} // end of OnAccept() private void OnCancel() { // Even if we cancel we may have changed this so save the state. XmlOptionsData.KeepSignedInOnExit = keepSignedInChecked; // Just go away! Active = false; // Restart status dialog. AuthUI.ShowStatusDialog(); } // end of OnCancel()
} // end of HandleMouseInput() private void OnAccept() { // If the current creator name or pin isn't valid, don't allow the user to click OK. // Skip this check if we have Guest signed in. if (creatorBlob.ScrubbedText != Auth.DefaultCreatorName && pinBlob.ScrubbedText != Auth.DefaultCreatorPin) { if (!Auth.IsPinValid(pinBlob.ScrubbedText) || string.IsNullOrWhiteSpace(creatorBlob.ScrubbedText)) { Foley.PlayNoBudget(); return; } } string newCreatorName = creatorBlob.ScrubbedText; string newPin = pinBlob.ScrubbedText; string newIdHash = Auth.CreateIdHash(newCreatorName, newPin); if (!newUserMode) { bool previouslySeenHash = true; // TODO (v-chph) Put test here. Note we should always return true for guest ( Auth.DefaultCreatorHash ) without having to ping the server. if (previouslySeenHash) { // We've seen this name before. // Update Auth with the new values. Auth.SetCreator(newCreatorName, newIdHash); } else { // We haven't seen this name before so change dialog to New User. newUserMode = true; return; // Don't deactivate. } } // We've seen this name before. // Update Auth with the new values. Auth.SetCreator(newCreatorName, newIdHash); // Note that setting this also forces the creator name and idHash // to be saved from Auth. XmlOptionsData.KeepSignedInOnExit = keepSignedInChecked; // Done, we can exit now. Active = false; newUserMode = false; // Restart status dialog. AuthUI.ShowStatusDialog(); } // end of OnAccept()