优化状态切换

This commit is contained in:
DelLevin-Home
2026-08-12 21:01:54 +08:00
parent 98d8350693
commit e543618139
8 changed files with 957 additions and 606 deletions

View File

@@ -15,7 +15,10 @@ import '../../widgets/detail_placeholder.dart';
import 'game_detail_page.dart';
import 'game_add_page.dart';
/// 游戏标签页(分页 + 触底加载)
/// 状态索引 → 状态值
const _gameStatusMap = {0: 'completed', 1: 'playing', 2: 'want_to_play', 3: 'abandoned'};
/// 游戏标签页PageView 分页 + 触底加载),左右滑动丝滑切换
class GameTabPage extends StatefulWidget {
const GameTabPage({super.key});
@@ -24,22 +27,160 @@ class GameTabPage extends StatefulWidget {
}
class _GameTabPageState extends State<GameTabPage> {
late PageController _pageController;
int _currentPage = 0; // PageView 当前页的唯一真源
int? _pendingTarget; // 待跟随的页,避免重复调度动画
int _lastModeSignature = -1; // 编码 wall 模式,检测墙/状态切换
bool _modeInitialized = false; // 吞掉首次构建的伪"变化"
@override
void initState() {
super.initState();
_pageController = PageController();
// 应用启动时保存的初始索引(可能 > 0
WidgetsBinding.instance.addPostFrameCallback((_) {
if (!mounted) return;
final p = context.read<AppProvider>();
final initial = _activeIndexFor(p).clamp(0, _pageCountFor(p) - 1);
_currentPage = initial;
if (_pageController.hasClients && initial != 0) _pageController.jumpToPage(initial);
});
}
@override
void dispose() {
_pageController.dispose();
super.dispose();
}
int _pageCountFor(AppProvider p) => p.gameWallMode ? 1 : 4;
int _activeIndexFor(AppProvider p) => p.gameWallMode ? 0 : p.gameStatusIndex;
int _modeSignature(AppProvider p) => p.gameWallMode ? 1 : 0;
@override
Widget build(BuildContext context) {
final isWideContent = Breakpoint.isWideContent(context);
final provider = context.watch<AppProvider>();
final isWallMode = provider.gameWallMode;
final masterContent = Column(
children: [
if (!isWallMode) const GameStatusBar(),
Expanded(
child: Stack(
children: [
_buildPageView(provider),
if (!isWallMode) const TopFadeScrim(),
],
),
),
],
);
if (!isWideContent) return masterContent;
final selectedGame = provider.selectedGame;
final detailWidget = provider.isAdding && provider.addingType == 3
? GameAddPage(onCancel: () => provider.cancelAdding())
: selectedGame != null
? GameDetailPage(game: selectedGame, embedded: true)
: const DetailPlaceholder(icon: Icons.sports_esports_outlined, message: '选择一款游戏查看详情');
return MasterDetailScaffold(
master: masterContent,
detail: detailWidget,
);
}
Widget _buildPageView(AppProvider provider) {
final wall = provider.gameWallMode;
final pageCount = _pageCountFor(provider);
final mode = wall ? 1 : 0;
// (a) 首次构建作为基线,不当成模式切换
if (!_modeInitialized) {
_modeInitialized = true;
_lastModeSignature = _modeSignature(provider);
}
// (b) 模式切换(墙 <-> 状态):跳到第 0 页 + 重置索引
else if (_modeSignature(provider) != _lastModeSignature) {
_lastModeSignature = _modeSignature(provider);
WidgetsBinding.instance.addPostFrameCallback((_) {
if (!mounted || !_pageController.hasClients) return;
_currentPage = 0;
_pendingTarget = null;
if (!wall) provider.setGameStatusIndex(0);
_pageController.jumpToPage(0);
});
}
// (c) 外部索引变化bar 点击等):动画跟随
final target = _activeIndexFor(provider).clamp(0, pageCount - 1);
if (pageCount > 1 && _pageController.hasClients && target != _currentPage && _pendingTarget != target) {
_pendingTarget = target;
WidgetsBinding.instance.addPostFrameCallback((_) {
if (!mounted || !_pageController.hasClients) return;
_pageController.animateToPage(
target,
duration: const Duration(milliseconds: 300),
curve: Curves.easeInOut,
);
});
}
return PageView.builder(
controller: _pageController,
itemCount: pageCount,
allowImplicitScrolling: true, // 拖动时预构建相邻页 → 无白色空隙
onPageChanged: (index) => _onPageChanged(index, provider),
itemBuilder: (context, index) => _GameTabView(
key: ValueKey('$mode-$index'), // 模式切换时全部重建
index: index,
mode: mode,
),
);
}
void _onPageChanged(int index, AppProvider provider) {
_currentPage = index;
_pendingTarget = null;
final wall = provider.gameWallMode;
final cur = wall ? 0 : provider.gameStatusIndex;
// 回显守卫:仅在真实拖动导致索引变化时推送,避免死循环
if (cur != index) {
if (!wall) provider.setGameStatusIndex(index);
}
}
}
/// 单页:独立持有列表数据、滚动与分页状态,滑走再滑回保留状态
class _GameTabView extends StatefulWidget {
final int index; // 0..pageCount-1
final int mode; // 0=status, 1=wall(墙)
const _GameTabView({super.key, required this.index, required this.mode});
@override
State<_GameTabView> createState() => _GameTabViewState();
}
class _GameTabViewState extends State<_GameTabView>
with AutomaticKeepAliveClientMixin {
final List<Game> _items = [];
bool _hasMore = true;
bool _isLoading = false;
int _offset = 0;
bool _initialized = false;
int _lastStatusIndex = -1;
late ScrollController _scrollController;
AppProvider? _provider;
int _lastScrollSignal = 0;
int _lastEditRefreshCounter = 0;
int _prevGameCount = -1;
int _prevLayoutStyle = -1;
int _prevSortMode = -1;
double _swipeOffset = 0.0;
static const _statusMap = {0: 'completed', 1: 'playing', 2: 'want_to_play', 3: 'abandoned'};
String? get _status => widget.mode == 0 ? _gameStatusMap[widget.index] : null;
@override
bool get wantKeepAlive => true;
@override
void initState() {
@@ -47,9 +188,13 @@ class _GameTabPageState extends State<GameTabPage> {
_scrollController = ScrollController()..addListener(_onScroll);
WidgetsBinding.instance.addPostFrameCallback((_) {
if (!mounted) return;
final provider = context.read<AppProvider>();
_provider = provider;
provider.addListener(_onDataChanged);
final p = context.read<AppProvider>();
_provider = p;
_lastEditRefreshCounter = p.editRefreshCounter;
_lastScrollSignal = p.scrollToTopSignal;
_prevGameCount = p.games.length;
_prevSortMode = UserPrefs().gameSortMode;
p.addListener(_onDataChanged);
_loadFirst();
});
}
@@ -63,34 +208,28 @@ class _GameTabPageState extends State<GameTabPage> {
void _onDataChanged() {
if (!_initialized || !mounted) return;
final provider = context.read<AppProvider>();
final p = context.read<AppProvider>();
if (provider.scrollToTopSignal != _lastScrollSignal && provider.scrollToTopSignal > 0) {
_lastScrollSignal = provider.scrollToTopSignal;
// 回到顶部信号:每页滚自己的 controller
if (p.scrollToTopSignal != _lastScrollSignal) {
_lastScrollSignal = p.scrollToTopSignal;
if (_scrollController.hasClients) {
_scrollController.animateTo(0, duration: const Duration(milliseconds: 300), curve: Curves.easeOut);
_scrollController.animateTo(0,
duration: const Duration(milliseconds: 300), curve: Curves.easeOut);
}
}
final statusChanged = provider.gameStatusIndex != _lastStatusIndex;
final layoutChanged = provider.gameLayoutStyle != _prevLayoutStyle;
final countChanged = provider.games.length != _prevGameCount;
final sortModeChanged = UserPrefs().gameSortMode != _prevSortMode;
final editRefreshed = provider.editRefreshCounter > _lastEditRefreshCounter;
if (editRefreshed && provider.lastEditedItemId != null) {
_lastEditRefreshCounter = provider.editRefreshCounter;
_prevGameCount = provider.games.length;
final editedId = provider.lastEditedItemId!;
final idx = _items.indexWhere((g) => g.id == editedId);
final updated = provider.games.where((g) => g.id == editedId).firstOrNull;
// 就地编辑:更新本页匹配项;状态变更则移出本页,不重置分页
if (p.editRefreshCounter > _lastEditRefreshCounter && p.lastEditedItemId != null) {
_lastEditRefreshCounter = p.editRefreshCounter;
_prevGameCount = p.games.length;
final id = p.lastEditedItemId!;
final idx = _items.indexWhere((g) => g.id == id);
final updated = p.games.where((g) => g.id == id).firstOrNull;
if (updated != null) {
final isWallMode = provider.gameWallMode;
final currentStatus = isWallMode ? null : (_statusMap[provider.gameStatusIndex] ?? 'completed');
if (currentStatus != null && updated.status != currentStatus) {
if (_status != null && updated.status != _status) {
// 状态已变更,从当前列表移除
if (idx != -1) {
setState(() { _items.removeAt(idx); });
}
if (idx != -1) setState(() { _items.removeAt(idx); });
} else if (idx != -1) {
setState(() { _items[idx] = updated; });
}
@@ -100,15 +239,15 @@ class _GameTabPageState extends State<GameTabPage> {
}
return;
}
if (statusChanged || layoutChanged || sortModeChanged || countChanged || editRefreshed) {
_prevLayoutStyle = provider.gameLayoutStyle;
// 排序/数量变化才重新拉取(布局变化由 context.select 原地重渲染)
final sortChanged = UserPrefs().gameSortMode != _prevSortMode;
final countChanged = p.games.length != _prevGameCount;
if (sortChanged || countChanged) {
_prevSortMode = UserPrefs().gameSortMode;
_prevGameCount = provider.games.length;
_prevGameCount = p.games.length;
_loadFirst();
}
if (editRefreshed) {
_lastEditRefreshCounter = provider.editRefreshCounter;
}
}
void _onScroll() {
@@ -119,14 +258,10 @@ class _GameTabPageState extends State<GameTabPage> {
Future<void> _loadFirst() async {
final provider = context.read<AppProvider>();
final isWallMode = provider.gameWallMode;
final statusIdx = provider.gameStatusIndex;
_lastStatusIndex = statusIdx;
_initialized = true;
final status = isWallMode ? null : (_statusMap[statusIdx] ?? 'completed');
final sortMode = UserPrefs().gameSortMode;
_initialized = true;
setState(() { _isLoading = true; _offset = 0; _hasMore = true; });
final list = await provider.loadGamesPaged(status: status, offset: 0, sortMode: sortMode);
final list = await provider.loadGamesPaged(status: _status, offset: 0, sortMode: sortMode);
if (!mounted) return;
setState(() {
_items.clear();
@@ -141,10 +276,8 @@ class _GameTabPageState extends State<GameTabPage> {
if (_isLoading || !_hasMore) return;
setState(() => _isLoading = true);
final provider = context.read<AppProvider>();
final isWallMode = provider.gameWallMode;
final status = isWallMode ? null : (_statusMap[provider.gameStatusIndex] ?? 'completed');
final sortMode = UserPrefs().gameSortMode;
final list = await provider.loadGamesPaged(status: status, offset: _offset, sortMode: sortMode);
final list = await provider.loadGamesPaged(status: _status, offset: _offset, sortMode: sortMode);
if (!mounted) return;
setState(() {
_items.addAll(list);
@@ -170,95 +303,35 @@ class _GameTabPageState extends State<GameTabPage> {
@override
Widget build(BuildContext context) {
final isWideContent = Breakpoint.isWideContent(context);
final provider = context.watch<AppProvider>();
final isWallMode = provider.gameWallMode;
final masterContent = Column(
children: [
if (!isWallMode) const GameStatusBar(),
Expanded(
child: Stack(
children: [
_buildBody(context),
if (!isWallMode) const TopFadeScrim(),
],
),
),
],
);
if (!isWideContent) return masterContent;
final selectedGame = provider.selectedGame;
final detailWidget = provider.isAdding && provider.addingType == 3
? GameAddPage(onCancel: () => provider.cancelAdding())
: selectedGame != null
? GameDetailPage(game: selectedGame, embedded: true)
: const DetailPlaceholder(icon: Icons.sports_esports_outlined, message: '选择一款游戏查看详情');
return MasterDetailScaffold(
master: masterContent,
detail: detailWidget,
);
}
Widget _buildBody(BuildContext context) {
super.build(context);
final colors = Theme.of(context).colorScheme;
return Consumer<AppProvider>(
builder: (context, provider, _) {
if (_initialized && provider.gameStatusIndex != _lastStatusIndex) {
_lastStatusIndex = provider.gameStatusIndex;
WidgetsBinding.instance.addPostFrameCallback((_) => _loadFirst());
}
final layoutStyle = context.select<AppProvider, int>((p) => p.gameLayoutStyle);
final content = () {
if (_items.isEmpty && _isLoading) return _buildSkeleton();
if (_items.isEmpty) {
return RefreshIndicator(
onRefresh: _refresh,
color: colors.primary,
backgroundColor: colors.surface,
child: ListView(
physics: const AlwaysScrollableScrollPhysics(),
children: [_buildEmptyState(context, provider.gameStatusIndex)],
),
);
}
return RefreshIndicator(
onRefresh: _refresh,
color: colors.primary,
backgroundColor: colors.surface,
child: provider.gameLayoutStyle == 1 ? _buildListView() : provider.gameLayoutStyle == 2 ? _buildCoverCardView() : _buildGridView(),
);
}();
return GestureDetector(
onHorizontalDragStart: (_) => _swipeOffset = 0.0,
onHorizontalDragUpdate: (details) => setState(() => _swipeOffset += details.primaryDelta ?? 0),
onHorizontalDragEnd: (details) {
final velocity = details.primaryVelocity;
if ((velocity ?? 0).abs() < 80) {
setState(() => _swipeOffset = 0.0);
return;
}
final direction = (velocity ?? 0) > 0 ? -1 : 1;
final currentIndex = provider.gameStatusIndex;
final newIndex = (currentIndex + direction + 4) % 4;
setState(() => _swipeOffset = 0.0);
provider.setGameStatusIndex(newIndex);
},
child: TweenAnimationBuilder<double>(
tween: Tween(begin: 0.0, end: _swipeOffset.clamp(-100.0, 100.0)),
duration: const Duration(milliseconds: 150),
curve: Curves.easeOut,
builder: (context, value, child) {
return Transform.translate(offset: Offset(value, 0), child: child);
},
child: content,
final content = () {
if (_items.isEmpty && _isLoading) return _buildSkeleton(layoutStyle);
if (_items.isEmpty) {
return RefreshIndicator(
onRefresh: _refresh,
color: colors.primary,
backgroundColor: colors.surface,
child: ListView(
physics: const AlwaysScrollableScrollPhysics(),
children: [_buildEmptyState()],
),
);
},
);
}
return RefreshIndicator(
onRefresh: _refresh,
color: colors.primary,
backgroundColor: colors.surface,
child: layoutStyle == 1
? _buildListView()
: layoutStyle == 2
? _buildCoverCardView()
: _buildGridView(),
);
}();
return content;
}
Widget _buildGridView() {
@@ -475,8 +548,7 @@ class _GameTabPageState extends State<GameTabPage> {
);
}
Widget _buildSkeleton() {
final layoutStyle = context.read<AppProvider>().gameLayoutStyle;
Widget _buildSkeleton(int layoutStyle) {
if (layoutStyle == 1) return _buildListSkeleton();
if (layoutStyle == 2) return _buildCoverCardSkeleton();
return const GameSkeletonGrid();
@@ -502,17 +574,16 @@ class _GameTabPageState extends State<GameTabPage> {
);
}
Widget _buildEmptyState(BuildContext context, int statusIndex) {
Widget _buildEmptyState() {
final colors = Theme.of(context).colorScheme;
final provider = context.read<AppProvider>();
final isWallMode = provider.gameWallMode;
final statusText = isWallMode ? '' : ['已通关', '在玩', '想玩', '弃游'][statusIndex];
final statusText = widget.mode == 1 ? '' : ['已通关', '在玩', '想玩', '弃游'][widget.index];
return Center(child: Column(mainAxisAlignment: MainAxisAlignment.center, children: [
Container(width: 80, height: 80,
decoration: BoxDecoration(color: colors.surfaceContainerHighest, borderRadius: BorderRadius.circular(20)),
child: Icon(Icons.sports_esports_outlined, size: 40, color: colors.onSurface.withValues(alpha: 0.25))),
const SizedBox(height: 20),
Text(isWallMode ? '暂无游戏' : '暂无$statusText的游戏', style: TextStyle(fontSize: 16, color: colors.onSurface.withValues(alpha: 0.4))),
Text(widget.mode == 1 ? '暂无游戏' : '暂无$statusText的游戏',
style: TextStyle(fontSize: 16, color: colors.onSurface.withValues(alpha: 0.4))),
]));
}
}
}