Refactored components
This commit is contained in:
@@ -11,31 +11,55 @@ import 'package:game_tracker/presentation/widgets/tiles/text_icon_tile.dart';
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import 'package:game_tracker/presentation/widgets/top_centered_message.dart';
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import 'package:provider/provider.dart';
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/// A widget that allows users to select players from a list,
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/// with search functionality and the ability to add new players.
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/// - [availablePlayers]: An optional list of players to choose from. If null, all
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/// players from the database are used.
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/// - [initialSelectedPlayers]: An optional list of players that should be pre-selected.
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/// - [onChanged]: A callback function that is invoked whenever the selection changes,
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/// providing the updated list of selected players.
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class PlayerSelection extends StatefulWidget {
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final Function(List<Player> value) onChanged;
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final List<Player>? availablePlayers;
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final List<Player>? initialSelectedPlayers;
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const PlayerSelection({
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super.key,
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required this.onChanged,
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this.availablePlayers,
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this.initialSelectedPlayers,
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required this.onChanged,
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});
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/// An optional list of players to choose from. If null, all players from the database are used.
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final List<Player>? availablePlayers;
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/// An optional list of players that should be pre-selected.
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final List<Player>? initialSelectedPlayers;
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/// A callback function that is invoked whenever the selection changes,
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final Function(List<Player> value) onChanged;
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@override
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State<PlayerSelection> createState() => _PlayerSelectionState();
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}
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class _PlayerSelectionState extends State<PlayerSelection> {
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List<Player> selectedPlayers = [];
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List<Player> suggestedPlayers = [];
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List<Player> allPlayers = [];
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late final AppDatabase db;
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bool isLoading = true;
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/// Future that loads all players from the database.
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late Future<List<Player>> _allPlayersFuture;
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/// The complete list of all available players.
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List<Player> allPlayers = [];
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/// The list of players suggested based on the search input.
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List<Player> suggestedPlayers = [];
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/// The list of currently selected players.
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List<Player> selectedPlayers = [];
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/// Controller for the search bar input.
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late final TextEditingController _searchBarController =
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TextEditingController();
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late final AppDatabase db;
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late Future<List<Player>> _allPlayersFuture;
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/// Skeleton data used while loading players.
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late final List<Player> skeletonData = List.filled(
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7,
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Player(name: 'Player 0'),
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@@ -49,42 +73,6 @@ class _PlayerSelectionState extends State<PlayerSelection> {
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loadPlayerList();
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}
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void loadPlayerList() {
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_allPlayersFuture = Future.wait([
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db.playerDao.getAllPlayers(),
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Future.delayed(Constants.minimumSkeletonDuration),
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]).then((results) => results[0] as List<Player>);
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if (mounted) {
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_allPlayersFuture.then((loadedPlayers) {
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setState(() {
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// If a list of available players is provided (even if empty), use that list.
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if (widget.availablePlayers != null) {
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widget.availablePlayers!.sort((a, b) => a.name.compareTo(b.name));
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allPlayers = [...widget.availablePlayers!];
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suggestedPlayers = [...allPlayers];
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if (widget.initialSelectedPlayers != null) {
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// Ensures that only players available for selection are pre-selected.
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selectedPlayers = widget.initialSelectedPlayers!
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.where(
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(p) => widget.availablePlayers!.any(
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(available) => available.id == p.id,
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),
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)
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.toList();
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}
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} else {
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// Otherwise, use the loaded players from the database.
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loadedPlayers.sort((a, b) => a.name.compareTo(b.name));
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allPlayers = [...loadedPlayers];
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suggestedPlayers = [...loadedPlayers];
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}
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isLoading = false;
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});
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});
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}
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}
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@override
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Widget build(BuildContext context) {
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final loc = AppLocalizations.of(context);
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@@ -227,53 +215,97 @@ class _PlayerSelectionState extends State<PlayerSelection> {
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);
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}
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/// Loads the list of players from the database or uses the provided available players.
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/// Sets the loading state and updates the player lists accordingly.
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void loadPlayerList() {
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_allPlayersFuture = Future.wait([
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db.playerDao.getAllPlayers(),
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Future.delayed(Constants.minimumSkeletonDuration),
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]).then((results) => results[0] as List<Player>);
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if (mounted) {
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_allPlayersFuture.then((loadedPlayers) {
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setState(() {
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// If a list of available players is provided (even if empty), use that list.
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if (widget.availablePlayers != null) {
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widget.availablePlayers!.sort((a, b) => a.name.compareTo(b.name));
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allPlayers = [...widget.availablePlayers!];
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suggestedPlayers = [...allPlayers];
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if (widget.initialSelectedPlayers != null) {
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// Ensures that only players available for selection are pre-selected.
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selectedPlayers = widget.initialSelectedPlayers!
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.where(
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(p) => widget.availablePlayers!.any(
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(available) => available.id == p.id,
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),
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)
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.toList();
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}
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} else {
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// Otherwise, use the loaded players from the database.
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loadedPlayers.sort((a, b) => a.name.compareTo(b.name));
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allPlayers = [...loadedPlayers];
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suggestedPlayers = [...loadedPlayers];
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}
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isLoading = false;
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});
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});
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}
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}
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/// Adds a new player to the database from the search bar input.
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/// Shows a snackbar indicating success or failure.
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/// [context] - BuildContext to show the snackbar.
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void addNewPlayerFromSearch({required BuildContext context}) async {
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Future<void> addNewPlayerFromSearch({required BuildContext context}) async {
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final loc = AppLocalizations.of(context);
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String playerName = _searchBarController.text.trim();
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Player createdPlayer = Player(name: playerName);
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bool success = await db.playerDao.addPlayer(player: createdPlayer);
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final playerName = _searchBarController.text.trim();
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final createdPlayer = Player(name: playerName);
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final success = await db.playerDao.addPlayer(player: createdPlayer);
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if (!context.mounted) return;
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if (success) {
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selectedPlayers.insert(0, createdPlayer);
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widget.onChanged([...selectedPlayers]);
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allPlayers.add(createdPlayer);
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setState(() {
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_searchBarController.clear();
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suggestedPlayers = allPlayers.where((player) {
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return !selectedPlayers.contains(player);
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}).toList();
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});
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ScaffoldMessenger.of(context).showSnackBar(
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SnackBar(
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backgroundColor: CustomTheme.boxColor,
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content: Center(
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child: Text(
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AppLocalizations.of(
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context,
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).successfully_added_player(playerName),
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style: const TextStyle(color: Colors.white),
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),
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),
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),
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);
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_handleSuccessfulPlayerCreation(createdPlayer);
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showSnackBarMessage(loc.successfully_added_player(playerName));
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} else {
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ScaffoldMessenger.of(context).showSnackBar(
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SnackBar(
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backgroundColor: CustomTheme.boxColor,
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content: Center(
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child: Text(
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loc.could_not_add_player(playerName),
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style: const TextStyle(color: Colors.white),
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),
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),
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),
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);
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showSnackBarMessage(loc.could_not_add_player(playerName));
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}
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}
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/// Updates the state after successfully adding a new player.
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void _handleSuccessfulPlayerCreation(Player player) {
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selectedPlayers.insert(0, player);
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widget.onChanged([...selectedPlayers]);
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allPlayers.add(player);
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setState(() {
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_searchBarController.clear();
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_updateSuggestedPlayers();
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});
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}
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/// Updates the suggested players list based on current selection.
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void _updateSuggestedPlayers() {
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suggestedPlayers = allPlayers
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.where((player) => !selectedPlayers.contains(player))
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.toList();
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}
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/// Displays a snackbar message at the bottom of the screen.
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/// [message] - The message to display in the snackbar.
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void showSnackBarMessage(String message) {
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if (!context.mounted) return;
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ScaffoldMessenger.of(context).showSnackBar(
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SnackBar(
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backgroundColor: CustomTheme.boxColor,
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content: Center(
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child: Text(message, style: const TextStyle(color: Colors.white)),
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),
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),
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);
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}
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/// Determines the appropriate info text to display when no players
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/// are available in the suggested players list.
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String _getInfoText(BuildContext context) {
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