Refactor Recent Games tile in HomeView
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- Move FutureBuilder inside InfoTile content
- Replace hardcoded winner and game type strings with actual game data
- Limit displayed recent games to 2 items and handle cases with fewer games
- Update player text generation to show player count instead of names
- Remove TopCenteredMessage usage and replace with simple text for empty/error states
- Update skeleton data to use Player object for winner
This commit is contained in:
2025-11-23 14:56:53 +01:00
parent b744b04648
commit def37aa640

View File

@@ -7,7 +7,6 @@ import 'package:game_tracker/presentation/widgets/buttons/quick_create_button.da
import 'package:game_tracker/presentation/widgets/tiles/game_tile.dart'; import 'package:game_tracker/presentation/widgets/tiles/game_tile.dart';
import 'package:game_tracker/presentation/widgets/tiles/info_tile.dart'; import 'package:game_tracker/presentation/widgets/tiles/info_tile.dart';
import 'package:game_tracker/presentation/widgets/tiles/quick_info_tile.dart'; import 'package:game_tracker/presentation/widgets/tiles/quick_info_tile.dart';
import 'package:game_tracker/presentation/widgets/top_centered_message.dart';
import 'package:provider/provider.dart'; import 'package:provider/provider.dart';
import 'package:skeletonizer/skeletonizer.dart'; import 'package:skeletonizer/skeletonizer.dart';
@@ -35,8 +34,7 @@ class _HomeViewState extends State<HomeView> {
Player(name: 'Skeleton Player 2'), Player(name: 'Skeleton Player 2'),
], ],
), ),
winner: winner: Player(name: 'Skeleton Player 1'),
"Winner ID", //TODO: Should be player object, but isnt yet, waiting for pr
), ),
); );
@@ -73,7 +71,7 @@ class _HomeViewState extends State<HomeView> {
enabled: isLoading, enabled: isLoading,
enableSwitchAnimation: true, enableSwitchAnimation: true,
switchAnimationConfig: SwitchAnimationConfig( switchAnimationConfig: SwitchAnimationConfig(
duration: Duration(milliseconds: 200), duration: const Duration(milliseconds: 200),
switchInCurve: Curves.linear, switchInCurve: Curves.linear,
switchOutCurve: Curves.linear, switchOutCurve: Curves.linear,
transitionBuilder: AnimatedSwitcher.defaultTransitionBuilder, transitionBuilder: AnimatedSwitcher.defaultTransitionBuilder,
@@ -130,70 +128,79 @@ class _HomeViewState extends State<HomeView> {
), ),
], ],
), ),
FutureBuilder( Padding(
future: _recentGamesFuture, padding: const EdgeInsets.symmetric(vertical: 16.0),
builder: (context, snapshot) { child: InfoTile(
if (snapshot.hasError) { width: constraints.maxWidth * 0.95,
return const Center( title: 'Recent Games',
child: TopCenteredMessage( icon: Icons.timer,
icon: Icons.report, content: Padding(
title: 'Error', padding: const EdgeInsets.symmetric(horizontal: 40.0),
message: 'Group data couldn\'t\nbe loaded.', child: FutureBuilder(
), future: _recentGamesFuture,
); builder: (context, snapshot) {
} if (snapshot.hasError) {
if (snapshot.connectionState == ConnectionState.done && return const Center(
(!snapshot.hasData || snapshot.data!.isEmpty)) { heightFactor: 4,
return const Center( child: Text('Error while loading recent games.'),
child: TopCenteredMessage( );
icon: Icons.info, }
title: 'Info', if (snapshot.connectionState ==
message: 'No games created yet.', ConnectionState.done &&
), (!snapshot.hasData || snapshot.data!.isEmpty)) {
); return const Center(
} heightFactor: 4,
final List<Game> games = child: Text('No recent games available.'),
isLoading ? skeletonData : (snapshot.data ?? []) );
..sort((a, b) => b.createdAt.compareTo(a.createdAt)); }
return Padding( final List<Game> games =
padding: const EdgeInsets.symmetric(vertical: 16.0), (isLoading ? skeletonData : (snapshot.data ?? [])
child: InfoTile( ..sort(
width: constraints.maxWidth * 0.95, (a, b) =>
title: 'Recent Games', b.createdAt.compareTo(a.createdAt),
icon: Icons.timer, ))
content: Padding( .take(2)
padding: EdgeInsets.symmetric(horizontal: 40.0), .toList();
child: Column( return Column(
mainAxisAlignment: MainAxisAlignment.start, mainAxisAlignment: MainAxisAlignment.start,
crossAxisAlignment: CrossAxisAlignment.start, crossAxisAlignment: CrossAxisAlignment.start,
children: [ children: [
GameTile( GameTile(
gameTitle: games[0].name, gameTitle: games[0].name,
gameType: "Gametype", gameType: 'Winner',
ruleset: 'Ruleset', ruleset: 'Ruleset',
players: _getPlayerText(games[0]), players: _getPlayerText(games[0]),
winner: winner: games[0].winner == null
'Leonard', //TODO: Replace Winner with real Winner ? 'No winner set.'
: games[0].winner!.name,
), ),
Padding( const Padding(
padding: EdgeInsets.symmetric(vertical: 8.0), padding: EdgeInsets.symmetric(vertical: 8.0),
child: Divider(), child: Divider(),
), ),
GameTile( if (games.length >= 2) ...[
gameTitle: games[1].name, GameTile(
gameType: 'Gametype', gameTitle: games[1].name,
ruleset: 'Ruleset', gameType: 'Winner',
players: _getPlayerText(games[1]), ruleset: 'Ruleset',
winner: players: _getPlayerText(games[1]),
'Lina', //TODO: Replace Winner with real Winner winner: games[1].winner == null
), ? 'No winner set.'
SizedBox(height: 8), : games[1].winner!.name,
),
const SizedBox(height: 8),
] else ...[
const Center(
heightFactor: 4,
child: Text('No second game available.'),
),
],
], ],
), );
), },
), ),
); ),
}, ),
), ),
InfoTile( InfoTile(
width: constraints.maxWidth * 0.95, width: constraints.maxWidth * 0.95,
@@ -254,7 +261,8 @@ class _HomeViewState extends State<HomeView> {
String _getPlayerText(Game game) { String _getPlayerText(Game game) {
if (game.group == null) { if (game.group == null) {
return game.players?.map((p) => p.name).join(', ') ?? 'No Players'; final playerCount = game.players?.length ?? 0;
return '$playerCount Player(s)';
} }
if (game.players == null || game.players!.isEmpty) { if (game.players == null || game.players!.isEmpty) {
return game.group!.name; return game.group!.name;