feat: implement base architecture and core repositories for weapon tracking and target analysis functionality

This commit is contained in:
streaper2
2026-05-08 20:29:18 +02:00
parent 5dd58da51c
commit 774dbfcf40
37 changed files with 3687 additions and 2713 deletions

View File

@@ -0,0 +1,208 @@
import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import '../../core/constants/app_constants.dart';
import '../../core/theme/app_theme.dart';
import '../../data/models/weapon.dart';
import '../../data/repositories/session_repository.dart';
import 'weapon_detail_screen.dart';
class WeaponListScreen extends StatefulWidget {
const WeaponListScreen({super.key});
@override
State<WeaponListScreen> createState() => _WeaponListScreenState();
}
class _WeaponListScreenState extends State<WeaponListScreen> {
List<Weapon> _weapons = [];
bool _isLoading = true;
@override
void initState() {
super.initState();
_loadWeapons();
}
Future<void> _loadWeapons() async {
final repository = context.read<SessionRepository>();
final weapons = await repository.getWeapons();
if (mounted) {
setState(() {
_weapons = weapons;
_isLoading = false;
});
}
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text('Mon Armurerie'),
),
body: _isLoading
? const Center(child: CircularProgressIndicator())
: _weapons.isEmpty
? _buildEmptyState()
: _buildWeaponList(),
floatingActionButton: FloatingActionButton(
onPressed: () => _showAddWeaponDialog(context),
child: const Icon(Icons.add),
),
);
}
Widget _buildEmptyState() {
return Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: [
Icon(Icons.shield, size: 64, color: Colors.grey[400]),
const SizedBox(height: 16),
const Text('Aucune arme enregistrée'),
const SizedBox(height: 24),
ElevatedButton(
onPressed: () => _showAddWeaponDialog(context),
child: const Text('Ajouter ma première arme'),
),
],
),
);
}
Widget _buildWeaponList() {
return ListView.builder(
padding: const EdgeInsets.all(AppConstants.defaultPadding),
itemCount: _weapons.length,
itemBuilder: (context, index) {
final weapon = _weapons[index];
return Card(
margin: const EdgeInsets.only(bottom: 12),
child: ListTile(
leading: CircleAvatar(
backgroundColor: AppTheme.primaryColor.withValues(alpha: 0.1),
child: Icon(
weapon.type == WeaponType.handgun ? Icons.shield : Icons.ads_click,
color: AppTheme.primaryColor,
),
),
title: Text(weapon.displayName, style: const TextStyle(fontWeight: FontWeight.bold)),
subtitle: Text('${weapon.type.displayName}${weapon.caliber}'),
trailing: Column(
mainAxisAlignment: MainAxisAlignment.center,
crossAxisAlignment: CrossAxisAlignment.end,
children: [
Text('${weapon.magazineCount} chargeurs', style: const TextStyle(fontSize: 12)),
Text('${weapon.magazineCapacity} coups', style: const TextStyle(fontSize: 12, color: Colors.grey)),
],
),
onTap: () async {
await Navigator.push(
context,
MaterialPageRoute(builder: (_) => WeaponDetailScreen(weapon: weapon)),
);
_loadWeapons(); // Reload in case it was edited or maintenance was added
},
onLongPress: () => _confirmDelete(context, weapon),
),
);
},
);
}
void _showAddWeaponDialog(BuildContext context) async {
final nameController = TextEditingController();
final caliberController = TextEditingController();
final magCountController = TextEditingController(text: '2');
final magCapController = TextEditingController(text: '15');
WeaponType selectedType = WeaponType.handgun;
final result = await showDialog<bool>(
context: context,
builder: (context) => StatefulBuilder(
builder: (context, setState) => AlertDialog(
title: const Text('Ajouter une arme'),
content: SingleChildScrollView(
child: Column(
mainAxisSize: MainAxisSize.min,
children: [
TextField(
controller: nameController,
decoration: const InputDecoration(labelText: 'Nom de l\'arme', hintText: 'ex: Glock 17'),
),
DropdownButtonFormField<WeaponType>(
value: selectedType,
decoration: const InputDecoration(labelText: 'Type'),
items: WeaponType.values.map((t) => DropdownMenuItem(value: t, child: Text(t.displayName))).toList(),
onChanged: (v) => setState(() => selectedType = v!),
),
TextField(
controller: caliberController,
decoration: const InputDecoration(labelText: 'Calibre', hintText: 'ex: 9mm, .22LR'),
),
Row(
children: [
Expanded(
child: TextField(
controller: magCountController,
decoration: const InputDecoration(labelText: 'Chargeurs'),
keyboardType: TextInputType.number,
),
),
const SizedBox(width: 16),
Expanded(
child: TextField(
controller: magCapController,
decoration: const InputDecoration(labelText: 'Capacité'),
keyboardType: TextInputType.number,
),
),
],
),
],
),
),
actions: [
TextButton(onPressed: () => Navigator.pop(context, false), child: const Text('Annuler')),
ElevatedButton(onPressed: () => Navigator.pop(context, true), child: const Text('Ajouter')),
],
),
),
);
if (result == true && nameController.text.isNotEmpty) {
final repository = context.read<SessionRepository>();
await repository.addWeapon(
name: nameController.text,
type: selectedType,
caliber: caliberController.text,
magazineCount: int.tryParse(magCountController.text) ?? 1,
magazineCapacity: int.tryParse(magCapController.text) ?? 10,
);
_loadWeapons();
}
}
void _confirmDelete(BuildContext context, Weapon weapon) async {
final confirmed = await showDialog<bool>(
context: context,
builder: (context) => AlertDialog(
title: const Text('Supprimer'),
content: Text('Voulez-vous supprimer ${weapon.name} de votre armurerie ?'),
actions: [
TextButton(onPressed: () => Navigator.pop(context, false), child: const Text('Annuler')),
TextButton(
onPressed: () => Navigator.pop(context, true),
child: const Text('Supprimer', style: TextStyle(color: AppTheme.errorColor)),
),
],
),
);
if (confirmed == true) {
final repository = context.read<SessionRepository>();
await repository.deleteWeapon(weapon.id);
_loadWeapons();
}
}
}