交互式消息示例
本示例展示如何在 BotRS 机器人中创建和处理交互式消息,包括按钮、选择菜单、表单等交互组件。
概述
QQ 频道支持多种交互式消息组件,允许用户通过点击按钮、选择选项等方式与机器人进行交互,而不仅仅是发送文本消息。这些交互组件包括:
- 内联按钮: 消息下方的可点击按钮
- 选择菜单: 下拉选择列表
- 键盘布局: 自定义键盘布局
- 模态表单: 弹出式表单输入
基础按钮消息
简单按钮
rust
use botrs::{Context, EventHandler, Message, MessageParams, MessageKeyboard, KeyboardButton, KeyboardRow};
async fn send_simple_button(
ctx: &Context,
channel_id: &str
) -> Result<(), botrs::BotError> {
let keyboard = MessageKeyboard::new()
.add_row(KeyboardRow::new()
.add_button(KeyboardButton::new("点击我", "button_clicked"))
);
let params = MessageParams::new_text("这是一个带按钮的消息")
.with_keyboard(keyboard);
ctx.api.post_message_with_params(&ctx.token, channel_id, params).await?;
Ok(())
}
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多按钮布局
rust
async fn send_multi_button_message(
ctx: &Context,
channel_id: &str
) -> Result<(), botrs::BotError> {
let keyboard = MessageKeyboard::new()
// 第一行:操作按钮
.add_row(KeyboardRow::new()
.add_button(KeyboardButton::new("✅ 同意", "action_agree"))
.add_button(KeyboardButton::new("❌ 拒绝", "action_reject"))
)
// 第二行:信息按钮
.add_row(KeyboardRow::new()
.add_button(KeyboardButton::new("ℹ️ 详情", "show_details"))
.add_button(KeyboardButton::new("❓ 帮助", "show_help"))
)
// 第三行:导航按钮
.add_row(KeyboardRow::new()
.add_button(KeyboardButton::new("⬅️ 上一页", "page_prev"))
.add_button(KeyboardButton::new("🏠 主页", "page_home"))
.add_button(KeyboardButton::new("➡️ 下一页", "page_next"))
);
let params = MessageParams::new_text("请选择您的操作:")
.with_keyboard(keyboard);
ctx.api.post_message_with_params(&ctx.token, channel_id, params).await?;
Ok(())
}
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链接按钮
rust
async fn send_link_buttons(
ctx: &Context,
channel_id: &str
) -> Result<(), botrs::BotError> {
let keyboard = MessageKeyboard::new()
.add_row(KeyboardRow::new()
.add_button(
KeyboardButton::new("🌐 访问官网", "visit_website")
.with_url("https://example.com")
)
.add_button(
KeyboardButton::new("📚 查看文档", "view_docs")
.with_url("https://docs.example.com")
)
)
.add_row(KeyboardRow::new()
.add_button(
KeyboardButton::new("💬 加入群聊", "join_group")
.with_url("https://qun.qq.com/qqweb/qunpro/share?_wv=3&_wwv=128&inviteCode=example")
)
);
let params = MessageParams::new_text("相关链接:")
.with_keyboard(keyboard);
ctx.api.post_message_with_params(&ctx.token, channel_id, params).await?;
Ok(())
}
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动态交互界面
分页界面
rust
#[derive(Clone)]
pub struct PaginatedData {
pub items: Vec<String>,
pub current_page: usize,
pub items_per_page: usize,
}
impl PaginatedData {
pub fn new(items: Vec<String>, items_per_page: usize) -> Self {
Self {
items,
current_page: 0,
items_per_page,
}
}
pub fn total_pages(&self) -> usize {
(self.items.len() + self.items_per_page - 1) / self.items_per_page
}
pub fn current_items(&self) -> &[String] {
let start = self.current_page * self.items_per_page;
let end = std::cmp::min(start + self.items_per_page, self.items.len());
&self.items[start..end]
}
pub fn has_prev(&self) -> bool {
self.current_page > 0
}
pub fn has_next(&self) -> bool {
self.current_page < self.total_pages() - 1
}
pub fn prev_page(&mut self) {
if self.has_prev() {
self.current_page -= 1;
}
}
pub fn next_page(&mut self) {
if self.has_next() {
self.current_page += 1;
}
}
}
async fn send_paginated_list(
ctx: &Context,
channel_id: &str,
data: &PaginatedData
) -> Result<(), botrs::BotError> {
let mut content = format!("📄 第 {} 页 / 共 {} 页\n\n", data.current_page + 1, data.total_pages());
for (index, item) in data.current_items().iter().enumerate() {
content.push_str(&format!("{}. {}\n", data.current_page * data.items_per_page + index + 1, item));
}
let mut keyboard = MessageKeyboard::new();
// 导航按钮行
let mut nav_row = KeyboardRow::new();
if data.has_prev() {
nav_row = nav_row.add_button(KeyboardButton::new("⬅️ 上一页", "page_prev"));
}
nav_row = nav_row.add_button(KeyboardButton::new("🔄 刷新", "page_refresh"));
if data.has_next() {
nav_row = nav_row.add_button(KeyboardButton::new("➡️ 下一页", "page_next"));
}
keyboard = keyboard.add_row(nav_row);
// 操作按钮行
keyboard = keyboard.add_row(KeyboardRow::new()
.add_button(KeyboardButton::new("➕ 添加项目", "add_item"))
.add_button(KeyboardButton::new("🗑️ 删除模式", "delete_mode"))
);
let params = MessageParams::new_text(&content)
.with_keyboard(keyboard);
ctx.api.post_message_with_params(&ctx.token, channel_id, params).await?;
Ok(())
}
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菜单选择界面
rust
pub struct MenuOption {
pub id: String,
pub label: String,
pub description: String,
pub emoji: String,
}
async fn send_menu_selection(
ctx: &Context,
channel_id: &str,
title: &str,
options: &[MenuOption]
) -> Result<(), botrs::BotError> {
let mut content = format!("📋 {}\n\n", title);
content.push_str("请选择一个选项:\n\n");
for option in options {
content.push_str(&format!("{} **{}**\n{}\n\n", option.emoji, option.label, option.description));
}
let mut keyboard = MessageKeyboard::new();
let mut current_row = KeyboardRow::new();
for (index, option) in options.iter().enumerate() {
current_row = current_row.add_button(
KeyboardButton::new(
&format!("{} {}", option.emoji, option.label),
&format!("menu_select_{}", option.id)
)
);
// 每行最多3个按钮
if (index + 1) % 3 == 0 || index == options.len() - 1 {
keyboard = keyboard.add_row(current_row);
current_row = KeyboardRow::new();
}
}
// 添加取消按钮
keyboard = keyboard.add_row(KeyboardRow::new()
.add_button(KeyboardButton::new("❌ 取消", "menu_cancel"))
);
let params = MessageParams::new_text(&content)
.with_keyboard(keyboard);
ctx.api.post_message_with_params(&ctx.token, channel_id, params).await?;
Ok(())
}
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表单和输入收集
简单表单界面
rust
#[derive(Clone)]
pub struct FormData {
pub form_id: String,
pub fields: std::collections::HashMap<String, String>,
pub current_field: Option<String>,
pub completed: bool,
}
impl FormData {
pub fn new(form_id: String) -> Self {
Self {
form_id,
fields: std::collections::HashMap::new(),
current_field: None,
completed: false,
}
}
}
async fn send_form_interface(
ctx: &Context,
channel_id: &str,
form_data: &FormData
) -> Result<(), botrs::BotError> {
let content = if form_data.completed {
format!("✅ 表单已完成!\n\n📋 表单内容:\n{}", format_form_summary(form_data))
} else {
format!("📝 请填写表单信息\n\n{}", format_form_progress(form_data))
};
let keyboard = if form_data.completed {
MessageKeyboard::new()
.add_row(KeyboardRow::new()
.add_button(KeyboardButton::new("📤 提交", "form_submit"))
.add_button(KeyboardButton::new("✏️ 修改", "form_edit"))
.add_button(KeyboardButton::new("❌ 取消", "form_cancel"))
)
} else {
create_form_keyboard(form_data)
};
let params = MessageParams::new_text(&content)
.with_keyboard(keyboard);
ctx.api.post_message_with_params(&ctx.token, channel_id, params).await?;
Ok(())
}
fn format_form_progress(form_data: &FormData) -> String {
let mut progress = String::new();
let fields = vec![
("name", "姓名"),
("email", "邮箱"),
("phone", "电话"),
("message", "留言"),
];
for (field_id, field_name) in fields {
if let Some(value) = form_data.fields.get(field_id) {
progress.push_str(&format!("✅ {}: {}\n", field_name, value));
} else {
progress.push_str(&format!("⭕ {}: 待填写\n", field_name));
}
}
progress
}
fn format_form_summary(form_data: &FormData) -> String {
let mut summary = String::new();
for (key, value) in &form_data.fields {
summary.push_str(&format!("• {}: {}\n", key, value));
}
summary
}
fn create_form_keyboard(form_data: &FormData) -> MessageKeyboard {
let mut keyboard = MessageKeyboard::new();
// 字段填写按钮
keyboard = keyboard.add_row(KeyboardRow::new()
.add_button(KeyboardButton::new(
if form_data.fields.contains_key("name") { "✅ 姓名" } else { "⭕ 姓名" },
"form_field_name"
))
.add_button(KeyboardButton::new(
if form_data.fields.contains_key("email") { "✅ 邮箱" } else { "⭕ 邮箱" },
"form_field_email"
))
);
keyboard = keyboard.add_row(KeyboardRow::new()
.add_button(KeyboardButton::new(
if form_data.fields.contains_key("phone") { "✅ 电话" } else { "⭕ 电话" },
"form_field_phone"
))
.add_button(KeyboardButton::new(
if form_data.fields.contains_key("message") { "✅ 留言" } else { "⭕ 留言" },
"form_field_message"
))
);
// 控制按钮
let all_filled = vec!["name", "email", "phone", "message"]
.iter()
.all(|field| form_data.fields.contains_key(*field));
if all_filled {
keyboard = keyboard.add_row(KeyboardRow::new()
.add_button(KeyboardButton::new("✅ 完成填写", "form_complete"))
);
}
keyboard = keyboard.add_row(KeyboardRow::new()
.add_button(KeyboardButton::new("🗑️ 清空", "form_clear"))
.add_button(KeyboardButton::new("❌ 取消", "form_cancel"))
);
keyboard
}
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游戏和投票界面
投票系统
rust
#[derive(Clone)]
pub struct PollData {
pub poll_id: String,
pub question: String,
pub options: Vec<String>,
pub votes: std::collections::HashMap<String, usize>, // option_index -> vote_count
pub voters: std::collections::HashMap<String, usize>, // user_id -> option_index
pub is_active: bool,
pub created_at: chrono::DateTime<chrono::Utc>,
pub expires_at: Option<chrono::DateTime<chrono::Utc>>,
}
impl PollData {
pub fn new(poll_id: String, question: String, options: Vec<String>) -> Self {
Self {
poll_id,
question,
options,
votes: std::collections::HashMap::new(),
voters: std::collections::HashMap::new(),
is_active: true,
created_at: chrono::Utc::now(),
expires_at: None,
}
}
pub fn vote(&mut self, user_id: &str, option_index: usize) -> Result<(), String> {
if !self.is_active {
return Err("投票已结束".to_string());
}
if option_index >= self.options.len() {
return Err("无效的选项".to_string());
}
// 如果用户之前已投票,先取消之前的投票
if let Some(&old_option) = self.voters.get(user_id) {
let old_count = self.votes.get(&old_option.to_string()).unwrap_or(&0);
if *old_count > 0 {
self.votes.insert(old_option.to_string(), old_count - 1);
}
}
// 记录新投票
self.voters.insert(user_id.to_string(), option_index);
let new_count = self.votes.get(&option_index.to_string()).unwrap_or(&0) + 1;
self.votes.insert(option_index.to_string(), new_count);
Ok(())
}
pub fn get_results(&self) -> Vec<(String, usize, f64)> {
let total_votes: usize = self.votes.values().sum();
self.options.iter().enumerate().map(|(i, option)| {
let vote_count = *self.votes.get(&i.to_string()).unwrap_or(&0);
let percentage = if total_votes > 0 {
(vote_count as f64 / total_votes as f64) * 100.0
} else {
0.0
};
(option.clone(), vote_count, percentage)
}).collect()
}
}
async fn send_poll_message(
ctx: &Context,
channel_id: &str,
poll: &PollData
) -> Result<(), botrs::BotError> {
let results = poll.get_results();
let total_votes: usize = results.iter().map(|(_, count, _)| count).sum();
let mut content = format!("📊 **{}**\n\n", poll.question);
if total_votes > 0 {
content.push_str("当前结果:\n");
for (option, count, percentage) in &results {
let bar = create_progress_bar(percentage / 100.0, 10);
content.push_str(&format!("**{}** {} ({:.1}%) - {} 票\n", option, bar, percentage, count));
}
content.push_str(&format!("\n📈 总投票数: {}\n", total_votes));
} else {
content.push_str("还没有人投票,快来投出第一票吧!\n\n");
for (i, option) in poll.options.iter().enumerate() {
content.push_str(&format!("{}. {}\n", i + 1, option));
}
}
if let Some(expires_at) = poll.expires_at {
let remaining = expires_at - chrono::Utc::now();
if remaining.num_seconds() > 0 {
content.push_str(&format!("\n⏰ 剩余时间: {} 分钟", remaining.num_minutes()));
}
}
let mut keyboard = MessageKeyboard::new();
// 投票选项按钮
let mut option_rows = Vec::new();
let mut current_row = KeyboardRow::new();
for (i, option) in poll.options.iter().enumerate() {
let emoji = match i {
0 => "🅰️",
1 => "🅱️",
2 => "🅲️",
3 => "🅳️",
4 => "🅴️",
_ => "▫️",
};
current_row = current_row.add_button(
KeyboardButton::new(
&format!("{} {}", emoji, option),
&format!("poll_vote_{}_{}", poll.poll_id, i)
)
);
// 每行最多2个选项
if (i + 1) % 2 == 0 || i == poll.options.len() - 1 {
option_rows.push(current_row);
current_row = KeyboardRow::new();
}
}
for row in option_rows {
keyboard = keyboard.add_row(row);
}
// 控制按钮
if poll.is_active {
keyboard = keyboard.add_row(KeyboardRow::new()
.add_button(KeyboardButton::new("🔄 刷新结果", &format!("poll_refresh_{}", poll.poll_id)))
.add_button(KeyboardButton::new("⏹️ 结束投票", &format!("poll_end_{}", poll.poll_id)))
);
} else {
keyboard = keyboard.add_row(KeyboardRow::new()
.add_button(KeyboardButton::new("📊 最终结果", &format!("poll_final_{}", poll.poll_id)))
);
}
let params = MessageParams::new_text(&content)
.with_keyboard(keyboard);
ctx.api.post_message_with_params(&ctx.token, channel_id, params).await?;
Ok(())
}
fn create_progress_bar(percentage: f64, length: usize) -> String {
let filled = (percentage * length as f64) as usize;
let empty = length - filled;
format!("{}{}", "█".repeat(filled), "░".repeat(empty))
}
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猜数字游戏
rust
#[derive(Clone)]
pub struct GuessGameData {
pub game_id: String,
pub target_number: u32,
pub min_range: u32,
pub max_range: u32,
pub attempts: Vec<u32>,
pub max_attempts: u32,
pub is_active: bool,
pub winner: Option<String>,
}
impl GuessGameData {
pub fn new(game_id: String, min_range: u32, max_range: u32, max_attempts: u32) -> Self {
use rand::Rng;
let target_number = rand::thread_rng().gen_range(min_range..=max_range);
Self {
game_id,
target_number,
min_range,
max_range,
attempts: Vec::new(),
max_attempts,
is_active: true,
winner: None,
}
}
pub fn make_guess(&mut self, user_id: &str, guess: u32) -> GuessResult {
if !self.is_active {
return GuessResult::GameEnded;
}
self.attempts.push(guess);
if guess == self.target_number {
self.is_active = false;
self.winner = Some(user_id.to_string());
GuessResult::Correct
} else if self.attempts.len() >= self.max_attempts as usize {
self.is_active = false;
GuessResult::GameOver
} else if guess < self.target_number {
GuessResult::TooLow
} else {
GuessResult::TooHigh
}
}
}
#[derive(Debug)]
pub enum GuessResult {
TooLow,
TooHigh,
Correct,
GameOver,
GameEnded,
}
async fn send_guess_game(
ctx: &Context,
channel_id: &str,
game: &GuessGameData
) -> Result<(), botrs::BotError> {
let mut content = format!("🎯 **猜数字游戏** (游戏 ID: {})\n\n", game.game_id);
content.push_str(&format!("🎲 范围: {} - {}\n", game.min_range, game.max_range));
content.push_str(&format!("🎪 最大尝试次数: {}\n", game.max_attempts));
content.push_str(&format!("📊 已尝试: {}/{}\n\n", game.attempts.len(), game.max_attempts));
if !game.attempts.is_empty() {
content.push_str("🔍 历史猜测: ");
for (i, attempt) in game.attempts.iter().enumerate() {
if i > 0 { content.push_str(", "); }
content.push_str(&attempt.to_string());
}
content.push_str("\n\n");
}
if let Some(ref winner) = game.winner {
content.push_str(&format!("🎉 恭喜 {} 猜中了数字 {}!", winner, game.target_number));
} else if !game.is_active {
content.push_str(&format!("💔 游戏结束! 正确答案是: {}", game.target_number));
} else {
content.push_str("🤔 请选择一个数字或输入自定义数字:");
}
let mut keyboard = MessageKeyboard::new();
if game.is_active {
// 快速选择按钮(基于当前范围)
let mut current_min = game.min_range;
let mut current_max = game.max_range;
// 根据之前的猜测调整范围提示
if let Some(&last_guess) = game.attempts.last() {
if last_guess < game.target_number {
current_min = last_guess + 1;
} else if last_guess > game.target_number {
current_max = last_guess - 1;
}
}
// 生成一些建议数字
let suggestions = generate_guess_suggestions(current_min, current_max, 6);
let mut suggestion_rows = Vec::new();
let mut current_row = KeyboardRow::new();
for (i, suggestion) in suggestions.iter().enumerate() {
current_row = current_row.add_button(
KeyboardButton::new(
&suggestion.to_string(),
&format!("game_guess_{}_{}", game.game_id, suggestion)
)
);
if (i + 1) % 3 == 0 || i == suggestions.len() - 1 {
suggestion_rows.push(current_row);
current_row = KeyboardRow::new();
}
}
for row in suggestion_rows {
keyboard = keyboard.add_row(row);
}
// 控制按钮
keyboard = keyboard.add_row(KeyboardRow::new()
.add_button(KeyboardButton::new("🎲 随机猜测", &format!("game_random_{}", game.game_id)))
.add_button(KeyboardButton::new("💡 提示", &format!("game_hint_{}", game.game_id)))
);
keyboard = keyboard.add_row(KeyboardRow::new()
.add_button(KeyboardButton::new("❌ 放弃游戏", &format!("game_quit_{}", game.game_id)))
);
} else {
// 游戏结束后的选项
keyboard = keyboard.add_row(KeyboardRow::new()
.add_button(KeyboardButton::new("🔄 再来一局", "game_new"))
.add_button(KeyboardButton::new("📊 查看统计", "game_stats"))
);
}
let params = MessageParams::new_text(&content)
.with_keyboard(keyboard);
ctx.api.post_message_with_params(&ctx.token, channel_id, params).await?;
Ok(())
}
fn generate_guess_suggestions(min: u32, max: u32, count: usize) -> Vec<u32> {
use rand::seq::SliceRandom;
if max <= min {
return vec![];
}
let mut suggestions = Vec::new();
let range = max - min + 1;
if range <= count as u32 {
// 如果范围很小,就列出所有可能的数字
suggestions.extend(min..=max);
} else {
// 生成一些有策略的建议
let mid = (min + max) / 2;
suggestions.push(mid);
// 添加一些随机数字
let mut rng = rand::thread_rng();
let all_numbers: Vec<u32> = (min..=max).collect();
let mut random_numbers = all_numbers.choose_multiple(&mut rng, count - 1).cloned().collect::<Vec<_>>();
random_numbers.sort();
suggestions.extend(random_numbers);
}
suggestions.sort();
suggestions.dedup();
suggestions.truncate(count);
suggestions
}
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高级功能
- 多步骤交互:引导用户完成复杂的操作流程
- 状态持久化:记住用户在不同会话中的选择
- 条件按钮:根据用户状态显示不同的选项
- 定时交互:自动使交互元素过期
- 基于权限的按钮:仅向授权用户显示按钮
集成提示
- 结合嵌入内容:使用丰富的嵌入内容为互动元素提供上下文信息
- 处理超时:对于过期的交互,始终要有备用行为
- 验证权限:在显示敏感按钮之前检查用户权限
- 提供反馈:始终以恰当的回应确认按钮点击操作
- 清理状态:完成操作后移除交互状态,以防止内存泄漏 另请参阅