node_launchpad/components/popup/
reset_nodes.rs

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// Copyright 2024 MaidSafe.net limited.
//
// This SAFE Network Software is licensed to you under The General Public License (GPL), version 3.
// Unless required by applicable law or agreed to in writing, the SAFE Network Software distributed
// under the GPL Licence is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. Please review the Licences for the specific language governing
// permissions and limitations relating to use of the SAFE Network Software.

use super::super::{utils::centered_rect_fixed, Component};
use crate::{
    action::{Action, OptionsActions},
    mode::{InputMode, Scene},
    style::{clear_area, EUCALYPTUS, GHOST_WHITE, INDIGO, LIGHT_PERIWINKLE, VIVID_SKY_BLUE},
};
use color_eyre::Result;
use crossterm::event::{Event, KeyCode, KeyEvent};
use ratatui::{prelude::*, widgets::*};
use tui_input::{backend::crossterm::EventHandler, Input};

const INPUT_SIZE: u16 = 5;
const INPUT_AREA: u16 = INPUT_SIZE + 2; // +2 for the left and right padding

#[derive(Default)]
pub struct ResetNodesPopup {
    /// Whether the component is active right now, capturing keystrokes + draw things.
    active: bool,
    confirmation_input_field: Input,
    can_reset: bool,
}

impl Component for ResetNodesPopup {
    fn handle_key_events(&mut self, key: KeyEvent) -> Result<Vec<Action>> {
        if !self.active {
            return Ok(vec![]);
        }
        let send_back = match key.code {
            KeyCode::Enter => {
                if self.can_reset {
                    debug!("Got reset, sending Reset action and switching to Options");
                    vec![
                        Action::OptionsActions(OptionsActions::ResetNodes),
                        Action::SwitchScene(Scene::Options),
                    ]
                } else {
                    vec![]
                }
            }
            KeyCode::Esc => {
                debug!("Got Esc, switching to Options");
                vec![Action::SwitchScene(Scene::Options)]
            }
            KeyCode::Char(' ') => vec![],
            KeyCode::Backspace => {
                // if max limit reached, we should allow Backspace to work.
                self.confirmation_input_field.handle_event(&Event::Key(key));
                let input = self.confirmation_input_field.value().to_string();
                self.can_reset = input.to_lowercase() == "reset";
                vec![]
            }
            _ => {
                // max char limit
                if self.confirmation_input_field.value().chars().count() < INPUT_SIZE as usize {
                    self.confirmation_input_field.handle_event(&Event::Key(key));
                }
                let input = self.confirmation_input_field.value().to_string();
                self.can_reset = input.to_lowercase() == "reset";
                vec![]
            }
        };
        Ok(send_back)
    }

    fn update(&mut self, action: Action) -> Result<Option<Action>> {
        let send_back = match action {
            Action::SwitchScene(scene) => match scene {
                Scene::ResetNodesPopUp => {
                    self.active = true;
                    self.confirmation_input_field = self
                        .confirmation_input_field
                        .clone()
                        .with_value(String::new());
                    // set to entry input mode as we want to handle everything within our handle_key_events
                    // so by default if this scene is active, we capture inputs.
                    Some(Action::SwitchInputMode(InputMode::Entry))
                }
                _ => {
                    self.active = false;
                    None
                }
            },
            _ => None,
        };
        Ok(send_back)
    }

    fn draw(&mut self, f: &mut crate::tui::Frame<'_>, area: Rect) -> Result<()> {
        if !self.active {
            return Ok(());
        }

        let layer_zero = centered_rect_fixed(52, 15, area);

        let layer_one = Layout::new(
            Direction::Vertical,
            [
                // for the pop_up_border
                Constraint::Length(2),
                // for the input field
                Constraint::Min(1),
                // for the pop_up_border
                Constraint::Length(1),
            ],
        )
        .split(layer_zero);

        // layer zero
        let pop_up_border = Paragraph::new("").block(
            Block::default()
                .borders(Borders::ALL)
                .title(" Reset Nodes ")
                .bold()
                .title_style(Style::new().fg(VIVID_SKY_BLUE))
                .padding(Padding::uniform(2))
                .border_style(Style::new().fg(VIVID_SKY_BLUE)),
        );
        clear_area(f, layer_zero);

        // split into 4 parts, for the prompt, input, text, dash , and buttons
        let layer_two = Layout::new(
            Direction::Vertical,
            [
                // for the prompt text
                Constraint::Length(4),
                // for the input
                Constraint::Length(2),
                // for the text
                Constraint::Length(3),
                // gap
                Constraint::Length(3),
                // for the buttons
                Constraint::Length(1),
            ],
        )
        .split(layer_one[1]);

        let prompt = Paragraph::new("Type in 'reset' and press Enter to Reset all your nodes")
            .wrap(Wrap { trim: false })
            .block(Block::new().padding(Padding::horizontal(2)))
            .alignment(Alignment::Center)
            .fg(GHOST_WHITE);

        f.render_widget(prompt, layer_two[0]);

        let spaces =
            " ".repeat((INPUT_AREA - 1) as usize - self.confirmation_input_field.value().len());

        let input = Paragraph::new(Span::styled(
            format!("{}{} ", spaces, self.confirmation_input_field.value()),
            Style::default().fg(VIVID_SKY_BLUE).bg(INDIGO).underlined(),
        ))
        .alignment(Alignment::Center);

        f.render_widget(input, layer_two[1]);

        let text = Paragraph::new("This will clear out all the nodes and all the stored data. You should still keep all your earned rewards.")
            .wrap(Wrap { trim: false })
            .block(Block::new().padding(Padding::horizontal(2)))
            .alignment(Alignment::Center)
            .fg(GHOST_WHITE);
        f.render_widget(text, layer_two[2]);

        let dash = Block::new()
            .borders(Borders::BOTTOM)
            .border_style(Style::new().fg(GHOST_WHITE));
        f.render_widget(dash, layer_two[3]);

        let buttons_layer =
            Layout::horizontal(vec![Constraint::Percentage(50), Constraint::Percentage(50)])
                .split(layer_two[4]);

        let button_no = Line::from(vec![Span::styled(
            "No, Cancel [Esc]",
            Style::default().fg(LIGHT_PERIWINKLE),
        )]);

        f.render_widget(
            Paragraph::new(button_no)
                .block(Block::default().padding(Padding::horizontal(2)))
                .alignment(Alignment::Left),
            buttons_layer[0],
        );

        let button_yes = Line::from(vec![Span::styled(
            "Reset Nodes [Enter]",
            if self.can_reset {
                Style::default().fg(EUCALYPTUS)
            } else {
                Style::default().fg(LIGHT_PERIWINKLE)
            },
        )])
        .alignment(Alignment::Right);

        f.render_widget(
            Paragraph::new(button_yes)
                .block(Block::default().padding(Padding::horizontal(2)))
                .alignment(Alignment::Right),
            buttons_layer[1],
        );

        f.render_widget(pop_up_border, layer_zero);

        Ok(())
    }
}