login waiting dialog works, THIS COMMIT NEEDS TO BE REFACTORED
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@@ -7,9 +7,11 @@ use crate::state::app::state::AppState;
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use crate::state::app::buffer::{AppView, BufferState};
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use crate::state::pages::canvas_state::CanvasState;
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use crate::ui::handlers::context::DialogPurpose;
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use crate::modes::handlers::event::EventOutcome; // Make sure this is imported
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/// Attempts to log the user in using the provided credentials via gRPC.
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/// Updates AuthState and AppState on success or failure.
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/// (This is your existing function - remains unchanged)
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pub async fn save(
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auth_state: &mut AuthState,
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login_state: &mut LoginState,
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@@ -21,66 +23,74 @@ pub async fn save(
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// Clear previous error/dialog state before attempting
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login_state.error_message = None;
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// Use the helper to ensure dialog is hidden and cleared properly
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app_state.hide_dialog();
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app_state.hide_dialog(); // Hide any previous dialog
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// Call the gRPC login method
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match auth_client.login(identifier, password).await {
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Ok(response) => {
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// Store authentication details on success
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// Store authentication details using correct field names
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auth_state.auth_token = Some(response.access_token.clone());
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auth_state.user_id = Some(response.user_id.clone());
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auth_state.role = Some(response.role.clone());
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auth_state.decoded_username = Some(response.username.clone());
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login_state.set_has_unsaved_changes(false);
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login_state.error_message = None;
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let success_message = format!(
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"Login Successful!\n\n\
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Username: {}\n\
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User ID: {}\n\
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Role: {}",
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response.username,
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response.user_id,
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response.role
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);
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let success_message = "Login Successful!".to_string();
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app_state.show_dialog(
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"Login Success",
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&success_message,
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vec!["Menu".to_string(), "Exit".to_string()],
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vec!["OK".to_string()],
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DialogPurpose::LoginSuccess,
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);
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login_state.password.clear();
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login_state.current_cursor_pos = 0;
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Ok("Login successful, details shown in dialog.".to_string())
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}
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Err(e) => {
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let error_message = format!("{}", e);
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// Use the helper method to configure and show the dialog
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app_state.show_dialog(
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"Login Failed",
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&error_message,
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vec!["OK".to_string()],
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DialogPurpose::LoginFailed,
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);
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login_state.error_message = Some(error_message.clone());
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login_state.set_has_unsaved_changes(true);
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Ok(format!("Login failed: {}", error_message))
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}
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}
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}
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// --- Add this new function ---
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/// Sets the stage for login: shows loading dialog and sets the pending flag.
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/// Call this from the event handler when login is triggered.
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pub async fn initiate_login(
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app_state: &mut AppState,
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login_state: &mut LoginState,
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) -> Result<EventOutcome, Box<dyn std::error::Error>> {
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// Show the loading dialog immediately
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app_state.show_loading_dialog("Logging In", "Please wait...");
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// Set the flag in LoginState to indicate the actual save should run next loop
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login_state.login_request_pending = true;
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// Return immediately to allow redraw
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Ok(EventOutcome::Ok("Login initiated.".to_string()))
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}
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// --- End of new function ---
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/// Reverts the login form fields to empty and returns to the previous screen (Intro).
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pub async fn revert(
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login_state: &mut LoginState,
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app_state: &mut AppState,
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_app_state: &mut AppState, // Keep signature consistent if needed elsewhere
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) -> String {
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// Clear the input fields
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login_state.username.clear();
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login_state.password.clear();
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login_state.error_message = None;
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login_state.set_has_unsaved_changes(false);
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login_state.login_request_pending = false; // Ensure flag is reset on revert
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"Login reverted".to_string()
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}
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@@ -95,9 +105,10 @@ pub async fn back_to_main(
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login_state.password.clear();
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login_state.error_message = None;
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login_state.set_has_unsaved_changes(false);
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login_state.login_request_pending = false; // Ensure flag is reset
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// Ensure dialog is hidden if revert is called
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app_state.hide_dialog(); // Uncomment if needed
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app_state.hide_dialog();
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// Navigation logic
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buffer_state.close_active_buffer();
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@@ -109,3 +120,4 @@ pub async fn back_to_main(
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"Returned to main menu".to_string()
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}
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