3c46d8a412
This makes the account system much more modular and makes it treat errors as something recoverable, unless they come directly from the MSA refresh token becoming invalid.
120 lines
3.4 KiB
C++
120 lines
3.4 KiB
C++
/* Copyright 2013-2021 MultiMC Contributors
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "LoginDialog.h"
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#include "ui_LoginDialog.h"
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#include "minecraft/auth/AccountTask.h"
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#include <QtWidgets/QPushButton>
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LoginDialog::LoginDialog(QWidget *parent) : QDialog(parent), ui(new Ui::LoginDialog)
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{
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ui->setupUi(this);
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ui->progressBar->setVisible(false);
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ui->buttonBox->button(QDialogButtonBox::Ok)->setEnabled(false);
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connect(ui->buttonBox, &QDialogButtonBox::accepted, this, &QDialog::accept);
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connect(ui->buttonBox, &QDialogButtonBox::rejected, this, &QDialog::reject);
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}
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LoginDialog::~LoginDialog()
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{
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delete ui;
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}
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// Stage 1: User interaction
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void LoginDialog::accept()
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{
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setUserInputsEnabled(false);
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ui->progressBar->setVisible(true);
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// Setup the login task and start it
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m_account = MinecraftAccount::createFromUsername(ui->userTextBox->text());
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m_loginTask = m_account->login(ui->passTextBox->text());
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connect(m_loginTask.get(), &Task::failed, this, &LoginDialog::onTaskFailed);
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connect(m_loginTask.get(), &Task::succeeded, this, &LoginDialog::onTaskSucceeded);
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connect(m_loginTask.get(), &Task::status, this, &LoginDialog::onTaskStatus);
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connect(m_loginTask.get(), &Task::progress, this, &LoginDialog::onTaskProgress);
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m_loginTask->start();
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}
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void LoginDialog::setUserInputsEnabled(bool enable)
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{
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ui->userTextBox->setEnabled(enable);
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ui->passTextBox->setEnabled(enable);
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ui->buttonBox->setEnabled(enable);
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}
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// Enable the OK button only when both textboxes contain something.
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void LoginDialog::on_userTextBox_textEdited(const QString &newText)
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{
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ui->buttonBox->button(QDialogButtonBox::Ok)
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->setEnabled(!newText.isEmpty() && !ui->passTextBox->text().isEmpty());
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}
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void LoginDialog::on_passTextBox_textEdited(const QString &newText)
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{
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ui->buttonBox->button(QDialogButtonBox::Ok)
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->setEnabled(!newText.isEmpty() && !ui->userTextBox->text().isEmpty());
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}
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void LoginDialog::onTaskFailed(const QString &reason)
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{
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// Set message
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auto lines = reason.split('\n');
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QString processed;
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for(auto line: lines) {
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if(line.size()) {
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processed += "<font color='red'>" + line + "</font><br />";
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}
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else {
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processed += "<br />";
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}
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}
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ui->label->setText(processed);
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// Re-enable user-interaction
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setUserInputsEnabled(true);
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ui->progressBar->setVisible(false);
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}
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void LoginDialog::onTaskSucceeded()
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{
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QDialog::accept();
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}
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void LoginDialog::onTaskStatus(const QString &status)
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{
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ui->label->setText(status);
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}
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void LoginDialog::onTaskProgress(qint64 current, qint64 total)
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{
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ui->progressBar->setMaximum(total);
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ui->progressBar->setValue(current);
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}
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// Public interface
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MinecraftAccountPtr LoginDialog::newAccount(QWidget *parent, QString msg)
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{
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LoginDialog dlg(parent);
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dlg.ui->label->setText(msg);
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if (dlg.exec() == QDialog::Accepted)
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{
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return dlg.m_account;
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}
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return 0;
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}
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