<template lang="pug">
main
- .row
- #chat.col-sm-12.col-md-4.col-md-offset-4
+ input#modalChat.modal(type="checkbox" @click="resetChatColor")
+ div#chatWrap(role="dialog" data-checkbox="modalChat" aria-labelledby="inputChat")
+ #chat.card
+ label.modal-close(for="modalChat")
+ #participants
+ span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }}
+ span(v-for="p in Object.values(people)" v-if="!!p.name")
+ | {{ p.name }}
+ span.anonymous(v-if="Object.values(people).some(p => !p.name)")
+ | + @nonymous
Chat(:players="game.players" :pastChats="game.chats"
- @newchat="processChat")
+ :newChat="newChat" @mychat="processChat")
.row
- .col-sm-12
- #actions(v-if="game.mode!='analyze' && game.score=='*'")
- button(@click="offerDraw") Draw
- button(@click="abortGame") Abort
- button(@click="resign") Resign
- div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
- div(v-if="game.score=='*'") Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
+ #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
+ span.variant-info {{ game.vname }}
+ button#chatBtn(onClick="doClick('modalChat')") Chat
+ #actions(v-if="game.score=='*'")
+ button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}")
+ | {{ st.tr["Draw"] }}
+ button(v-if="!!game.mycolor" @click="abortGame") {{ st.tr["Abort"] }}
+ button(v-if="!!game.mycolor" @click="resign") {{ st.tr["Resign"] }}
+ #playersInfo
+ p
+ span.name(:class="{connected: isConnected(0)}")
+ | {{ game.players[0].name || "@nonymous" }}
+ span.time(v-if="game.score=='*'") {{ virtualClocks[0] }}
+ span.split-names -
+ span.name(:class="{connected: isConnected(1)}")
+ | {{ game.players[1].name || "@nonymous" }}
+ span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
BaseGame(:game="game" :vr="vr" ref="basegame"
@newmove="processMove" @gameover="gameOver")
</template>
import { ppt } from "@/utils/datetime";
import { extractTime } from "@/utils/timeControl";
import { ArrayFun } from "@/utils/array";
+import { processModalClick } from "@/utils/modalClick";
+import { getScoreMessage } from "@/utils/scoring";
export default {
name: 'my-game',
id: "",
rid: ""
},
- game: {players:[{name:""},{name:""}]}, //passed to BaseGame
+ game: { //passed to BaseGame
+ players:[{name:""},{name:""}],
+ rendered: false,
+ },
virtualClocks: [0, 0], //initialized with true game.clocks
vr: null, //"variant rules" object initialized from FEN
- drawOffer: "", //TODO: use for button style
- people: [], //players + observers
+ drawOffer: "",
+ people: {}, //players + observers
lastate: undefined, //used if opponent send lastate before game is ready
repeat: {}, //detect position repetition
+ newChat: "",
};
},
watch: {
{
clearInterval(clockUpdate);
if (countdown < 0)
- this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
+ this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", this.st.tr["Time"]);
}
else
- {
- // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
- }
}, 1000);
},
},
- // TODO: redundant code with Hall.vue (related to people array)
+ // NOTE: some redundant code with Hall.vue (related to people array)
created: function() {
// Always add myself to players' list
const my = this.st.user;
- this.people.push({sid:my.sid, id:my.id, name:my.name});
+ this.$set(this.people, my.sid, {id:my.id, name:my.name});
this.gameRef.id = this.$route.params["id"];
this.gameRef.rid = this.$route.query["rid"]; //may be undefined
// Define socket .onmessage() and .onclose() events:
socketInit(this.loadGame);
}
},
+ mounted: function() {
+ document.getElementById("chatWrap").addEventListener(
+ "click", processModalClick);
+ },
methods: {
// O.1] Ask server for room composition:
roomInit: function() {
+ // Notify the room only now that I connected, because
+ // messages might be lost otherwise (if game loading is slow)
+ this.st.conn.send(JSON.stringify({code:"connect"}));
this.st.conn.send(JSON.stringify({code:"pollclients"}));
},
+ isConnected: function(index) {
+ const player = this.game.players[index];
+ // Is it me ?
+ if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
+ return true;
+ // Try to find a match in people:
+ return Object.keys(this.people).some(sid => sid == player.sid) ||
+ Object.values(this.people).some(p => p.id == player.uid);
+ },
socketMessageListener: function(msg) {
const data = JSON.parse(msg.data);
switch (data.code)
{
case "duplicate":
- alert("Warning: duplicate 'offline' connection");
+ this.st.conn.send(JSON.stringify({code:"duplicate",
+ page:"/game/" + this.game.id}));
+ alert(this.st.tr["Warning: multi-tabs not supported"]);
break;
// 0.2] Receive clients list (just socket IDs)
case "pollclients":
- {
data.sockIds.forEach(sid => {
- this.people.push({sid:sid, id:0, name:""});
+ if (!!this.people[sid])
+ return;
+ this.$set(this.people, sid, {id:0, name:""});
// Ask only identity
this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
});
break;
- }
case "askidentity":
- {
// Request for identification: reply if I'm not anonymous
if (this.st.user.id > 0)
{
- this.st.conn.send(JSON.stringify(
- // people[0] instead of st.user to avoid sending email
- {code:"identity", user:this.people[0], target:data.from}));
+ this.st.conn.send(JSON.stringify({code:"identity",
+ user: {
+ // NOTE: decompose to avoid revealing email
+ name: this.st.user.name,
+ sid: this.st.user.sid,
+ id: this.st.user.id,
+ },
+ target:data.from}));
}
break;
- }
case "identity":
- {
- let player = this.people.find(p => p.sid == data.user.sid);
- // NOTE: sometimes player.id fails because player is undefined...
- // Probably because the event was meant for Hall?
- if (!player)
- return;
- player.id = data.user.id;
- player.name = data.user.name;
- // Sending last state only for live games: corr games are complete
- if (this.game.type == "live" && this.game.oppsid == player.sid)
+ this.$set(this.people, data.user.sid,
+ {id: data.user.id, name: data.user.name});
+ // Ask potentially missed last state, if opponent and I play
+ if (!!this.game.mycolor
+ && this.game.type == "live" && this.game.score == "*"
+ && this.game.players.some(p => p.sid == data.user.sid))
+ {
+ this.st.conn.send(JSON.stringify({code:"asklastate", target:data.user.sid}));
+ }
+ break;
+ case "asklastate":
+ // Sending last state if I played a move or score != "*"
+ if ((this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
+ || this.game.score != "*" || this.drawOffer == "sent")
{
// Send our "last state" informations to opponent
const L = this.game.moves.length;
- let lastMove = (L>0 ? this.game.moves[L-1] : undefined);
- if (!!lastMove && this.drawOffer == "sent")
- lastMove.draw = true;
+ const myIdx = ["w","b"].indexOf(this.game.mycolor);
this.st.conn.send(JSON.stringify({
code: "lastate",
- target: player.sid,
+ target: data.from,
state:
{
- lastMove: lastMove,
+ // NOTE: lastMove (when defined) includes addTime
+ lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+ // Since we played a move (or abort or resign),
+ // only drawOffer=="sent" is possible
+ drawSent: this.drawOffer == "sent",
score: this.game.score,
movesCount: L,
- clocks: this.game.clocks,
+ initime: this.game.initime[1-myIdx], //relevant only if I played
}
}));
}
break;
- }
case "askgame":
- // Send current (live) game
- const myGame =
+ // Send current (live) game if I play in (not an observer),
+ // and not asked by opponent (!)
+ if (this.game.type == "live"
+ && this.game.players.some(p => p.sid == this.st.user.sid)
+ && this.game.players.every(p => p.sid != data.from))
{
- // Minimal game informations:
- id: this.game.id,
- players: this.game.players.map(p => { return {name:p.name}; }),
- vid: this.game.vid,
- timeControl: this.game.timeControl,
- };
- this.st.conn.send(JSON.stringify({code:"game",
- game:myGame, target:data.from}));
+ const myGame =
+ {
+ // Minimal game informations:
+ id: this.game.id,
+ players: this.game.players,
+ vid: this.game.vid,
+ timeControl: this.game.timeControl,
+ score: this.game.score,
+ };
+ this.st.conn.send(JSON.stringify({code:"game",
+ game:myGame, target:data.from}));
+ }
break;
case "newmove":
- this.$set(this.game, "moveToPlay", data.move); //TODO: Vue3...
+ if (!!data.move.cancelDrawOffer) //opponent refuses draw
+ {
+ this.drawOffer = "";
+ // NOTE for corr games: drawOffer reset by player in turn
+ if (this.game.type == "live" && !!this.game.mycolor)
+ GameStorage.update(this.gameRef.id, {drawOffer: ""});
+ }
+ this.$set(this.game, "moveToPlay", data.move);
+ break;
+ case "newchat":
+ this.newChat = data.chat;
+ if (!document.getElementById("modalChat").checked)
+ document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
break;
case "lastate": //got opponent infos about last move
- {
- this.lastate = data;
- if (!!this.game.type) //game is loaded
+ this.lastate = data.state;
+ if (this.game.rendered) //game is rendered (Board component)
this.processLastate();
//else: will be processed when game is ready
break;
- }
case "resign":
this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
break;
this.gameOver("?", "Abort");
break;
case "draw":
- this.gameOver("1/2", "Mutual agreement");
+ this.gameOver("1/2", data.message);
break;
case "drawoffer":
- this.drawOffer = "received"; //TODO: observers don't know who offered draw
+ // NOTE: observers don't know who offered draw
+ this.drawOffer = "received";
break;
case "askfullgame":
- this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
+ this.st.conn.send(JSON.stringify({code:"fullgame",
+ game:this.game, target:data.from}));
break;
case "fullgame":
// Callback "roomInit" to poll clients only after game is loaded
this.loadGame(data.game, this.roomInit);
break;
case "connect":
- {
- this.people.push({name:"", id:0, sid:data.from});
+ this.$set(this.people, data.from, {name:"", id:0});
this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
break;
- }
case "disconnect":
- ArrayFun.remove(this.people, p => p.sid == data.from);
+ this.$delete(this.people, data.from);
break;
}
},
if (data.movesCount > L)
{
// Just got last move from him
- this.$set(this.game, "moveToPlay", data.lastMove);
- if (data.score != "*" && this.game.score == "*")
- {
- // Opponent resigned or aborted game, or accepted draw offer
- // (this is not a stalemate or checkmate)
- this.gameOver(data.score, "Opponent action");
- }
- this.game.clocks = data.clocks; //TODO: check this?
- if (!!data.lastMove.draw)
- this.drawOffer = "received";
+ this.$set(this.game, "moveToPlay", Object.assign({}, data.lastMove, {initime: data.initime}));
+ }
+ if (data.drawSent)
+ this.drawOffer = "received";
+ if (data.score != "*")
+ {
+ this.drawOffer = "";
+ if (this.game.score == "*")
+ this.gameOver(data.score);
}
},
- offerDraw: function() {
- if (this.drawOffer == "received")
+ clickDraw: function() {
+ if (!this.game.mycolor)
+ return; //I'm just spectator
+ if (["received","threerep"].includes(this.drawOffer))
{
- if (!confirm("Accept draw?"))
+ if (!confirm(this.st.tr["Accept draw?"]))
return;
- this.people.forEach(p => {
- if (p.sid != this.st.user.sid)
- this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
+ const message = (this.drawOffer == "received"
+ ? "Mutual agreement"
+ : "Three repetitions");
+ Object.keys(this.people).forEach(sid => {
+ if (sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({code:"draw",
+ message:message, target:sid}));
+ }
});
- this.gameOver("1/2", "Mutual agreement");
+ this.gameOver("1/2", message);
}
- else if (this.drawOffer == "sent")
+ else if (this.drawOffer == "") //no effect if drawOffer == "sent"
{
- this.drawOffer = "";
- if (this.game.type == "corr")
- GameStorage.update(this.gameRef.id, {drawOffer: false});
- }
- else
- {
- if (!confirm("Offer draw?"))
+ if (this.game.mycolor != this.vr.turn)
+ return alert(this.st.tr["Draw offer only in your turn"]);
+ if (!confirm(this.st.tr["Offer draw?"]))
return;
this.drawOffer = "sent";
- this.people.forEach(p => {
- if (p.sid != this.st.user.sid)
- this.st.conn.send(JSON.stringify({code:"drawoffer", target:p.sid}));
+ Object.keys(this.people).forEach(sid => {
+ if (sid != this.st.user.sid)
+ this.st.conn.send(JSON.stringify({code:"drawoffer", target:sid}));
});
- if (this.game.type == "corr")
- GameStorage.update(this.gameRef.id, {drawOffer: true});
+ GameStorage.update(this.gameRef.id, {drawOffer: this.game.mycolor});
}
},
abortGame: function() {
- if (!confirm(this.st.tr["Terminate game?"]))
+ if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
return;
this.gameOver("?", "Abort");
- this.people.forEach(p => {
- if (p.sid != this.st.user.sid)
+ Object.keys(this.people).forEach(sid => {
+ if (sid != this.st.user.sid)
{
this.st.conn.send(JSON.stringify({
code: "abort",
- target: p.sid,
+ target: sid,
}));
}
});
},
resign: function(e) {
- if (!confirm("Resign the game?"))
+ if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
return;
- this.people.forEach(p => {
- if (p.sid != this.st.user.sid)
+ Object.keys(this.people).forEach(sid => {
+ if (sid != this.st.user.sid)
{
this.st.conn.send(JSON.stringify({code:"resign",
- side:this.game.mycolor, target:p.sid}));
+ side:this.game.mycolor, target:sid}));
}
});
this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
}
if (L >= 1)
game.initime[L%2] = game.moves[L-1].played;
- if (game.drawOffer)
- this.drawOffer = "received";
}
// Now that we used idx and played, re-format moves as for live games
game.moves = game.moves.map( (m) => {
}
}
}
+ if (!!game.drawOffer)
+ {
+ if (game.drawOffer == "t") //three repetitions
+ this.drawOffer = "threerep";
+ else
+ {
+ if (myIdx < 0)
+ this.drawOffer = "received"; //by any of the players
+ else
+ {
+ // I play in this game:
+ if ((game.drawOffer == "w" && myIdx==0) || (game.drawOffer=="b" && myIdx==1))
+ this.drawOffer = "sent";
+ else //all other cases
+ this.drawOffer = "received";
+ }
+ }
+ }
+ if (!!game.scoreMsg)
+ game.scoreMsg = this.st.tr[game.scoreMsg]; //stored in english
this.game = Object.assign({},
game,
// NOTE: assign mycolor here, since BaseGame could also be VS computer
oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
}
);
- this.repeat = {}; //reset
- if (!!this.lastate) //lastate arrived before game was loaded:
- this.processLastate();
+ this.$nextTick(() => {
+ this.game.rendered = true;
+ // Did lastate arrive before game was rendered?
+ if (!!this.lastate)
+ this.processLastate();
+ });
+ this.repeat = {}; //reset: scan past moves' FEN:
+ let repIdx = 0;
+ // NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame
+ let vr_tmp = new V(game.fenStart);
+ game.moves.forEach(m => {
+ vr_tmp.play(m);
+ const fenObj = V.ParseFen( vr_tmp.getFen() );
+ repIdx = fenObj.position + "_" + fenObj.turn;
+ if (!!fenObj.flags)
+ repIdx += "_" + fenObj.flags;
+ this.repeat[repIdx] = (!!this.repeat[repIdx]
+ ? this.repeat[repIdx]+1
+ : 1);
+ });
+ if (this.repeat[repIdx] >= 3)
+ this.drawOffer = "threerep";
callback();
};
if (!!game)
},
// Post-process a move (which was just played)
processMove: function(move) {
- if (!this.game.mycolor)
- return; //I'm just an observer
- // Update storage (corr or live)
+ // Update storage (corr or live) if I play in the game
const colorIdx = ["w","b"].indexOf(move.color);
+ const nextIdx = ["w","b"].indexOf(this.vr.turn);
// https://stackoverflow.com/a/38750895
- const allowed_fields = ["appear", "vanish", "start", "end"];
- const filtered_move = Object.keys(move)
- .filter(key => allowed_fields.includes(key))
- .reduce((obj, key) => {
- obj[key] = move[key];
- return obj;
- }, {});
+ if (!!this.game.mycolor)
+ {
+ const allowed_fields = ["appear", "vanish", "start", "end"];
+ // NOTE: 'var' to see this variable outside this block
+ var filtered_move = Object.keys(move)
+ .filter(key => allowed_fields.includes(key))
+ .reduce((obj, key) => {
+ obj[key] = move[key];
+ return obj;
+ }, {});
+ }
// Send move ("newmove" event) to people in the room (if our turn)
let addTime = 0;
if (move.color == this.game.mycolor)
{
+ if (this.drawOffer == "received") //I refuse draw
+ this.drawOffer = "";
if (this.game.moves.length >= 2) //after first move
{
const elapsed = Date.now() - this.game.initime[colorIdx];
// elapsed time is measured in milliseconds
addTime = this.game.increment - elapsed/1000;
}
- let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
- this.people.forEach(p => {
- if (p.sid != this.st.user.sid)
+ const sendMove = Object.assign({},
+ filtered_move,
+ {
+ addTime: addTime,
+ cancelDrawOffer: this.drawOffer=="",
+ });
+ Object.keys(this.people).forEach(sid => {
+ if (sid != this.st.user.sid)
{
this.st.conn.send(JSON.stringify({
code: "newmove",
- target: p.sid,
+ target: sid,
move: sendMove,
}));
}
});
+ // (Add)Time indication: useful in case of lastate infos requested
+ move.addTime = addTime;
}
else
addTime = move.addTime; //supposed transmitted
- const nextIdx = ["w","b"].indexOf(this.vr.turn);
+ // Update current game object:
+ this.game.moves.push(move);
+ this.game.fen = move.fen;
+ this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
+ // move.initime is set only when I receive a "lastate" move from opponent
+ this.game.initime[nextIdx] = move.initime || Date.now();
+ // If repetition detected, consider that a draw offer was received:
+ const fenObj = V.ParseFen(move.fen);
+ let repIdx = fenObj.position + "_" + fenObj.turn;
+ if (!!fenObj.flags)
+ repIdx += "_" + fenObj.flags;
+ this.repeat[repIdx] = (!!this.repeat[repIdx]
+ ? this.repeat[repIdx]+1
+ : 1);
+ if (this.repeat[repIdx] >= 3)
+ this.drawOffer = "threerep";
+ else if (this.drawOffer == "threerep")
+ this.drawOffer = "";
// Since corr games are stored at only one location, update should be
// done only by one player for each move:
- if (this.game.type == "live" || move.color == this.game.mycolor)
+ if (!!this.game.mycolor &&
+ (this.game.type == "live" || move.color == this.game.mycolor))
{
+ let drawCode = "";
+ switch (this.drawOffer)
+ {
+ case "threerep":
+ drawCode = "t";
+ break;
+ case "sent":
+ drawCode = this.game.mycolor;
+ break;
+ case "received":
+ drawCode = this.vr.turn;
+ break;
+ }
if (this.game.type == "corr")
{
GameStorage.update(this.gameRef.id,
move:
{
squares: filtered_move,
- played: Date.now(), //TODO: on server?
- idx: this.game.moves.length,
+ played: Date.now(),
+ idx: this.game.moves.length - 1,
},
+ drawOffer: drawCode || "n", //"n" for "None" to force reset (otherwise it's ignored)
});
}
else //live
{
fen: move.fen,
move: filtered_move,
- clocks: this.game.clocks.map((t,i) => i==colorIdx
- ? this.game.clocks[i] + addTime
- : this.game.clocks[i]),
- initime: this.game.initime.map((t,i) => i==nextIdx
- ? Date.now()
- : this.game.initime[i]),
+ clocks: this.game.clocks,
+ initime: this.game.initime,
+ drawOffer: drawCode,
});
}
}
- // Also update current game object:
- this.game.moves.push(move);
- this.game.fen = move.fen;
- //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
- this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
- this.game.initime[nextIdx] = Date.now();
- // If repetition detected, consider that a draw offer was received:
- const fenObj = V.ParseFen(move.fen);
- let repIdx = fenObj.position + "_" + fenObj.turn;
- if (!!fenObj.flags)
- repIdx += "_" + fenObj.flags;
- this.repeat[repIdx] = (!!this.repeat[repIdx]
- ? this.repeat[repIdx]+1
- : 1);
- if (this.repeat[repIdx] >= 3)
- this.drawOffer = "received"; //TODO: will print "mutual agreement"...
+ },
+ resetChatColor: function() {
+ // TODO: this is called twice, once on opening an once on closing
+ document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
},
processChat: function(chat) {
- if (this.game.type == "corr")
+ this.st.conn.send(JSON.stringify({code:"newchat", chat:chat}));
+ // NOTE: anonymous chats in corr games are not stored on server (TODO?)
+ if (this.game.type == "corr" && this.st.user.id > 0)
GameStorage.update(this.gameRef.id, {chat: chat});
},
gameOver: function(score, scoreMsg) {
- this.game.mode = "analyze";
this.game.score = score;
- this.game.scoreMsg = scoreMsg;
+ this.game.scoreMsg = this.st.tr[(!!scoreMsg
+ ? scoreMsg
+ : getScoreMessage(score))];
const myIdx = this.game.players.findIndex(p => {
return p.sid == this.st.user.sid || p.uid == this.st.user.id;
});
if (myIdx >= 0) //OK, I play in this game
- GameStorage.update(this.gameRef.id, { score: score });
+ {
+ GameStorage.update(this.gameRef.id,
+ {score: score, scoreMsg: scoreMsg});
+ }
},
},
};
</script>
-<style lang="sass">
+<style lang="sass" scoped>
.connected
- background-color: green
-.disconnected
- background-color: red
+ background-color: lightgreen
+
+#participants
+ margin-left: 5px
+
+.anonymous
+ color: grey
+ font-style: italic
@media screen and (min-width: 768px)
#actions
width: 100%
#actions
+ display: inline-block
margin-top: 10px
- margin-left: auto
- margin-right: auto
button
display: inline-block
- width: 33%
margin: 0
+
+@media screen and (max-width: 767px)
+ #aboveBoard
+ text-align: center
+@media screen and (min-width: 768px)
+ #aboveBoard
+ margin-left: 30%
+
+.variant-info
+ font-weight: bold
+ padding-right: 10px
+
+.name
+ font-size: 1.5rem
+ padding: 1px
+
+.time
+ font-size: 2rem
+ display: inline-block
+ margin-left: 10px
+
+.split-names
+ display: inline-block
+ margin: 0 15px
+
#chat
- margin-top: 5px
- margin-bottom: 5px
- >.card
- max-width: 100%
- margin: 0;
+ padding-top: 20px
+ max-width: 600px
border: none;
+
+#chatBtn
+ margin: 0 10px 0 0
+
+.draw-sent, .draw-sent:hover
+ background-color: lightyellow
+
+.draw-received, .draw-received:hover
+ background-color: lightgreen
+
+.draw-threerep, .draw-threerep:hover
+ background-color: #e4d1fc
</style>