login waiting dialog works, THIS COMMIT NEEDS TO BE REFACTORED
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@@ -12,6 +12,7 @@ pub struct DialogState {
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pub dialog_buttons: Vec<String>,
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pub dialog_active_button_index: usize,
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pub purpose: Option<DialogPurpose>,
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pub is_loading: bool,
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}
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pub struct UiState {
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@@ -86,10 +87,41 @@ impl AppState {
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self.ui.dialog.dialog_buttons = buttons;
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self.ui.dialog.dialog_active_button_index = 0;
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self.ui.dialog.purpose = Some(purpose);
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self.ui.dialog.is_loading = false;
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self.ui.dialog.dialog_show = true;
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self.ui.focus_outside_canvas = true;
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}
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/// Shows a dialog specifically for loading states.
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pub fn show_loading_dialog(&mut self, title: &str, message: &str) {
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self.ui.dialog.dialog_title = title.to_string();
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self.ui.dialog.dialog_message = message.to_string();
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self.ui.dialog.dialog_buttons.clear(); // No buttons during loading
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self.ui.dialog.dialog_active_button_index = 0;
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self.ui.dialog.purpose = None; // Purpose is set when loading finishes
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self.ui.dialog.is_loading = true;
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self.ui.dialog.dialog_show = true;
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self.ui.focus_outside_canvas = true; // Keep focus management consistent
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}
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/// Updates the content of an existing dialog, typically after loading.
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pub fn update_dialog_content(
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&mut self,
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message: &str,
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buttons: Vec<String>,
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purpose: DialogPurpose,
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) {
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if self.ui.dialog.dialog_show {
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self.ui.dialog.dialog_message = message.to_string();
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self.ui.dialog.dialog_buttons = buttons;
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self.ui.dialog.dialog_active_button_index = 0; // Reset focus
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self.ui.dialog.purpose = Some(purpose);
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self.ui.dialog.is_loading = false; // Loading finished
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// Keep dialog_show = true
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// Keep focus_outside_canvas = true
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}
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}
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/// Hides the dialog and clears its content.
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pub fn hide_dialog(&mut self) {
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self.ui.dialog.dialog_show = false;
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@@ -156,6 +188,7 @@ impl Default for DialogState {
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dialog_buttons: Vec::new(),
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dialog_active_button_index: 0,
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purpose: None,
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is_loading: false,
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}
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}
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}
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