Refactored components

This commit is contained in:
2026-01-07 14:05:19 +01:00
parent 6e45e9435b
commit 21c74b74bc
20 changed files with 429 additions and 159 deletions

View File

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