Skeleton Delay für group- und group create view #58
@@ -55,7 +55,7 @@ class _CreateGroupViewState extends State<CreateGroupView> {
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void loadPlayerList() {
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void loadPlayerList() {
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_allPlayersFuture = Future.delayed(
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_allPlayersFuture = Future.delayed(
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const Duration(milliseconds: 400),
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const Duration(milliseconds: 250),
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() => db.playerDao.getAllPlayers(),
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() => db.playerDao.getAllPlayers(),
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);
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);
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suggestedPlayers = skeletonData;
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suggestedPlayers = skeletonData;
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@@ -35,7 +35,7 @@ class _GroupsViewState extends State<GroupsView> {
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super.initState();
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super.initState();
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db = Provider.of<AppDatabase>(context, listen: false);
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db = Provider.of<AppDatabase>(context, listen: false);
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_allGroupsFuture = Future.delayed(
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_allGroupsFuture = Future.delayed(
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const Duration(milliseconds: 400),
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const Duration(milliseconds: 250),
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() => db.groupDao.getAllGroups(),
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() => db.groupDao.getAllGroups(),
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);
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);
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}
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}
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@@ -27,7 +27,7 @@ class _HomeViewState extends State<HomeView> {
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_groupCountFuture = db.groupDao.getGroupCount();
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_groupCountFuture = db.groupDao.getGroupCount();
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Future.wait([_gameCountFuture, _groupCountFuture]).then((_) async {
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Future.wait([_gameCountFuture, _groupCountFuture]).then((_) async {
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await Future.delayed(const Duration(milliseconds: 50));
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await Future.delayed(const Duration(milliseconds: 250));
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if (mounted) {
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if (mounted) {
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setState(() {
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setState(() {
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isLoading = false;
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isLoading = false;
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@@ -29,7 +29,7 @@ class _StatisticsViewState extends State<StatisticsView> {
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_playersFuture = db.playerDao.getAllPlayers();
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_playersFuture = db.playerDao.getAllPlayers();
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Future.wait([_gamesFuture, _playersFuture]).then((results) async {
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Future.wait([_gamesFuture, _playersFuture]).then((results) async {
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await Future.delayed(const Duration(milliseconds: 200));
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await Future.delayed(const Duration(milliseconds: 250));
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final games = results[0] as List<Game>;
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final games = results[0] as List<Game>;
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final players = results[1] as List<Player>;
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final players = results[1] as List<Player>;
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winCounts = _calculateWinsForAllPlayers(games, players);
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winCounts = _calculateWinsForAllPlayers(games, players);
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