fix(session): keep weapon selection valid when returning from the armory
This commit is contained in:
@@ -27,6 +27,12 @@ class _SessionSetupScreenState extends State<SessionSetupScreen> {
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DateTime _selectedDate = DateTime.now();
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DateTime _selectedDate = DateTime.now();
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/// Valeur sentinelle de l'item "Ajouter une nouvelle arme" du menu deroulant.
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static const String _addWeaponValue = '__add_weapon__';
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final GlobalKey<FormFieldState<String>> _weaponFieldKey =
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GlobalKey<FormFieldState<String>>();
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static const List<int> _presetDistances = [10, 15, 25, 50, 100, 200];
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static const List<int> _presetDistances = [10, 15, 25, 50, 100, 200];
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static const List<int> _presetShots = [3, 5, 10, 15, 20, 30, 50];
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static const List<int> _presetShots = [3, 5, 10, 15, 20, 30, 50];
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@@ -44,8 +50,21 @@ class _SessionSetupScreenState extends State<SessionSetupScreen> {
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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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_availableWeapons = weapons;
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_availableWeapons = weapons;
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if (_availableWeapons.isNotEmpty && _selectedWeapon == null) {
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_selectedWeapon = _availableWeapons.first;
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// Les armes rechargees sont de nouvelles instances (Weapon n'a pas
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// d'operator ==) et l'arme selectionnee a pu etre supprimee : on
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// re-resout la selection par identifiant.
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final previousId = _selectedWeapon?.id;
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_selectedWeapon = null;
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for (final weapon in weapons) {
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if (weapon.id == previousId) {
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_selectedWeapon = weapon;
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break;
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}
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}
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if (_selectedWeapon == null && weapons.isNotEmpty) {
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_selectedWeapon = weapons.first;
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_updateSettingsForWeapon(_selectedWeapon!);
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_updateSettingsForWeapon(_selectedWeapon!);
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}
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}
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_isLoadingWeapons = false;
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_isLoadingWeapons = false;
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@@ -237,44 +256,64 @@ class _SessionSetupScreenState extends State<SessionSetupScreen> {
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],
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],
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),
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),
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const SizedBox(height: 16),
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const SizedBox(height: 16),
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DropdownButtonFormField<Weapon>(
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DropdownButtonFormField<String>(
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initialValue: _selectedWeapon,
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key: _weaponFieldKey,
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initialValue: _selectedWeapon?.id,
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decoration: const InputDecoration(
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decoration: const InputDecoration(
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labelText: 'Arme utilisée',
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labelText: 'Arme utilisée',
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prefixIcon: Icon(Icons.shield_outlined),
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prefixIcon: Icon(Icons.shield_outlined),
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),
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),
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items: _availableWeapons
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items: [
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.map(
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..._availableWeapons.map(
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(w) => DropdownMenuItem(
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(w) => DropdownMenuItem(
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value: w,
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value: w.id,
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child: Text('${w.displayName} (${w.caliber})'),
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child: Text('${w.displayName} (${w.caliber})'),
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),
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),
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)
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),
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.toList(),
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DropdownMenuItem(
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value: _addWeaponValue,
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child: Row(
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children: [
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Icon(
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Icons.add_circle_outline,
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size: 18,
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color: Theme.of(context).colorScheme.primary,
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),
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const SizedBox(width: 8),
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Text(
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'Ajouter une nouvelle arme',
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style: TextStyle(
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fontWeight: FontWeight.w600,
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color: Theme.of(context).colorScheme.primary,
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),
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),
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],
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),
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),
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],
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onChanged: (value) {
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onChanged: (value) {
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if (value != null) {
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if (value == null) return;
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setState(() {
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_selectedWeapon = value;
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if (value == _addWeaponValue) {
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_updateSettingsForWeapon(value);
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// L'item d'action n'est pas une arme : on restaure aussitot
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});
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// la selection precedente avant d'ouvrir l'armurerie.
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_weaponFieldKey.currentState?.didChange(_selectedWeapon?.id);
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_openArmory();
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return;
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}
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for (final weapon in _availableWeapons) {
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if (weapon.id == value) {
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setState(() {
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_selectedWeapon = weapon;
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_updateSettingsForWeapon(weapon);
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});
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break;
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}
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}
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}
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},
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},
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),
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),
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const SizedBox(height: 4),
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const SizedBox(height: 12),
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Align(
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alignment: Alignment.centerLeft,
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child: TextButton.icon(
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onPressed: _openArmory,
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icon: const Icon(Icons.add_circle_outline, size: 18),
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label: const Text('Ajouter une nouvelle arme'),
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style: TextButton.styleFrom(
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padding: const EdgeInsets.symmetric(horizontal: 8, vertical: 4),
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visualDensity: VisualDensity.compact,
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tapTargetSize: MaterialTapTargetSize.shrinkWrap,
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),
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),
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),
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const SizedBox(height: 8),
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InkWell(
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InkWell(
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onTap: _pickDate,
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onTap: _pickDate,
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borderRadius: BorderRadius.circular(12),
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borderRadius: BorderRadius.circular(12),
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