fix: filtre par choix de gun, switch sticky
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@@ -11,7 +11,12 @@ import '../../services/statistics_service.dart';
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class StatisticsScreen extends StatefulWidget {
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final Session? singleSession;
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const StatisticsScreen({super.key, this.singleSession});
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/// Incrémenté par la navigation à chaque fois que l'onglet Stats est ouvert,
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/// pour forcer un rechargement des données (l'écran est gardé vivant par un
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/// IndexedStack, sinon les filtres arme/distance resteraient périmés).
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final int refreshTick;
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const StatisticsScreen({super.key, this.singleSession, this.refreshTick = 0});
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@override
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State<StatisticsScreen> createState() => _StatisticsScreenState();
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@@ -44,6 +49,16 @@ class _StatisticsScreenState extends State<StatisticsScreen> {
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WidgetsBinding.instance.addPostFrameCallback((_) => _loadStatistics());
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}
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@override
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void didUpdateWidget(StatisticsScreen oldWidget) {
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super.didUpdateWidget(oldWidget);
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// L'onglet vient d'être ré-ouvert : on recharge pour rafraîchir les listes
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// de filtres (armes/distances) et les stats avec les nouvelles sessions.
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if (oldWidget.refreshTick != widget.refreshTick) {
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_loadStatistics();
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}
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}
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Future<void> _loadStatistics() async {
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if (!mounted) return;
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setState(() => _isLoading = true);
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@@ -217,51 +232,64 @@ class _StatisticsScreenState extends State<StatisticsScreen> {
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),
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body: _isLoading
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? const Center(child: CircularProgressIndicator())
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: RefreshIndicator(
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onRefresh: _loadStatistics,
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child: SingleChildScrollView(
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physics: const AlwaysScrollableScrollPhysics(),
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padding: const EdgeInsets.all(16),
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child: Column(
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children: [
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// 1. FILTRES (Arme et Distance)
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Row(
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children: [
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Expanded(
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child: _buildDropdown(
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'Arme utilisée',
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_selectedWeapon,
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_availableWeapons,
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(val) {
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setState(() {
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_selectedWeapon = val!;
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_calculateStats();
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});
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},
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: Column(
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children: [
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// HEADER COLLANT : filtres + comparateur toujours visibles
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Material(
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elevation: 2,
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color: Theme.of(context).scaffoldBackgroundColor,
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child: Padding(
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padding: const EdgeInsets.fromLTRB(16, 16, 16, 12),
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child: Column(
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children: [
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// 1. FILTRES (Arme et Distance)
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Row(
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children: [
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Expanded(
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child: _buildDropdown(
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'Arme utilisée',
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_selectedWeapon,
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_availableWeapons,
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(val) {
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setState(() {
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_selectedWeapon = val!;
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_calculateStats();
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});
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},
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),
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),
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const SizedBox(width: 12),
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Expanded(
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child: _buildDropdown(
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'Distance',
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_selectedDistance,
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_availableDistances,
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(val) {
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setState(() {
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_selectedDistance = val!;
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_calculateStats();
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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(width: 12),
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Expanded(
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child: _buildDropdown(
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'Distance',
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_selectedDistance,
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_availableDistances,
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(val) {
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setState(() {
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_selectedDistance = val!;
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_calculateStats();
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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: 12),
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// 1bis. COMPARATEUR DE SESSIONS
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_buildComparator(),
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],
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),
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),
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const SizedBox(height: 16),
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// 1bis. COMPARATEUR DE SESSIONS
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_buildComparator(),
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const SizedBox(height: 20),
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),
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Expanded(
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child: RefreshIndicator(
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onRefresh: _loadStatistics,
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child: SingleChildScrollView(
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physics: const AlwaysScrollableScrollPhysics(),
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padding: const EdgeInsets.all(16),
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child: Column(
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children: [
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// 2. DONNÉES RAPIDES (Tirs et Sessions)
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Row(
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children: [
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@@ -347,10 +375,13 @@ class _StatisticsScreenState extends State<StatisticsScreen> {
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],
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const SizedBox(height: 30),
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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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],
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),
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),
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);
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}
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