Files
impact/lib/features/session/session_setup_screen.dart

279 lines
10 KiB
Dart

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 'session_provider.dart';
import '../capture/capture_screen.dart';
import '../garage/weapon_list_screen.dart';
class SessionSetupScreen extends StatefulWidget {
const SessionSetupScreen({super.key});
@override
State<SessionSetupScreen> createState() => _SessionSetupScreenState();
}
class _SessionSetupScreenState extends State<SessionSetupScreen> {
final _formKey = GlobalKey<FormState>();
// Plus besoin du _weaponController, on force la sélection
int _shotsPerTarget = 5;
int _distance = 25;
List<Weapon> _availableWeapons = [];
Weapon? _selectedWeapon;
bool _isLoadingWeapons = true;
@override
void initState() {
super.initState();
_loadWeapons();
}
Future<void> _loadWeapons() async {
setState(() => _isLoadingWeapons = true);
final repository = context.read<SessionRepository>();
final weapons = await repository.getWeapons();
if (mounted) {
setState(() {
_availableWeapons = weapons;
// Si la liste n'est pas vide et qu'aucune arme n'est sélectionnée, on sélectionne la première par défaut
if (_availableWeapons.isNotEmpty && _selectedWeapon == null) {
_selectedWeapon = _availableWeapons.first;
_updateSettingsForWeapon(_selectedWeapon!);
}
_isLoadingWeapons = false;
});
}
}
// Petite méthode pour mettre à jour les curseurs selon l'arme sélectionnée
void _updateSettingsForWeapon(Weapon weapon) {
_shotsPerTarget = weapon.magazineCapacity;
_distance = (weapon.type == WeaponType.handgun) ? 25 : 50;
}
void _startSession() {
// Sécurité supplémentaire : impossible de démarrer sans arme
if (_formKey.currentState!.validate() && _selectedWeapon != null) {
final repository = context.read<SessionRepository>();
final sessionProvider = context.read<SessionProvider>();
final sessionId = repository.generateId();
sessionProvider.startSession(
_selectedWeapon!.displayName,
_shotsPerTarget,
sessionId,
weaponId: _selectedWeapon!.id,
distance: _distance,
);
Navigator.pushReplacement(
context,
MaterialPageRoute(builder: (_) => const CaptureScreen()),
);
}
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text('Configuration de la session'),
),
body: _isLoadingWeapons
? const Center(child: CircularProgressIndicator())
: SingleChildScrollView(
padding: const EdgeInsets.all(AppConstants.defaultPadding),
child: Form(
key: _formKey,
child: Column(
crossAxisAlignment: CrossAxisAlignment.stretch,
children: [
const Text(
'Choix de l\'arme',
style: TextStyle(fontSize: 20, fontWeight: FontWeight.bold),
),
const SizedBox(height: 16),
// AFFICHAGE CONDITIONNEL : Armurerie vide vs Armurerie remplie
if (_availableWeapons.isEmpty)
Container(
padding: const EdgeInsets.all(16),
decoration: BoxDecoration(
color: AppTheme.errorColor.withValues(alpha: 0.1),
borderRadius: BorderRadius.circular(AppConstants.borderRadius),
border: Border.all(color: AppTheme.errorColor.withValues(alpha: 0.5)),
),
child: Column(
children: [
const Icon(Icons.warning_amber_rounded, color: AppTheme.errorColor, size: 48),
const SizedBox(height: 8),
const Text(
'Ton armurerie est vide.',
style: TextStyle(fontWeight: FontWeight.bold),
textAlign: TextAlign.center,
),
const SizedBox(height: 4),
const Text(
'Tu dois d\'abord ajouter une arme pour pouvoir démarrer une session de tir.',
textAlign: TextAlign.center,
),
const SizedBox(height: 16),
ElevatedButton.icon(
onPressed: () {
Navigator.push(
context,
MaterialPageRoute(builder: (_) => const WeaponListScreen()),
).then((_) {
// Quand on revient de l'armurerie, on recharge la liste !
_loadWeapons();
});
},
icon: const Icon(Icons.add),
label: const Text('ALLER À MON ARMURERIE'),
),
],
),
)
else
DropdownButtonFormField<Weapon>(
value: _selectedWeapon,
decoration: InputDecoration(
labelText: 'Sélectionner une arme',
prefixIcon: const Icon(Icons.shield),
border: OutlineInputBorder(
borderRadius: BorderRadius.circular(AppConstants.borderRadius),
),
),
// On a retiré le choix "null / Autre", l'utilisateur DOIT choisir une arme existante
items: _availableWeapons.map((w) => DropdownMenuItem(
value: w,
child: Text(w.displayName),
)).toList(),
onChanged: (value) {
if (value != null) {
setState(() {
_selectedWeapon = value;
_updateSettingsForWeapon(value);
});
}
},
),
const SizedBox(height: 24),
// Distance selector
const Text(
'Distance de tir (mètres)',
style: TextStyle(fontSize: 16, fontWeight: FontWeight.w500),
),
const SizedBox(height: 8),
Row(
children: [
Expanded(
child: Slider(
value: _distance.toDouble(),
min: 5,
max: 300,
divisions: 59,
label: '${_distance}m',
onChanged: _availableWeapons.isEmpty ? null : (value) {
setState(() {
_distance = value.round();
});
},
),
),
Container(
width: 70,
height: 50,
alignment: Alignment.center,
decoration: BoxDecoration(
color: AppTheme.secondaryColor.withValues(alpha: 0.1),
borderRadius: BorderRadius.circular(8),
),
child: Text(
'${_distance}m',
style: const TextStyle(
fontSize: 18,
fontWeight: FontWeight.bold,
color: AppTheme.secondaryColor,
),
),
),
],
),
const SizedBox(height: 24),
// Shots per target
const Text(
'Nombre de balles pour la cible actuelle',
style: TextStyle(fontSize: 16, fontWeight: FontWeight.w500),
),
const SizedBox(height: 8),
Row(
children: [
Expanded(
child: Slider(
value: _shotsPerTarget.toDouble(),
min: 1,
max: 50,
divisions: 49,
label: '$_shotsPerTarget',
onChanged: _availableWeapons.isEmpty ? null : (value) {
setState(() {
_shotsPerTarget = value.round();
});
},
),
),
Container(
width: 50,
height: 50,
alignment: Alignment.center,
decoration: BoxDecoration(
color: AppTheme.primaryColor.withValues(alpha: 0.1),
borderRadius: BorderRadius.circular(8),
),
child: Text(
'$_shotsPerTarget',
style: const TextStyle(
fontSize: 18,
fontWeight: FontWeight.bold,
color: AppTheme.primaryColor,
),
),
),
],
),
const SizedBox(height: 48),
ElevatedButton.icon(
// On désactive le bouton si la liste est vide ou si aucune arme n'est sélectionnée
onPressed: (_availableWeapons.isEmpty || _selectedWeapon == null)
? null
: _startSession,
style: ElevatedButton.styleFrom(
backgroundColor: AppTheme.primaryColor,
foregroundColor: Colors.white,
padding: const EdgeInsets.symmetric(vertical: 16),
shape: RoundedRectangleBorder(
borderRadius: BorderRadius.circular(AppConstants.borderRadius),
),
),
icon: const Icon(Icons.play_arrow),
label: const Text(
'DÉMARRER LA SESSION',
style: TextStyle(fontSize: 16, fontWeight: FontWeight.bold),
),
),
],
),
),
),
);
}
}