196 lines
6.4 KiB
Rust
196 lines
6.4 KiB
Rust
// src/state/state.rs
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use std::env;
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use common::proto::multieko2::table_definition::ProfileTreeResponse;
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use crate::modes::handlers::mode_manager::AppMode;
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use crate::ui::handlers::context::DialogPurpose;
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use anyhow::{Context, Result};
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pub struct DialogState {
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pub dialog_show: bool,
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pub dialog_title: String,
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pub dialog_message: String,
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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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pub show_sidebar: bool,
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pub show_buffer_list: bool,
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pub show_intro: bool,
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pub show_admin: bool,
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pub show_add_table: bool,
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pub show_form: bool,
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pub show_login: bool,
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pub show_register: bool,
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pub focus_outside_canvas: bool,
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pub dialog: DialogState,
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}
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pub struct AppState {
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// Core editor state
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pub current_dir: String,
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pub total_count: u64,
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pub current_position: u64,
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pub profile_tree: ProfileTreeResponse,
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pub selected_profile: Option<String>,
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pub current_mode: AppMode,
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pub focused_button_index: usize,
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// UI preferences
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pub ui: UiState,
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}
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impl AppState {
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pub fn new() -> Result<Self> {
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let current_dir = env::current_dir()?
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.to_string_lossy()
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.to_string();
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Ok(AppState {
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current_dir,
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total_count: 0,
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current_position: 0,
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profile_tree: ProfileTreeResponse::default(),
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selected_profile: None,
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current_mode: AppMode::General,
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focused_button_index: 0,
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ui: UiState::default(),
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})
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}
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// Existing methods remain unchanged
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pub fn update_total_count(&mut self, total_count: u64) {
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self.total_count = total_count;
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}
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pub fn update_current_position(&mut self, current_position: u64) {
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self.current_position = current_position;
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}
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pub fn update_mode(&mut self, mode: AppMode) {
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self.current_mode = mode;
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}
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// Add dialog helper methods
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/// Shows a dialog with the given title, message, and buttons.
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/// The first button (index 0) is active by default.
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pub fn show_dialog(
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&mut self,
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title: &str,
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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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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 = 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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self.ui.dialog.dialog_title.clear();
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self.ui.dialog.dialog_message.clear();
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self.ui.dialog.dialog_buttons.clear();
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self.ui.dialog.dialog_active_button_index = 0;
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self.ui.dialog.purpose = None;
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self.ui.focus_outside_canvas = false;
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}
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/// Sets the active button index, wrapping around if necessary.
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pub fn next_dialog_button(&mut self) {
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if !self.ui.dialog.dialog_buttons.is_empty() {
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let next_index = (self.ui.dialog.dialog_active_button_index + 1)
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% self.ui.dialog.dialog_buttons.len();
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self.ui.dialog.dialog_active_button_index = next_index; // Use new name
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}
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}
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/// Sets the active button index, wrapping around if necessary.
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pub fn previous_dialog_button(&mut self) {
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if !self.ui.dialog.dialog_buttons.is_empty() {
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let len = self.ui.dialog.dialog_buttons.len();
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let prev_index =
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(self.ui.dialog.dialog_active_button_index + len - 1) % len;
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self.ui.dialog.dialog_active_button_index = prev_index; // Use new name
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}
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}
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/// Gets the label of the currently active button, if any.
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pub fn get_active_dialog_button_label(&self) -> Option<&str> {
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self.ui.dialog
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.dialog_buttons // Use new name
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.get(self.ui.dialog.dialog_active_button_index) // Use new name
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.map(|s| s.as_str())
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}
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}
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impl Default for UiState {
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fn default() -> Self {
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Self {
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show_sidebar: false,
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show_intro: true,
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show_admin: false,
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show_add_table: false,
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show_form: false,
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show_login: false,
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show_register: false,
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show_buffer_list: true,
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focus_outside_canvas: false,
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dialog: DialogState::default(),
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}
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}
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}
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// Update the Default implementation for DialogState itself
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impl Default for DialogState {
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fn default() -> Self {
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Self {
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dialog_show: false,
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dialog_title: String::new(),
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dialog_message: String::new(),
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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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