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Message Dialog Service

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An abstraction layer for showing message dialogs in .Net applications. This supports WinUI, Android and iOS.

await _messageDialogService.ShowMessage(ct, mb => mb
   .Title("Oops!")
   .Content("Something went wrong.")
   .OkCommand()
);

Preview

From left to right: WinUI, iOS and Android.

Getting Started

Here is how to setup the service in your WinUI or mobile apps made with Uno Platform.

  1. Install the MessageDialogService.Uno.WinUI NuGet package.

  2. Create a MessageDialogService instance.

    using Windows.ApplicationModel.Resources;
    
    // (...)
    
    var currentWindow = yourWindow; // Get the current window.;
    var dispatcherQueue = currentWindow.DispatcherQueue;
    var resourceLoader = ResourceLoader.GetForViewIndependentUse();
    var resourceResolver = resourceKey => resourceLoader.GetString(resourceKey);
    
    var messageDialogService = new MessageDialogService.MessageDialogService(
       dispatcherQueue,   
    #if __IOS__ || __ANDROID__
       new MessageDialogBuilderDelegate(resourceResolver)
    #else
       // On Windows, the builder delegate needs a window handle.
       new MessageDialogBuilderDelegate(
          resourceResolver,
          WinRT.Interop.WindowNative.GetWindowHandle(currentWindow)
       )
    #endif
    );
  3. Use the service to prompt a message dialog.

    await messageDialogService.ShowMessage(ct, mb => mb
       .Title("Oops!")
       .Content("Something went wrong.")
       .OkCommand()
    );

Next Steps

Localize the Default Buttons

If you plan on using the default commands (such as OkCommand()), you need to localize them. Here are the resource keys for the default commands.

Command Resource Key Suggested Value (en)
OkCommand() MessageDialog_Ok_Label "Ok"
CancelCommand() MessageDialog_Cancel_Label "Cancel"
RetryCommand() MessageDialog_Retry_Label "Retry"
CloseCommand() MessageDialog_Close_Label "Close"

Setup the Service using Dependency Injection

Here is some code showing how to setup the service using Microsoft.Extensions.DependencyInjection.

private static IServiceCollection AddMessageDialog(this IServiceCollection services)
{
   return services
#if __IOS__ || __ANDROID__
      .AddSingleton<IMessageDialogBuilderDelegate>(s => new MessageDialogBuilderDelegate(
         key => s.GetRequiredService<IStringLocalizer>()[key]
      ))
#else
      .AddSingleton<IMessageDialogBuilderDelegate>(s => new MessageDialogBuilderDelegate(
         key => s.GetRequiredService<IStringLocalizer>()[key],
         WinRT.Interop.WindowNative.GetWindowHandle(App.Instance.CurrentWindow)
      ))
#endif
      .AddSingleton<IMessageDialogService, MessageDialogService.MessageDialogService>();
}

Setup the Service in Test Projects

You can use the AcceptOrDefaultMessageDialogService in test projects to simulate a message dialog that always takes the accept or default command.

Here is some code showing how to set it up using Microsoft.Extensions.DependencyInjection. First, you'll need to install the MessageDialogService NuGet package in your test project.

private static IServiceCollection AddTestMessageDialog(this IServiceCollection services)
{
   return services.AddSingleton<IMessageDialogService, AcceptOrDefaultMessageDialogService>();
}

Features

Use Resource Keys for Dialog Content

You can use resource keys for the dialog title and content using TitleResource and ContentResource. This is useful for localization.

await _messageDialogService.ShowMessage(ct, mb => mb
   .TitleResource("GenericErrorTitle")
   .ContentResource("GenericErrorContent")
   .OkCommand()
);

Get the Result of the Dialog

You can get the result of the dialog using ShowMessage. This will return a MessageDialogResult enum value.

var result = await _messageDialogService.ShowMessage(ct, mb => mb
   .Title("Logout")
   .Content("Are you sure you want to logout?")
   .CancelCommand()
   .AcceptCommand(acceptResourceKey: "Logout_Confirm")
);

if (result == MessageDialogResult.Accept)
{
   // Logout
}

Use Your Own Return Type

When MessageDialogResult doesn't cover all your needs, you can use your own return type by using the ShowMessage<TResult> method. This will return a TResult value.

public enum CustomDialogResult
{
   Option1,
   Option2,
   Option3,
   Option4,
   Option5
}

// (...)

var customResult = await _messageDialogService.ShowMessage<CustomDialogResult>(ct, mb => mb
   .Title("Some Custom Title")
   .Content("Some custom content.")
   .Command(CustomDialogResult.Option1, label: "Option 1")
   .Command(CustomDialogResult.Option2, label: "Option 2")
   .Command(CustomDialogResult.Option3, label: "Option 3")
   .Command(CustomDialogResult.Option4, label: "Option 4")
   .Command(CustomDialogResult.Option5, label: "Option 5")
);

switch (customResult)
{
   // Handle the result.
}

Highlight Destructive Commands (iOS Only)

You can use the isDesctructive parameter of the Command and CommandResource methods to make the command red on iOS. This option has no effect on Windows and Android.

var result = await _messageDialogService.ShowMessage(ct, mb => mb
   .Title("Delete")
   .Content("Are you sure you want to delete the selected items?")
   .CancelCommand()
   .Command(MessageDialogResult.Accept, label: "Delete", isDestructive: true)
);

if (result == MessageDialogResult.Accept)
{
   // Delete
}

It will look like this:

Legacy

If you want to know how to setup this service for UWP, you need to use version 1.x.x and check out getting started with UWP.

Changelog

Please consult the CHANGELOG for more information about version history.

License

This project is licensed under the Apache 2.0 license - see the LICENSE file for details.

Contributing

Please read CONTRIBUTING.md for details on the process for contributing to this project.

Be mindful of our Code of Conduct.