatars & sender names (group chats)

msg.SenderAvatar = avatarPngBytes;   // image avatar, or…
msg.SenderInitials = "AB";           // …initials fallback
msg.SenderName = "Alex Berg";        // shown above incoming bubbles, de-duplicated per run
<idk:ChatView ShowSenderName="True" SenderNameTextColor="MediumPurple" SenderNameFontSize="12"
              AvatarSize="36" AvatarBackgroundColor="Indigo" AvatarTextColor="White" />

Emoji reactions

msg.Reactions.Add(new ChatMessageReaction { Emoji = "👍", Count = 3, ParticipantIds = ["u1", "u2", "u3"] });
<idk:ChatView EmojiReactionFontSize="14" EmojiReactionTextColor="Indigo"
              EmojiReactionTappedCommand="{Binding ReactionTappedCommand}" />

Replies, swipe-to-reply & tap-to-jump

// Render a reply preview inside a bubble
msg.ReplyToMessage = new RepliedMessage
{
    MessageId   = original.MessageId,
    SenderId    = "Alex Berg",
    TextPreview = RepliedMessage.GenerateTextPreview(original.TextContent)
};
<idk:ChatView EnableSwipeToReply="True"
              EnableJumpToRepliedMessage="True"
              RepliedMessageHighlightColor="#80FFD54F"
              LongPressedCommand="{Binding LongPressedCommand}" />

Swiping a bubble and the context menu's "Reply" item raise the same event, so you handle reply once:

[RelayCommand]
void LongPressed(ContextAction action)
{
    if (action.Name == "reply")
        StartReplyTo(action.Message); // your composer sets the next message's ReplyToMessage
}

Tapping a reply preview scrolls to (and flashes) the original; RepliedMessageTappedCommand also fires with that message.

// Your app fetches the metadata + thumbnail bytes; the control only renders the card.
msg.LinkPreview = new LinkPreview
{
    Url = "https://learn.microsoft.com/dotnet/maui/",
    SiteName = "learn.microsoft.com",
    Title = ".NET MAUI documentation",
    Description = "Build cross-platform native apps from one C# codebase.",
    ImageBytes = thumbnailBytes
};
<idk:ChatView EnableLinkPreview="True"
              LinkPreviewBackgroundColor="#F2F2F2"
              LinkPreviewTitleColor="Black"
              LinkPreviewSiteNameColor="RoyalBlue"
              LinkPreviewTappedCommand="{Binding LinkPreviewTappedCommand}" />
<idk:ChatView DetectLinks="True" LinkTextColor="RoyalBlue" />

Delivery & read state (with custom icons)

msg.DeliveryState = MessageDeliveryState.Read; // Sent | Delivered | Read
msg.ReadState     = MessageReadState.New;       // New | Unread | Read
<idk:ChatView SendIcon="send.png" DeliveredIcon="check.png" ReadIcon="read.png" />

"New messages" separator

<idk:ChatView ShowNewMessagesSeperator="True"
              NewMessagesSeperatorText="New Messages"
              NewMessagesSeperatorTextColor="Indigo"
              ScrollToFirstNewMessage="True" />

Load more (infinite scroll up)

<idk:ChatView LoadMoreMessagesCommand="{Binding LoadOlderCommand}" />
[RelayCommand]
void LoadOlder() => ChatMessages.InsertRange(0, await GetOlderPageAsync()); // viewport stays stable

Scroll-to-bottom button + unread badge

<idk:ChatView ShowScrollToBottomButton="True"
              ScrollToBottomButtonBackgroundColor="{StaticResource Primary}"
              ScrollToBottomButtonIconColor="White"
              ScrollToBottomButtonSize="46"
              ShowScrollToBottomBadge="True"
              ScrollToBottomBadgeBackgroundColor="Red"
              ScrollToBottomBadgeTextColor="White" />

The button appears while scrolled up; the badge counts messages that arrive meanwhile. Tapping it returns to the newest message and clears the badge.

Full-screen media

<!-- defaults: both true. Set false to keep media inline / handle the tap yourself. -->
<idk:ChatView OpenImageFullScreen="True" OpenVideoFullScreen="True" />

Context menu (long press) — actions + reactions

chatView.ContextMenuItems =
[
    new() { Name = "Copy",  Tag = "copy" },
    new() { Name = "Reply", Tag = "reply" },
    new() { Name = "Delete", Tag = "delete", IsDestructive = true },
];
chatView.EmojiReactions = ["👍", "❤️", "😂", "🔥"];
[RelayCommand]
void LongPressed(ContextAction action)
{
    switch (action.Name)
    {
        case "react":  var reaction = (ChatMessageReaction)action.AdditionalData; /* add to message */ break;
        case "copy":   Clipboard.SetTextAsync(action.Message.TextContent); break;
        case "reply":  StartReplyTo(action.Message); break;
        case "delete": ChatMessages.Remove(action.Message); break;
    }
}
<idk:ChatView EnableContextMenu="True"
              ContextMenuBackgroundColor="White" ContextMenuTextColor="Gray"
              ContextMenuDestructiveTextColor="Red" ContextMenuReactionFontSize="18" />

Optional message composer (ChatInputView)

ChatView is render-only and ships no input box, so you can build your own. For convenience the library also includes an optional, fully styleable composer — ChatInputView — that you place below the ChatView. It provides an auto-growing text entry, attachments via a built-in action sheet (photo / video / camera), an emoji picker, press-and-hold to record voice notes (built-in), a reply banner and a selected-media preview.

Like everything else it is input-only: it never persists or sends. On send it raises SendCommand with a ChatComposeResult; your app builds the ChatMessage (persisting / sending as it sees fit) and adds it to the bound collection.

Recording a voice note (WhatsApp-style): the mic shows when the entry is empty. Press and hold to record (live waveform + timer), release to send, slide left to cancel, or slide up to lock for hands-free recording — then use the trash / send buttons in the bar. Recordings shorter than ~0.8 s are discarded (so an accidental tap sends nothing).

<Grid RowDefinitions="*, Auto">
    <idk:ChatView Grid.Row="0" Messages="{Binding ChatMessages}" />

    <idk:ChatInputView Grid.Row="1"
        Placeholder="Type a message..."
        AccentColor="{StaticResource Primary}"
        EntryBackgroundColor="#F0F0F0"
        EnableAttachments="True"
        EnableVoiceRecording="True"
        EnableEmojiPicker="True"
        ReplyingTo="{Binding ReplyingTo, Mode=TwoWay}"
        SendCommand="{Binding SendComposedCommand}" />
</Grid>
[RelayCommand]
void SendComposed(ChatComposeResult result)
{
    if (result is null || result.IsEmpty) return;

    ChatMessages.Add(new ChatMessage
    {
        TextContent    = result.Text,
        BinaryContent  = result.MediaBytes,
        MessageType    = result.MediaType ?? MessageType.Text, // Image / Video / Audio / Text
        AudioDuration  = result.AudioDuration,
        IsOwnMessage   = true,
        Timestamp      = DateTime.Now,
        MessageId      = Guid.NewGuid().ToString(),
        ReplyToMessage = result.ReplyingTo is null ? null : new RepliedMessage
        {
            MessageId   = result.ReplyingTo.MessageId,
            SenderId    = result.ReplyingTo.SenderName,
            TextPreview = RepliedMessage.GenerateTextPreview(result.ReplyingTo.TextContent)
        }
    });
}

Binding ReplyingTo two-way connects the composer to the swipe / context-menu reply flow: when the user starts a reply, set ReplyingTo on your VM and the composer shows a reply banner; it clears it on send (or when the user taps ✕).

Editing a message: set EditingMessage (two-way) to put the composer into edit mode — it prefills the text and shows an "Editing message" banner. On send, ChatComposeResult.IsEdit is true and EditingMessage carries the message; update that message's text instead of adding a new one:

[RelayCommand]
void SendComposed(ChatComposeResult r)
{
    if (r.IsEdit)
    {
        var i = ChatMessages.IndexOf(r.EditingMessage);
        if (i >= 0) { r.EditingMessage.TextContent = r.Text; ChatMessages[i] = r.EditingMessage; } // raises Replace → cell re-renders
        return;
    }
    // …otherwise build + add a new ChatMessage…
}

Customization — colors, font sizes, feature toggles and icons are all bindable. Icons accept any ImageSource (PNG/SVG/FontImageSource) and fall back to built-in glyphs when unset:

<idk:ChatInputView AccentColor="Indigo" TextColor="Black" PlaceholderColor="Gray"
                   EntryBackgroundColor="#EFEFEF" InputFontSize="16" IconFontSize="18"
                   ReplyBarBackgroundColor="#ECECEC" ReplyBarTextColor="Black">
    <idk:ChatInputView.SendIcon>
        <FontImageSource Glyph="{x:Static utils:FontAwesome.Paperplane}"
                         FontFamily="{x:Static utils:FontAwesome.FONTNAME}" Color="Indigo" Size="20" />
    </idk:ChatInputView.SendIcon>
</idk:ChatInputView>
PropertyDefaultDescription
Text""Two-way composer text.
Placeholder"Type a message…"Entry placeholder.
SendCommandRaised with a ChatComposeResult on send.
ClearOnSendtrueClear text/media/reply after SendCommand.
ReplyingTonullTwo-way; shows the reply banner when set.
EditingMessagenullTwo-way; edit mode — prefills text + shows the editing banner.
SelectedMedianullTwo-way attached media bytes (preview shown).
EnableAttachments / EnableVoiceRecording / EnableEmojiPickertrueToggle each feature.
EnableCameratrueShow "Take Photo" (camera capture) in the attachment sheet.
AttachmentSheetLabelsbuilt-inLocalize the sheet: [title, cancel, photo, video, camera].
EmojiListbuilt-in setEmojis shown in the picker.
AccentColorRoyalBlueTint for icons + reply accent.
TextColor / PlaceholderColor / EntryBackgroundColorBlack / Gray / #F0F0F0Entry styling.
ReplyBarBackgroundColor / ReplyBarTextColor#ECECEC / BlackReply banner styling.
InputFontSize / IconFontSize16 / 18Text and glyph-icon sizes.
SendIcon / AttachIcon / MicIcon / EmojiIconbuilt-in glyphsCustom ImageSource icons.

Permissions (built-in attachments & recording): add RECORD_AUDIO to the Android manifest, NSMicrophoneUsageDescription + NSPhotoLibraryUsageDescription to the iOS Info.plist, and the microphone device capability to the Windows Package.appxmanifest. Prefer to handle media/recording yourself? Set EnableAttachments/EnableVoiceRecording to False and add your own buttons that set SelectedMedia / call your SendCommand.


Models

ChatMessage

Represents an individual message in the chat.

public class ChatMessage
{
    public string MessageId { get; set; }
    public DateTime Timestamp { get; set; }
    public string TextContent { get; set; }
    public byte[] BinaryContent { get; set; }          // image / video / audio payload
    public bool IsOwnMessage { get; set; }
    public string SenderId { get; set; }
    public byte[] SenderAvatar { get; set; }
    public string SenderInitials { get; set; }
    public string SenderName { get; set; }        // shown above incoming bubbles in group chats
    public MessageType MessageType { get; set; }
    public MessageReadState ReadState { get; set; }
    public MessageDeliveryState DeliveryState { get; set; }
    public bool IsRepliedMessage => ReplyToMessage != null;
    public RepliedMessage ReplyToMessage { get; set; }
    public List<ChatMessageReaction> Reactions { get; set; } = [];

    // Audio (voice note) — both optional.
    public TimeSpan? AudioDuration { get; set; }       // shown while idle; derived from the file if null
    public float[] AudioWaveform { get; set; }         // normalized 0..1 samples; a stable
                                                       // pseudo-waveform is generated when null
}

ChatMessageReaction

Represents reactions (emojis) on a message.

public class ChatMessageReaction
{
    public string Emoji { get; set; }
    public int Count { get; set; }
    public List<string> ParticipantIds { get; set; } = new List<string>();
}

RepliedMessage

Represents a replied message with a preview.

public class RepliedMessage
{
    public string MessageId { get; set; }
    public string TextPreview { get; set; }
    public string SenderId { get; set; }

    public static string GenerateTextPreview(string text, int maxLength = 50)
    {
        if (string.IsNullOrEmpty(text)) return string.Empty;
        return text.Length > maxLength ? text[..maxLength] + "..." : text;
    }
}

LinkPreview

Data for a link-preview ("unfurl") card under a text message. Your app fetches the URL's metadata and supplies it; the control only renders it.

public class LinkPreview
{
    public string Url { get; set; }          // opened when the card is tapped
    public string Title { get; set; }        // e.g. og:title
    public string Description { get; set; }  // e.g. og:description
    public string SiteName { get; set; }     // e.g. "github.com"
    public byte[] ImageBytes { get; set; }   // optional thumbnail bytes
}

ChatComposeResult

The payload raised by ChatInputView.SendCommand. Your app turns it into a ChatMessage.

public class ChatComposeResult
{
    public string Text { get; set; }
    public byte[] MediaBytes { get; set; }       // attached media or recorded audio
    public MessageType? MediaType { get; set; }  // Image / Video / Audio, or null for text
    public TimeSpan? AudioDuration { get; set; } // set for recorded voice notes
    public ChatMessage ReplyingTo { get; set; }  // reply target, if any
    public ChatMessage EditingMessage { get; set; } // set in edit mode — update this message
    public bool IsEdit { get; }                  // true when EditingMessage is set
    public bool IsEmpty { get; }                 // true when there's nothing to send
}

ContextMenuItem

Represents an item in the context menu.

public class ContextMenuItem
{
    public string Name { get; set; }
    public string Tag { get; set; }
    public bool IsDestructive { get; set; }
}

ContextAction

Represents an action triggered from the context menu.

public class ContextAction
{
    public string Name { get; set; }
    public object AdditionalData { get; set; }
    public ChatMessage Message { get; set; }
}

Enums

MessageDeliveryState

  • Sent
  • Delivered
  • Read

MessageReadState

  • New
  • Unread
  • Read

MessageType

  • Text
  • Image
  • Video
  • Audio
  • System
  • Date

Commands

CommandDescription
ScrolledCommandTriggered when the chat view is scrolled. See example below.
MessageTappedCommandTriggered when a message is tapped.
AvatarTappedCommandTriggered when an avatar is tapped.
EmojiReactionTappedCommandTriggered when an emoji reaction is tapped.
LoadMoreMessagesCommandInvoked when more messages need to be loaded.
ScrolledToLastMessageCommandTriggered when scrolled to the last message.
LongPressedCommandTriggered by a context-menu action and by swipe-to-reply; receives a ContextAction (Name, Message). Swipe sends Name == "reply".
RepliedMessageTappedCommandTriggered when a reply preview is tapped; passes the original ChatMessage it refers to.
LinkPreviewTappedCommandTriggered when a link-preview card is tapped; passes the LinkPreview. When unset, the card opens its Url.

Styling

PropertyDefault ValueDescription
SystemMessageBackgroundColorLightYellowBackground color for system messages.
SystemMessageTextColorRedText color for system messages.
SystemMessageFontSize14Font size for system messages.
DateTextFontSize14Font size for date separator text.
DateTextColorLightGrayColor for date separator text.
AvatarBackgroundColorLightBlueBackground color for avatars.
AvatarTextColorWhiteText color for avatar initials.
OwnMessageBackgroundColorLightBlueBackground color for the user's messages.
OwnMessageTextColorBlackText color for the user's messages.
OwnMessageFontSize14Font size for the user's messages.
OtherMessageBackgroundColorLightGrayBackground color for other users' messages.
OtherMessageTextColorBlackText color for other users' messages.
OtherMessageFontSize14Font size for other users' messages.
MessageFontSize14Font size for messages.
DateTextColorLightGrayColor for date separator text.
AvatarSize36Size of avatars.
ScrollToLastMessagetrueAuto-scrolls to the last message.
ShowNewMessagesSeperatorfalseEnables or disables the new message separator.
EmojiReactionFontSize10Font size for emoji reactions.
ReplyMessageBackgroundColorLightYellowBackground color for replied message previews.
ReplyMessageFontSize10Font size for replied message previews.
ReplyMessageTextColorBlackText color for replied message previews.
ContextMenuBackgroundColorWhiteBackground color for the context menu.
ContextMenuTextColorBlackText color for the context menu.
ContextMenuDestructiveTextColorRedText color for destructive actions in the context menu.
ContextMenuDividerColorLightGrayColor for the context menu divider.
ContextMenuDividerHeight1Height of the context menu divider.
ContextMenuFontSize14Font size for the context menu.
ContextMenuReactionFontSize18Font size for reaction items in the context menu.
ShowScrollToBottomButtontrueShows the floating scroll-to-bottom button when scrolled up.
ScrollToBottomButtonBackgroundColorWhiteFill color of the scroll-to-bottom button.
ScrollToBottomButtonIconColorBlackColor of the chevron icon.
ScrollToBottomButtonSize44Diameter of the scroll-to-bottom button.
ScrollToBottomButtonMargin16Spacing from the bottom/trailing edges.
ShowScrollToBottomBadgetrueShows the unread-count badge on the button.
ScrollToBottomBadgeBackgroundColorRedFill color of the unread-count badge.
ScrollToBottomBadgeTextColorWhiteText color of the unread-count badge.
ScrollToBottomBadgeFontSize12Font size of the unread-count badge.
EnableJumpToRepliedMessagetrueTapping a reply preview scrolls to the original message.
RepliedMessageHighlightColortranslucent amberColor flashed over the original message on jump (Transparent disables it).
EnableLinkPreviewtrueRender the link-preview card for text messages that carry a LinkPreview.
LinkPreviewBackgroundColor#F2F2F2Fill color of the link-preview card.
LinkPreviewTitleColorBlackColor of the card title.
LinkPreviewTitleFontSize14Font size of the card title.
LinkPreviewDescriptionColorGrayColor of the card description.
LinkPreviewDescriptionFontSize12Font size of the card description.
LinkPreviewSiteNameColorRoyalBlueColor of the card site/domain label.
LinkPreviewSiteNameFontSize11Font size of the card site/domain label.

Usage

Platform-Specific Note: The platform-specific code for iOS and Android uses a caching mechanism for images and video-based messages. The binary content of such messages is stored in the device's cache folder for optimized performance and memory management. On Windows, media bytes are written to the temp folder keyed by the message id.

Note: The ChatView control is solely responsible for rendering different message types. It does not include features like a text input box or a send button. These components need to be implemented by the user in the MAUI.NET app, as demonstrated in the Indiko.Maui.Controls.Chat.Sample project.

Managing the Messages Collection

Messages is an ObservableRangeCollection<ChatMessage> — an ObservableCollection with bulk operations so large updates raise a single notification (important for scroll performance):

ChatMessages.Add(message);                 // append a new (newest) message
ChatMessages.AddRange(newMessages);        // append many at once
ChatMessages.InsertRange(0, olderMessages);// prepend older messages (infinite-scroll load-more)
ChatMessages.ReplaceRange(allMessages);    // replace the whole conversation

Use InsertRange(0, ...) from your LoadMoreMessagesCommand handler to add older history; the control keeps the current viewport stable instead of jumping.

Sending Images and Voice Notes

Media is passed as raw bytes in BinaryContent together with the matching MessageType. The control writes the bytes to the platform cache and renders/plays them natively.

// Image
ChatMessages.Add(new ChatMessage
{
    MessageId = Guid.NewGuid().ToString(),
    Timestamp = DateTime.Now,
    IsOwnMessage = true,
    MessageType = MessageType.Image,
    BinaryContent = imageBytes,            // PNG/JPEG
    TextContent = "optional caption",      // shown under the image in the same bubble
});

// Voice note
ChatMessages.Add(new ChatMessage
{
    MessageId = Guid.NewGuid().ToString(),
    Timestamp = DateTime.Now,
    IsOwnMessage = true,
    MessageType = MessageType.Audio,
    BinaryContent = audioBytes,            // e.g. m4a / mp3 / wav
    AudioDuration = TimeSpan.FromSeconds(3), // optional; derived from the file if omitted
    AudioWaveform = samples,               // optional float[] (0..1); a pseudo-waveform is drawn if omitted
});

The voice-note bubble shows a play/pause button, a tap-to-seek waveform, and the elapsed/total duration. Supply AudioWaveform (e.g. amplitudes captured while recording) for an accurate waveform; otherwise the control renders a stable per-message pseudo-waveform.

Emoji Reaction Tapped Event Handling Example

To handle the EmojiReactionTappedCommand properly, you can define a method in your ViewModel as follows:

[RelayCommand]
private void OnEmojiReactionTapped(ChatMessage message)
{
    Console.WriteLine($"Emoji Reaction tapped: {message.MessageId}");
}

Message Clicked Event Handling Example

To handle the MessageTappedCommand properly, you can define a method in your ViewModel as follows:

[RelayCommand]
private void OnMessageTapped(ChatMessage message)
{
    Console.WriteLine($"Message tapped for message: {message.MessageId}");
}

Avatar Clicked Event Handling Example

To handle the AvatarTappedCommand properly, you can define a method in your ViewModel as follows:

[RelayCommand]
private void OnAvatarTapped(ChatMessage message)
{
    Console.WriteLine($"Avatar tapped for message: {message.MessageId}");
}

Scrolled Event Handling Example

To handle the ScrolledCommand properly, you can define a method in your ViewModel as follows:

[RelayCommand]
private void Scrolled(ScrolledArgs scrolledArgs)
{
    // Handle scroll event logic
    Console.WriteLine($"Scrolled to position: X={scrolledArgs.X}, Y={scrolledArgs.Y}");
}

Long Press Gesture Event Handling Example

To handle the LongPressedCommand properly, you can define a method in your ViewModel as follows:

[RelayCommand]
public void LongPressed(ContextAction contextAction)
{
    switch (contextAction.Name)
    {
        case "reply":
            Console.WriteLine($"Reply to message: {contextAction.Message.MessageId}");
            break;
        case "delete":
            Console.WriteLine($"Delete message: {contextAction.Message.MessageId}");
            break;
        case "copy":
            Console.WriteLine($"Copy message: {contextAction.Message.MessageId}");
            break;
        case "react":
            ChatMessageReaction chatMessageReaction = contextAction.AdditionalData as ChatMessageReaction;
            Console.WriteLine($"React to message: {contextAction.Message.MessageId}, Additional Data: {chatMessageReaction.Emoji}");
            break;
    }
}

XAML Example

xmlns:idk="clr-namespace:Indiko.Maui.Controls.Chat;assembly=Indiko.Maui.Controls.Chat"
...

<idk:ChatView Grid.Row="0" x:Name="chatView"

    OwnMessageBackgroundColor="{StaticResource Primary}"
    OwnMessageTextColor="{StaticResource White}"
    OtherMessageBackgroundColor="{StaticResource Secondary}"
    OtherMessageTextColor="{StaticResource Black}"
    DateTextColor="{StaticResource Gray500}"
    DateTextFontSize="14"
    MessageTimeTextColor="{StaticResource Gray200}"
    NewMessagesSeperatorTextColor="{StaticResource Primary}"
    NewMessagesSeperatorFontSize="16"
    NewMessagesSeperatorText="New Messages"
    AvatarTextColor="{StaticResource White}"
    AvatarBackgroundColor="{StaticResource Tertiary}"
    Messages="{Binding ChatMessages}"
    EmojiReactionFontSize="14"
    EmojiReactionTextColor="{StaticResource Primary}"
    ReplyMessageBackgroundColor="{StaticResource Tertiary}"
    ReplyMessageTextColor="{StaticResource White}"
    LoadMoreMessagesCommand="{Binding LoadOlderMessagesCommand}"
    ScrolledCommand="{Binding ScrolledCommand}"
    AvatarTappedCommand="{Binding AvatarTappedCommand}"
    MessageTappedCommand="{Binding MessageTappedCommand}"
    EmojiReactionTappedCommand="{Binding EmojiReactionTappedCommand}"
    SendIcon="send.png"
    DeliveredIcon="check.png"
    ReadIcon="read.png"
    ScrollToFirstNewMessage="True"
    ShowNewMessagesSeperator="True"
    ScrolledToLastMessageCommand="{Binding ScrolledToLastMessageCommand}"
    SystemMessageBackgroundColor="{StaticResource Yellow300Accent}"
    SystemMessageTextColor="{StaticResource Tertiary}"
    SystemMessageFontSize="14"
    ContextMenuBackgroundColor="{StaticResource White}"
    ContextMenuTextColor="{StaticResource Black}"
    ContextMenuDestructiveTextColor="{StaticResource Red}"
    ContextMenuDividerColor="{StaticResource LightGray}"
    ContextMenuDividerHeight="1"
    ContextMenuFontSize="14"
    ContextMenuReactionFontSize="18"
    EnableContextMenu="True"
    LongPressedCommand="{Binding LongPressedCommand}">

</idk:ChatView>

Code-Behind Example

var chatView = new ChatView
{
    Messages = new ObservableRangeCollection<ChatMessage>(),
    MessageTappedCommand = new Command<ChatMessage>(OnMessageTapped),
    AvatarTappedCommand = new Command(OnAvatarTapped),
    LoadMoreMessagesCommand = new Command(OnLoadMoreMessages),
    OwnMessageBackgroundColor = Colors.LightBlue,
    OtherMessageBackgroundColor = Colors.LightGray,
    ShowNewMessagesSeperator = true,
    NewMessagesSeperatorText = "New Messages",
    ContextMenuItems = new List<ContextMenuItem>
    {
        new() { Name = "Copy", Tag = "copy" },
        new() { Name = "Reply", Tag = "reply" },
        new() { Name = "Delete", Tag = "delete", IsDestructive = true },
    },
    LongPressedCommand = new Command<ContextAction>(OnLongPressed)
};

void OnMessageTapped(ChatMessage message)
{
    // Handle message tap
}

void OnAvatarTapped()
{
    // Handle avatar tap
}

void OnLoadMoreMessages()
{
    // Load older messages
}

void OnLongPressed(ContextAction contextAction)
{
    // Handle long press actions
}

Documentation

Comprehensive technical documentation for all types, methods, and properties is available in the /docs folder. The documentation is auto-generated from the codebase using Roslyn analysis.

Features

  • 📚 Complete API reference for all public types
  • 🔗 Cross-referenced type links
  • 📊 Mermaid diagrams for visualization
  • 📝 XML documentation comments included
  • 🔄 Version controlled alongside code

Regenerating Documentation

After making code changes, regenerate the documentation:

dotnet run --project tools/Tools.CodeDocGenerator/Tools.CodeDocGenerator.csproj

See the documentation guide for more details.


Contributing

We encourage you to contribute to the development of the ChatView control! Whether you're fixing bugs, adding new features, or enhancing the documentation, your contributions make a difference.

If you find the ChatView control helpful, please consider leaving a ⭐ on the repository. It helps others discover this project and shows your support!

Contributions are welcome! Please follow the guidelines for creating feature branches, writing commit messages, and submitting pull requests.


How to Contribute

Thank you for considering contributing to our project! Please follow these guidelines to ensure a smooth process.

1. Work on a Feature Branch

Always create a new branch for your feature or fix. This keeps the main branch clean and makes it easier to manage changes.

git checkout -b feature/your-feature-name

2. Start a Pull Request

Once your feature is complete, push your branch to the repository and start a pull request to merge it into the main branch. Ensure all tests pass and your code follows the project's coding standards.

git push origin feature/your-feature-name

Then, create a pull request on GitHub and provide a clear description of your changes.

3. Use Semantic Release Prefixes for Commits

When committing your changes, use semantic release prefixes to categorize your commits. This helps in generating automated release notes and versioning.

The commit contains the following structural elements to communicate intent to the consumers of your library:

  • fix: a commit of the type fix patches a bug in your codebase (this correlates with PATCH in Semantic Versioning).
  • feat: a commit of the type feat introduces a new feature to the codebase (this correlates with MINOR in Semantic Versioning).
  • BREAKING CHANGE: a commit that has a footer BREAKING CHANGE:, or appends a ! after the type/scope, introduces a breaking API change (correlating with MAJOR in Semantic Versioning). A BREAKING CHANGE can be part of commits of any type.
  • Types other than fix: and feat: are allowed. For example, @commitlint/config-conventional (based on the Angular convention) recommends:
    • build: Changes that affect the build system or external dependencies
    • chore: Other changes that don't modify src or test files
    • ci: Changes to our CI configuration files and scripts
    • docs: Documentation only changes
    • style: Changes that do not affect the meaning of the code (white-space, formatting, missing semi-colons, etc)
    • refactor: A code change that neither fixes a bug nor adds a feature
    • perf: A code change that improves performance
    • test: Adding missing tests or correcting existing tests

Footers other than BREAKING CHANGE: may be provided and follow a convention similar to git trailer format. Additional types are not mandated by the Conventional Commits specification and have no implicit effect in Semantic Versioning (unless they include a BREAKING CHANGE). A scope may be provided to a commit’s type, to provide additional contextual information and is contained within parenthesis, e.g., feat(parser): add ability to parse arrays.

Example commit messages:

git commit -m "fix: resolve issue with user authentication"
git commit -m "feat: add new payment gateway integration"
git commit -m "BREAKING CHANGE: update API endpoints"

4. Write Meaningful Commit Messages

Commit messages should be concise yet descriptive. They should explain the "what" and "why" of your changes.

  • Good Example: fix: correct typo in user profile page
  • Bad Example: fixed stuff

Additional Tips

  • Ensure your code adheres to the project's coding standards and guidelines.
  • Include tests for new features or bug fixes.
  • Keep your commits atomic; a single commit should represent a single logical change.
  • Update the documentation to reflect any new features or changes.

We appreciate your contributions and look forward to your pull requests!

Happy coding!


License

This project is licensed under the MIT License.


This updated documentation includes the new properties and functionality for the long press gesture feature, ensuring that users understand how to configure and use the context menu for chat message actions.

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README

ChatView Control for MAUI.NET

The ChatView control is a highly customizable chat interface for MAUI.NET applications. It supports various features such as displaying messages, handling user interactions, managing replies, emoji reactions, avatars, and system messages. The control is optimized for native performance using platform-specific components like RecyclerView on Android, UICollectionView on iOS and a virtualized ListView on Windows (WinUI 3).

Indiko.Maui.Controls.Chat

Screenshots

AndroidiOSWindows
chatview_androidchatview_iossupported — full feature parity (WinUI 3 ListView)

Build Status

ci

Installation

You can install the Indiko.Maui.Controls.Chat package via NuGet Package Manager or CLI:

NuGet

NuGet Package Manager

Install-Package Indiko.Maui.Controls.Chat

.NET CLI

dotnet add package Indiko.Maui.Controls.Chat

Adding to Your Project

To use the ChatView in your project, add the control to your app builder:

using Microsoft.Maui.Hosting;
using Indiko.Maui.Controls.Chat;

var builder = MauiApp.CreateBuilder();
builder.UseChatView();

Features

  • Message Display: Renders text, image, video, audio (voice note), system, and date-separator messages.
  • Voice Notes: Audio messages render as a play/pause button, a tap-to-seek waveform, and an elapsed/total duration label, with native playback on all platforms.
  • Media Bubbles: Images and videos are sized to the content's aspect ratio (capped) so a photo never blows up the bubble.
  • Media Captions: Image and video messages can carry a text caption (the message's TextContent), shown under the media in the same bubble.
  • Tap-to-Play Video: Videos show a blurred first-frame poster with a play button; nothing auto-plays while scrolling. Tapping play opens the video full screen with native controls (play/pause + seek bar) by default — set OpenVideoFullScreen="False" to play inline in the bubble instead.
  • Full-Screen Image Viewer: Tapping an image opens a full-screen viewer with pinch-to-zoom, pan and double-tap zoom. MessageTapped still fires; set OpenImageFullScreen="False" to handle the tap yourself.
  • Reply Support: Reply-to-message functionality with previews of the original message.
  • Tap-to-Jump Reply: Tapping a message's reply preview scrolls to the original message it replies to and briefly highlights it. Toggle with EnableJumpToRepliedMessage; set the flash color with RepliedMessageHighlightColor (or Transparent to disable it); RepliedMessageTappedCommand notifies your view model with the original message.
  • Swipe-to-Reply: Swipe a bubble to the right to start a reply. It raises the same event as the context menu's "Reply" item — LongPressedCommand fires with a ContextAction (Name == "reply", Message == the swiped message) — so you implement reply logic once for both gestures. The row springs back (haptic on iOS, clamped slide on Android); on Windows the swipe reveals a Reply button (native SwipeControl) which you tap. Toggle with EnableSwipeToReply; the action name is configurable via SwipeReplyActionName.
  • Emoji Reactions: Allows emoji reactions with reaction counts and participant details.
  • Avatars: Displays sender avatars (image or initials) with customizable appearance.
  • Sender Names (group chats): Shows SenderName above incoming bubbles, de-duplicated for consecutive messages from the same sender. Toggle with ShowSenderName; style with SenderNameTextColor / SenderNameFontSize.
  • Clickable Links: URLs, phone numbers and email addresses in text messages are detected and tappable (browser / dialer / mail). Toggle with DetectLinks; style with LinkTextColor. Long-press-to-react still works.
  • Link Previews: A text message can carry a LinkPreview (thumbnail + title + description + site) that renders as an unfurl card under the text; tapping it opens the URL. The control renders only — your app fetches the metadata (keeping the no-networking design) and supplies the thumbnail as bytes. Toggle with EnableLinkPreview; style the card via the LinkPreview* properties; LinkPreviewTappedCommand lets you handle the tap yourself.
  • Date Separators & "New Messages" Separator: Group messages by day and highlight where unread messages begin.
  • Customizable Styling: Flexible styling for message backgrounds, text colors, fonts, and more.
  • Commands and Events: Handles user interactions like taps, emoji reactions, and scrolls.
  • Smart Scrolling: On iOS the list is rendered with an inverted UICollectionView, so the newest message rests at the bottom with no animated jump on open; on Windows the virtualized ListView pins the viewport to the newest message (ItemsUpdatingScrollMode) and follows it when a message arrives while you're near the bottom; supports scroll-to-last-message and scroll-to-first-new-message.
  • Scroll-to-Bottom Button: A floating button appears when the user scrolls away from the newest message; tapping it jumps back to the bottom. An optional badge counts messages that arrive while scrolled up. Fully styleable — toggle with ShowScrollToBottomButton; style with ScrollToBottomButtonBackgroundColor, ScrollToBottomButtonIconColor, ScrollToBottomButtonSize, ScrollToBottomButtonMargin; the badge with ShowScrollToBottomBadge, ScrollToBottomBadgeBackgroundColor, ScrollToBottomBadgeTextColor, ScrollToBottomBadgeFontSize.
  • Load More Messages: Supports dynamic loading of older messages via a bound command; prepended messages keep the viewport stable.
  • Native Performance: Uses RecyclerView on Android, UICollectionView on iOS and a virtualized ListView on Windows for smooth performance.
  • Long Press Gesture: Displays a configured context menu (emoji reactions + actions) on any message — text, image, video and voice note. On Windows, long-press with touch (Holding) or right-click both open the menu.
  • Optional Composer (ChatInputView): A separate, fully styleable input control — auto-growing entry, attachments, emoji picker, press-and-hold to record voice notes, reply banner and media preview. Input-only: it raises SendCommand with a ChatComposeResult so your app stays in charge of persistence/sending. See Optional message composer.

Requirements

  • .NET 10 (net10.0-android, net10.0-ios, net10.0-windows10.0.19041.0)
  • Minimum OS: Android 12 (API 31)+ / iOS 14.2+ / Windows 10 (2004)+ or Windows 11

Supported Message Types

Message TypeDescription
TextStandard text messages.
ImageImage messages (PNG/JPEG bytes in BinaryContent); aspect-sized bubble.
VideoVideo messages (bytes in BinaryContent); blurred poster + tap-to-play.
AudioVoice notes (bytes in BinaryContent) with play/pause, waveform, duration.
SystemSystem-generated / service messages.
DateDay separator row (usually inserted by your app between date groups).

Feature Guide

Every feature with a short example. All snippets assume ChatMessages is an ObservableRangeCollection<ChatMessage> bound to ChatView.Messages. The sample app exercises all of these.

Tip: the control is render-only — it has no composer, networking or persistence. You build messages in your app and add them to the bound collection.

Setup

// MauiProgram.cs
builder.UseChatView();
xmlns:idk="clr-namespace:Indiko.Maui.Controls.Chat;assembly=Indiko.Maui.Controls.Chat"

<idk:ChatView Messages="{Binding ChatMessages}" />

Binding & updating messages

public ObservableRangeCollection<ChatMessage> ChatMessages { get; } = new();

ChatMessages.Add(message);              // single (newest)
ChatMessages.AddRange(initialHistory);  // bulk, one notification
ChatMessages.InsertRange(0, olderPage); // prepend older messages (load-more)

Text, image, video & voice-note messages

// Text
new ChatMessage { MessageType = MessageType.Text, TextContent = "Hi!", IsOwnMessage = true, Timestamp = DateTime.Now };

// Image (optional caption via TextContent)
new ChatMessage { MessageType = MessageType.Image, BinaryContent = jpegBytes, TextContent = "from the trail" };

// Video (blurred poster + tap-to-play; full screen by default)
new ChatMessage { MessageType = MessageType.Video, BinaryContent = mp4Bytes };

// Voice note (play/pause + waveform + duration)
new ChatMessage { MessageType = MessageType.Audio, BinaryContent = wavBytes, AudioDuration = TimeSpan.FromSeconds(4) };

System & date-separator messages

new ChatMessage { MessageType = MessageType.System, TextContent = "Messages are end-to-end encrypted" };
new ChatMessage { MessageType = MessageType.Date, Timestamp = day, TextContent = day.ToString("dddd, MMMM d, yyyy") };

Avatars & sender names (group chats)

msg.SenderAvatar = avatarPngBytes;   // image avatar, or…
msg.SenderInitials = "AB";           // …initials fallback
msg.SenderName = "Alex Berg";        // shown above incoming bubbles, de-duplicated per run
<idk:ChatView ShowSenderName="True" SenderNameTextColor="MediumPurple" SenderNameFontSize="12"
              AvatarSize="36" AvatarBackgroundColor="Indigo" AvatarTextColor="White" />

Emoji reactions

msg.Reactions.Add(new ChatMessageReaction { Emoji = "👍", Count = 3, ParticipantIds = ["u1", "u2", "u3"] });
<idk:ChatView EmojiReactionFontSize="14" EmojiReactionTextColor="Indigo"
              EmojiReactionTappedCommand="{Binding ReactionTappedCommand}" />

Replies, swipe-to-reply & tap-to-jump

// Render a reply preview inside a bubble
msg.ReplyToMessage = new RepliedMessage
{
    MessageId   = original.MessageId,
    SenderId    = "Alex Berg",
    TextPreview = RepliedMessage.GenerateTextPreview(original.TextContent)
};
<idk:ChatView EnableSwipeToReply="True"
              EnableJumpToRepliedMessage="True"
              RepliedMessageHighlightColor="#80FFD54F"
              LongPressedCommand="{Binding LongPressedCommand}" />

Swiping a bubble and the context menu's "Reply" item raise the same event, so you handle reply once:

[RelayCommand]
void LongPressed(ContextAction action)
{
    if (action.Name == "reply")
        StartReplyTo(action.Message); // your composer sets the next message's ReplyToMessage
}

Tapping a reply preview scrolls to (and flashes) the original; RepliedMessageTappedCommand also fires with that message.

// Your app fetches the metadata + thumbnail bytes; the control only renders the card.
msg.LinkPreview = new LinkPreview
{
    Url = "https://learn.microsoft.com/dotnet/maui/",
    SiteName = "learn.microsoft.com",
    Title = ".NET MAUI documentation",
    Description = "Build cross-platform native apps from one C# codebase.",
    ImageBytes = thumbnailBytes
};
<idk:ChatView EnableLinkPreview="True"
              LinkPreviewBackgroundColor="#F2F2F2"
              LinkPreviewTitleColor="Black"
              LinkPreviewSiteNameColor="RoyalBlue"
              LinkPreviewTappedCommand="{Binding LinkPreviewTappedCommand}" />
<idk:ChatView DetectLinks="True" LinkTextColor="RoyalBlue" />

Delivery & read state (with custom icons)

msg.DeliveryState = MessageDeliveryState.Read; // Sent | Delivered | Read
msg.ReadState     = MessageReadState.New;       // New | Unread | Read
<idk:ChatView SendIcon="send.png" DeliveredIcon="check.png" ReadIcon="read.png" />

"New messages" separator

<idk:ChatView ShowNewMessagesSeperator="True"
              NewMessagesSeperatorText="New Messages"
              NewMessagesSeperatorTextColor="Indigo"
              ScrollToFirstNewMessage="True" />

Load more (infinite scroll up)

<idk:ChatView LoadMoreMessagesCommand="{Binding LoadOlderCommand}" />
[RelayCommand]
void LoadOlder() => ChatMessages.InsertRange(0, await GetOlderPageAsync()); // viewport stays stable

Scroll-to-bottom button + unread badge

<idk:ChatView ShowScrollToBottomButton="True"
              ScrollToBottomButtonBackgroundColor="{StaticResource Primary}"
              ScrollToBottomButtonIconColor="White"
              ScrollToBottomButtonSize="46"
              ShowScrollToBottomBadge="True"
              ScrollToBottomBadgeBackgroundColor="Red"
              ScrollToBottomBadgeTextColor="White" />

The button appears while scrolled up; the badge counts messages that arrive meanwhile. Tapping it returns to the newest message and clears the badge.

Full-screen media

<!-- defaults: both true. Set false to keep media inline / handle the tap yourself. -->
<idk:ChatView OpenImageFullScreen="True" OpenVideoFullScreen="True" />

Context menu (long press) — actions + reactions

chatView.ContextMenuItems =
[
    new() { Name = "Copy",  Tag = "copy" },
    new() { Name = "Reply", Tag = "reply" },
    new() { Name = "Delete", Tag = "delete", IsDestructive = true },
];
chatView.EmojiReactions = ["👍", "❤️", "😂", "🔥"];
[RelayCommand]
void LongPressed(ContextAction action)
{
    switch (action.Name)
    {
        case "react":  var reaction = (ChatMessageReaction)action.AdditionalData; /* add to message */ break;
        case "copy":   Clipboard.SetTextAsync(action.Message.TextContent); break;
        case "reply":  StartReplyTo(action.Message); break;
        case "delete": ChatMessages.Remove(action.Message); break;
    }
}
<idk:ChatView EnableContextMenu="True"
              ContextMenuBackgroundColor="White" ContextMenuTextColor="Gray"
              ContextMenuDestructiveTextColor="Red" ContextMenuReactionFontSize="18" />

Optional message composer (ChatInputView)

ChatView is render-only and ships no input box, so you can build your own. For convenience the library also includes an optional, fully styleable composer — ChatInputView — that you place below the ChatView. It provides an auto-growing text entry, attachments via a built-in action sheet (photo / video / camera), an emoji picker, press-and-hold to record voice notes (built-in), a reply banner and a selected-media preview.

Like everything else it is input-only: it never persists or sends. On send it raises SendCommand with a ChatComposeResult; your app builds the ChatMessage (persisting / sending as it sees fit) and adds it to the bound collection.

Recording a voice note (WhatsApp-style): the mic shows when the entry is empty. Press and hold to record (live waveform + timer), release to send, slide left to cancel, or slide up to lock for hands-free recording — then use the trash / send buttons in the bar. Recordings shorter than ~0.8 s are discarded (so an accidental tap sends nothing).

<Grid RowDefinitions="*, Auto">
    <idk:ChatView Grid.Row="0" Messages="{Binding ChatMessages}" />

    <idk:ChatInputView Grid.Row="1"
        Placeholder="Type a message..."
        AccentColor="{StaticResource Primary}"
        EntryBackgroundColor="#F0F0F0"
        EnableAttachments="True"
        EnableVoiceRecording="True"
        EnableEmojiPicker="True"
        ReplyingTo="{Binding ReplyingTo, Mode=TwoWay}"
        SendCommand="{Binding SendComposedCommand}" />
</Grid>
[RelayCommand]
void SendComposed(ChatComposeResult result)
{
    if (result is null || result.IsEmpty) return;

    ChatMessages.Add(new ChatMessage
    {
        TextContent    = result.Text,
        BinaryContent  = result.MediaBytes,
        MessageType    = result.MediaType ?? MessageType.Text, // Image / Video / Audio / Text
        AudioDuration  = result.AudioDuration,
        IsOwnMessage   = true,
        Timestamp      = DateTime.Now,
        MessageId      = Guid.NewGuid().ToString(),
        ReplyToMessage = result.ReplyingTo is null ? null : new RepliedMessage
        {
            MessageId   = result.ReplyingTo.MessageId,
            SenderId    = result.ReplyingTo.SenderName,
            TextPreview = RepliedMessage.GenerateTextPreview(result.ReplyingTo.TextContent)
        }
    });
}

Binding ReplyingTo two-way connects the composer to the swipe / context-menu reply flow: when the user starts a reply, set ReplyingTo on your VM and the composer shows a reply banner; it clears it on send (or when the user taps ✕).

Editing a message: set EditingMessage (two-way) to put the composer into edit mode — it prefills the text and shows an "Editing message" banner. On send, ChatComposeResult.IsEdit is true and EditingMessage carries the message; update that message's text instead of adding a new one:

[RelayCommand]
void SendComposed(ChatComposeResult r)
{
    if (r.IsEdit)
    {
        var i = ChatMessages.IndexOf(r.EditingMessage);
        if (i >= 0) { r.EditingMessage.TextContent = r.Text; ChatMessages[i] = r.EditingMessage; } // raises Replace → cell re-renders
        return;
    }
    // …otherwise build + add a new ChatMessage…
}

Customization — colors, font sizes, feature toggles and icons are all bindable. Icons accept any ImageSource (PNG/SVG/FontImageSource) and fall back to built-in glyphs when unset:

<idk:ChatInputView AccentColor="Indigo" TextColor="Black" PlaceholderColor="Gray"
                   EntryBackgroundColor="#EFEFEF" InputFontSize="16" IconFontSize="18"
                   ReplyBarBackgroundColor="#ECECEC" ReplyBarTextColor="Black">
    <idk:ChatInputView.SendIcon>
        <FontImageSource Glyph="{x:Static utils:FontAwesome.Paperplane}"
                         FontFamily="{x:Static utils:FontAwesome.FONTNAME}" Color="Indigo" Size="20" />
    </idk:ChatInputView.SendIcon>
</idk:ChatInputView>
PropertyDefaultDescription
Text""Two-way composer text.
Placeholder"Type a message…"Entry placeholder.
SendCommandRaised with a ChatComposeResult on send.
ClearOnSendtrueClear text/media/reply after SendCommand.
ReplyingTonullTwo-way; shows the reply banner when set.
EditingMessagenullTwo-way; edit mode — prefills text + shows the editing banner.
SelectedMedianullTwo-way attached media bytes (preview shown).
EnableAttachments / EnableVoiceRecording / EnableEmojiPickertrueToggle each feature.
EnableCameratrueShow "Take Photo" (camera capture) in the attachment sheet.
AttachmentSheetLabelsbuilt-inLocalize the sheet: [title, cancel, photo, video, camera].
EmojiListbuilt-in setEmojis shown in the picker.
AccentColorRoyalBlueTint for icons + reply accent.
TextColor / PlaceholderColor / EntryBackgroundColorBlack / Gray / #F0F0F0Entry styling.
ReplyBarBackgroundColor / ReplyBarTextColor#ECECEC / BlackReply banner styling.
InputFontSize / IconFontSize16 / 18Text and glyph-icon sizes.
SendIcon / AttachIcon / MicIcon / EmojiIconbuilt-in glyphsCustom ImageSource icons.

Permissions (built-in attachments & recording): add RECORD_AUDIO to the Android manifest, NSMicrophoneUsageDescription + NSPhotoLibraryUsageDescription to the iOS Info.plist, and the microphone device capability to the Windows Package.appxmanifest. Prefer to handle media/recording yourself? Set EnableAttachments/EnableVoiceRecording to False and add your own buttons that set SelectedMedia / call your SendCommand.


Models

ChatMessage

Represents an individual message in the chat.

public class ChatMessage
{
    public string MessageId { get; set; }
    public DateTime Timestamp { get; set; }
    public string TextContent { get; set; }
    public byte[] BinaryContent { get; set; }          // image / video / audio payload
    public bool IsOwnMessage { get; set; }
    public string SenderId { get; set; }
    public byte[] SenderAvatar { get; set; }
    public string SenderInitials { get; set; }
    public string SenderName { get; set; }        // shown above incoming bubbles in group chats
    public MessageType MessageType { get; set; }
    public MessageReadState ReadState { get; set; }
    public MessageDeliveryState DeliveryState { get; set; }
    public bool IsRepliedMessage => ReplyToMessage != null;
    public RepliedMessage ReplyToMessage { get; set; }
    public List<ChatMessageReaction> Reactions { get; set; } = [];

    // Audio (voice note) — both optional.
    public TimeSpan? AudioDuration { get; set; }       // shown while idle; derived from the file if null
    public float[] AudioWaveform { get; set; }         // normalized 0..1 samples; a stable
                                                       // pseudo-waveform is generated when null
}

ChatMessageReaction

Represents reactions (emojis) on a message.

public class ChatMessageReaction
{
    public string Emoji { get; set; }
    public int Count { get; set; }
    public List<string> ParticipantIds { get; set; } = new List<string>();
}

RepliedMessage

Represents a replied message with a preview.

public class RepliedMessage
{
    public string MessageId { get; set; }
    public string TextPreview { get; set; }
    public string SenderId { get; set; }

    public static string GenerateTextPreview(string text, int maxLength = 50)
    {
        if (string.IsNullOrEmpty(text)) return string.Empty;
        return text.Length > maxLength ? text[..maxLength] + "..." : text;
    }
}

LinkPreview

Data for a link-preview ("unfurl") card under a text message. Your app fetches the URL's metadata and supplies it; the control only renders it.

public class LinkPreview
{
    public string Url { get; set; }          // opened when the card is tapped
    public string Title { get; set; }        // e.g. og:title
    public string Description { get; set; }  // e.g. og:description
    public string SiteName { get; set; }     // e.g. "github.com"
    public byte[] ImageBytes { get; set; }   // optional thumbnail bytes
}

ChatComposeResult

The payload raised by ChatInputView.SendCommand. Your app turns it into a ChatMessage.

public class ChatComposeResult
{
    public string Text { get; set; }
    public byte[] MediaBytes { get; set; }       // attached media or recorded audio
    public MessageType? MediaType { get; set; }  // Image / Video / Audio, or null for text
    public TimeSpan? AudioDuration { get; set; } // set for recorded voice notes
    public ChatMessage ReplyingTo { get; set; }  // reply target, if any
    public ChatMessage EditingMessage { get; set; } // set in edit mode — update this message
    public bool IsEdit { get; }                  // true when EditingMessage is set
    public bool IsEmpty { get; }                 // true when there's nothing to send
}

ContextMenuItem

Represents an item in the context menu.

public class ContextMenuItem
{
    public string Name { get; set; }
    public string Tag { get; set; }
    public bool IsDestructive { get; set; }
}

ContextAction

Represents an action triggered from the context menu.

public class ContextAction
{
    public string Name { get; set; }
    public object AdditionalData { get; set; }
    public ChatMessage Message { get; set; }
}

Enums

MessageDeliveryState

  • Sent
  • Delivered
  • Read

MessageReadState

  • New
  • Unread
  • Read

MessageType

  • Text
  • Image
  • Video
  • Audio
  • System
  • Date

Commands

CommandDescription
ScrolledCommandTriggered when the chat view is scrolled. See example below.
MessageTappedCommandTriggered when a message is tapped.
AvatarTappedCommandTriggered when an avatar is tapped.
EmojiReactionTappedCommandTriggered when an emoji reaction is tapped.
LoadMoreMessagesCommandInvoked when more messages need to be loaded.
ScrolledToLastMessageCommandTriggered when scrolled to the last message.
LongPressedCommandTriggered by a context-menu action and by swipe-to-reply; receives a ContextAction (Name, Message). Swipe sends Name == "reply".
RepliedMessageTappedCommandTriggered when a reply preview is tapped; passes the original ChatMessage it refers to.
LinkPreviewTappedCommandTriggered when a link-preview card is tapped; passes the LinkPreview. When unset, the card opens its Url.

Styling

PropertyDefault ValueDescription
SystemMessageBackgroundColorLightYellowBackground color for system messages.
SystemMessageTextColorRedText color for system messages.
SystemMessageFontSize14Font size for system messages.
DateTextFontSize14Font size for date separator text.
DateTextColorLightGrayColor for date separator text.
AvatarBackgroundColorLightBlueBackground color for avatars.
AvatarTextColorWhiteText color for avatar initials.
OwnMessageBackgroundColorLightBlueBackground color for the user's messages.
OwnMessageTextColorBlackText color for the user's messages.
OwnMessageFontSize14Font size for the user's messages.
OtherMessageBackgroundColorLightGrayBackground color for other users' messages.
OtherMessageTextColorBlackText color for other users' messages.
OtherMessageFontSize14Font size for other users' messages.
MessageFontSize14Font size for messages.
DateTextColorLightGrayColor for date separator text.
AvatarSize36Size of avatars.
ScrollToLastMessagetrueAuto-scrolls to the last message.
ShowNewMessagesSeperatorfalseEnables or disables the new message separator.
EmojiReactionFontSize10Font size for emoji reactions.
ReplyMessageBackgroundColorLightYellowBackground color for replied message previews.
ReplyMessageFontSize10Font size for replied message previews.
ReplyMessageTextColorBlackText color for replied message previews.
ContextMenuBackgroundColorWhiteBackground color for the context menu.
ContextMenuTextColorBlackText color for the context menu.
ContextMenuDestructiveTextColorRedText color for destructive actions in the context menu.
ContextMenuDividerColorLightGrayColor for the context menu divider.
ContextMenuDividerHeight1Height of the context menu divider.
ContextMenuFontSize14Font size for the context menu.
ContextMenuReactionFontSize18Font size for reaction items in the context menu.
ShowScrollToBottomButtontrueShows the floating scroll-to-bottom button when scrolled up.
ScrollToBottomButtonBackgroundColorWhiteFill color of the scroll-to-bottom button.
ScrollToBottomButtonIconColorBlackColor of the chevron icon.
ScrollToBottomButtonSize44Diameter of the scroll-to-bottom button.
ScrollToBottomButtonMargin16Spacing from the bottom/trailing edges.
ShowScrollToBottomBadgetrueShows the unread-count badge on the button.
ScrollToBottomBadgeBackgroundColorRedFill color of the unread-count badge.
ScrollToBottomBadgeTextColorWhiteText color of the unread-count badge.
ScrollToBottomBadgeFontSize12Font size of the unread-count badge.
EnableJumpToRepliedMessagetrueTapping a reply preview scrolls to the original message.
RepliedMessageHighlightColortranslucent amberColor flashed over the original message on jump (Transparent disables it).
EnableLinkPreviewtrueRender the link-preview card for text messages that carry a LinkPreview.
LinkPreviewBackgroundColor#F2F2F2Fill color of the link-preview card.
LinkPreviewTitleColorBlackColor of the card title.
LinkPreviewTitleFontSize14Font size of the card title.
LinkPreviewDescriptionColorGrayColor of the card description.
LinkPreviewDescriptionFontSize12Font size of the card description.
LinkPreviewSiteNameColorRoyalBlueColor of the card site/domain label.
LinkPreviewSiteNameFontSize11Font size of the card site/domain label.

Usage

Platform-Specific Note: The platform-specific code for iOS and Android uses a caching mechanism for images and video-based messages. The binary content of such messages is stored in the device's cache folder for optimized performance and memory management. On Windows, media bytes are written to the temp folder keyed by the message id.

Note: The ChatView control is solely responsible for rendering different message types. It does not include features like a text input box or a send button. These components need to be implemented by the user in the MAUI.NET app, as demonstrated in the Indiko.Maui.Controls.Chat.Sample project.

Managing the Messages Collection

Messages is an ObservableRangeCollection<ChatMessage> — an ObservableCollection with bulk operations so large updates raise a single notification (important for scroll performance):

ChatMessages.Add(message);                 // append a new (newest) message
ChatMessages.AddRange(newMessages);        // append many at once
ChatMessages.InsertRange(0, olderMessages);// prepend older messages (infinite-scroll load-more)
ChatMessages.ReplaceRange(allMessages);    // replace the whole conversation

Use InsertRange(0, ...) from your LoadMoreMessagesCommand handler to add older history; the control keeps the current viewport stable instead of jumping.

Sending Images and Voice Notes

Media is passed as raw bytes in BinaryContent together with the matching MessageType. The control writes the bytes to the platform cache and renders/plays them natively.

// Image
ChatMessages.Add(new ChatMessage
{
    MessageId = Guid.NewGuid().ToString(),
    Timestamp = DateTime.Now,
    IsOwnMessage = true,
    MessageType = MessageType.Image,
    BinaryContent = imageBytes,            // PNG/JPEG
    TextContent = "optional caption",      // shown under the image in the same bubble
});

// Voice note
ChatMessages.Add(new ChatMessage
{
    MessageId = Guid.NewGuid().ToString(),
    Timestamp = DateTime.Now,
    IsOwnMessage = true,
    MessageType = MessageType.Audio,
    BinaryContent = audioBytes,            // e.g. m4a / mp3 / wav
    AudioDuration = TimeSpan.FromSeconds(3), // optional; derived from the file if omitted
    AudioWaveform = samples,               // optional float[] (0..1); a pseudo-waveform is drawn if omitted
});

The voice-note bubble shows a play/pause button, a tap-to-seek waveform, and the elapsed/total duration. Supply AudioWaveform (e.g. amplitudes captured while recording) for an accurate waveform; otherwise the control renders a stable per-message pseudo-waveform.

Emoji Reaction Tapped Event Handling Example

To handle the EmojiReactionTappedCommand properly, you can define a method in your ViewModel as follows:

[RelayCommand]
private void OnEmojiReactionTapped(ChatMessage message)
{
    Console.WriteLine($"Emoji Reaction tapped: {message.MessageId}");
}

Message Clicked Event Handling Example

To handle the MessageTappedCommand properly, you can define a method in your ViewModel as follows:

[RelayCommand]
private void OnMessageTapped(ChatMessage message)
{
    Console.WriteLine($"Message tapped for message: {message.MessageId}");
}

Avatar Clicked Event Handling Example

To handle the AvatarTappedCommand properly, you can define a method in your ViewModel as follows:

[RelayCommand]
private void OnAvatarTapped(ChatMessage message)
{
    Console.WriteLine($"Avatar tapped for message: {message.MessageId}");
}

Scrolled Event Handling Example

To handle the ScrolledCommand properly, you can define a method in your ViewModel as follows:

[RelayCommand]
private void Scrolled(ScrolledArgs scrolledArgs)
{
    // Handle scroll event logic
    Console.WriteLine($"Scrolled to position: X={scrolledArgs.X}, Y={scrolledArgs.Y}");
}

Long Press Gesture Event Handling Example

To handle the LongPressedCommand properly, you can define a method in your ViewModel as follows:

[RelayCommand]
public void LongPressed(ContextAction contextAction)
{
    switch (contextAction.Name)
    {
        case "reply":
            Console.WriteLine($"Reply to message: {contextAction.Message.MessageId}");
            break;
        case "delete":
            Console.WriteLine($"Delete message: {contextAction.Message.MessageId}");
            break;
        case "copy":
            Console.WriteLine($"Copy message: {contextAction.Message.MessageId}");
            break;
        case "react":
            ChatMessageReaction chatMessageReaction = contextAction.AdditionalData as ChatMessageReaction;
            Console.WriteLine($"React to message: {contextAction.Message.MessageId}, Additional Data: {chatMessageReaction.Emoji}");
            break;
    }
}

XAML Example

xmlns:idk="clr-namespace:Indiko.Maui.Controls.Chat;assembly=Indiko.Maui.Controls.Chat"
...

<idk:ChatView Grid.Row="0" x:Name="chatView"

    OwnMessageBackgroundColor="{StaticResource Primary}"
    OwnMessageTextColor="{StaticResource White}"
    OtherMessageBackgroundColor="{StaticResource Secondary}"
    OtherMessageTextColor="{StaticResource Black}"
    DateTextColor="{StaticResource Gray500}"
    DateTextFontSize="14"
    MessageTimeTextColor="{StaticResource Gray200}"
    NewMessagesSeperatorTextColor="{StaticResource Primary}"
    NewMessagesSeperatorFontSize="16"
    NewMessagesSeperatorText="New Messages"
    AvatarTextColor="{StaticResource White}"
    AvatarBackgroundColor="{StaticResource Tertiary}"
    Messages="{Binding ChatMessages}"
    EmojiReactionFontSize="14"
    EmojiReactionTextColor="{StaticResource Primary}"
    ReplyMessageBackgroundColor="{StaticResource Tertiary}"
    ReplyMessageTextColor="{StaticResource White}"
    LoadMoreMessagesCommand="{Binding LoadOlderMessagesCommand}"
    ScrolledCommand="{Binding ScrolledCommand}"
    AvatarTappedCommand="{Binding AvatarTappedCommand}"
    MessageTappedCommand="{Binding MessageTappedCommand}"
    EmojiReactionTappedCommand="{Binding EmojiReactionTappedCommand}"
    SendIcon="send.png"
    DeliveredIcon="check.png"
    ReadIcon="read.png"
    ScrollToFirstNewMessage="True"
    ShowNewMessagesSeperator="True"
    ScrolledToLastMessageCommand="{Binding ScrolledToLastMessageCommand}"
    SystemMessageBackgroundColor="{StaticResource Yellow300Accent}"
    SystemMessageTextColor="{StaticResource Tertiary}"
    SystemMessageFontSize="14"
    ContextMenuBackgroundColor="{StaticResource White}"
    ContextMenuTextColor="{StaticResource Black}"
    ContextMenuDestructiveTextColor="{StaticResource Red}"
    ContextMenuDividerColor="{StaticResource LightGray}"
    ContextMenuDividerHeight="1"
    ContextMenuFontSize="14"
    ContextMenuReactionFontSize="18"
    EnableContextMenu="True"
    LongPressedCommand="{Binding LongPressedCommand}">

</idk:ChatView>

Code-Behind Example

var chatView = new ChatView
{
    Messages = new ObservableRangeCollection<ChatMessage>(),
    MessageTappedCommand = new Command<ChatMessage>(OnMessageTapped),
    AvatarTappedCommand = new Command(OnAvatarTapped),
    LoadMoreMessagesCommand = new Command(OnLoadMoreMessages),
    OwnMessageBackgroundColor = Colors.LightBlue,
    OtherMessageBackgroundColor = Colors.LightGray,
    ShowNewMessagesSeperator = true,
    NewMessagesSeperatorText = "New Messages",
    ContextMenuItems = new List<ContextMenuItem>
    {
        new() { Name = "Copy", Tag = "copy" },
        new() { Name = "Reply", Tag = "reply" },
        new() { Name = "Delete", Tag = "delete", IsDestructive = true },
    },
    LongPressedCommand = new Command<ContextAction>(OnLongPressed)
};

void OnMessageTapped(ChatMessage message)
{
    // Handle message tap
}

void OnAvatarTapped()
{
    // Handle avatar tap
}

void OnLoadMoreMessages()
{
    // Load older messages
}

void OnLongPressed(ContextAction contextAction)
{
    // Handle long press actions
}

Documentation

Comprehensive technical documentation for all types, methods, and properties is available in the /docs folder. The documentation is auto-generated from the codebase using Roslyn analysis.

Features

  • 📚 Complete API reference for all public types
  • 🔗 Cross-referenced type links
  • 📊 Mermaid diagrams for visualization
  • 📝 XML documentation comments included
  • 🔄 Version controlled alongside code

Regenerating Documentation

After making code changes, regenerate the documentation:

dotnet run --project tools/Tools.CodeDocGenerator/Tools.CodeDocGenerator.csproj

See the documentation guide for more details.


Contributing

We encourage you to contribute to the development of the ChatView control! Whether you're fixing bugs, adding new features, or enhancing the documentation, your contributions make a difference.

If you find the ChatView control helpful, please consider leaving a ⭐ on the repository. It helps others discover this project and shows your support!

Contributions are welcome! Please follow the guidelines for creating feature branches, writing commit messages, and submitting pull requests.


How to Contribute

Thank you for considering contributing to our project! Please follow these guidelines to ensure a smooth process.

1. Work on a Feature Branch

Always create a new branch for your feature or fix. This keeps the main branch clean and makes it easier to manage changes.

git checkout -b feature/your-feature-name

2. Start a Pull Request

Once your feature is complete, push your branch to the repository and start a pull request to merge it into the main branch. Ensure all tests pass and your code follows the project's coding standards.

git push origin feature/your-feature-name

Then, create a pull request on GitHub and provide a clear description of your changes.

3. Use Semantic Release Prefixes for Commits

When committing your changes, use semantic release prefixes to categorize your commits. This helps in generating automated release notes and versioning.

The commit contains the following structural elements to communicate intent to the consumers of your library:

  • fix: a commit of the type fix patches a bug in your codebase (this correlates with PATCH in Semantic Versioning).
  • feat: a commit of the type feat introduces a new feature to the codebase (this correlates with MINOR in Semantic Versioning).
  • BREAKING CHANGE: a commit that has a footer BREAKING CHANGE:, or appends a ! after the type/scope, introduces a breaking API change (correlating with MAJOR in Semantic Versioning). A BREAKING CHANGE can be part of commits of any type.
  • Types other than fix: and feat: are allowed. For example, @commitlint/config-conventional (based on the Angular convention) recommends:
    • build: Changes that affect the build system or external dependencies
    • chore: Other changes that don't modify src or test files
    • ci: Changes to our CI configuration files and scripts
    • docs: Documentation only changes
    • style: Changes that do not affect the meaning of the code (white-space, formatting, missing semi-colons, etc)
    • refactor: A code change that neither fixes a bug nor adds a feature
    • perf: A code change that improves performance
    • test: Adding missing tests or correcting existing tests

Footers other than BREAKING CHANGE: may be provided and follow a convention similar to git trailer format. Additional types are not mandated by the Conventional Commits specification and have no implicit effect in Semantic Versioning (unless they include a BREAKING CHANGE). A scope may be provided to a commit’s type, to provide additional contextual information and is contained within parenthesis, e.g., feat(parser): add ability to parse arrays.

Example commit messages:

git commit -m "fix: resolve issue with user authentication"
git commit -m "feat: add new payment gateway integration"
git commit -m "BREAKING CHANGE: update API endpoints"

4. Write Meaningful Commit Messages

Commit messages should be concise yet descriptive. They should explain the "what" and "why" of your changes.

  • Good Example: fix: correct typo in user profile page
  • Bad Example: fixed stuff

Additional Tips

  • Ensure your code adheres to the project's coding standards and guidelines.
  • Include tests for new features or bug fixes.
  • Keep your commits atomic; a single commit should represent a single logical change.
  • Update the documentation to reflect any new features or changes.

We appreciate your contributions and look forward to your pull requests!

Happy coding!


License

This project is licensed under the MIT License.


This updated documentation includes the new properties and functionality for the long press gesture feature, ensuring that users understand how to configure and use the context menu for chat message actions.

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