Files
Ensemble/lib/widgets/global_player_overlay.dart
ChrisandClaude Opus 4.6 547319231b Persist nav bar and mini player during brief disconnects, tune gradient
Keep bottom nav and mini player visible when cached players exist so
the UI doesn't flash during reconnection. Also refine the home screen
bottom fade gradient with intermediate stops to avoid a hard dark line.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-15 13:27:06 +00:00

693 lines
26 KiB
Dart

import 'dart:async';
import 'dart:ui';
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
import 'package:provider/provider.dart';
import '../l10n/app_localizations.dart';
import '../providers/music_assistant_provider.dart';
import '../providers/navigation_provider.dart';
import '../theme/theme_provider.dart';
import '../services/settings_service.dart';
import 'expandable_player.dart';
import 'player/mini_player_content.dart' show MiniPlayerLayout;
import 'player/player_reveal_overlay.dart';
/// A global key to access the player state from anywhere in the app
final globalPlayerKey = GlobalKey<ExpandablePlayerState>();
/// Key for the overlay state to control visibility
final _overlayStateKey = GlobalKey<_GlobalPlayerOverlayState>();
/// Constants for bottom UI elements spacing
class BottomSpacing {
/// Height of the bottom navigation bar
static const double navBarHeight = 56.0;
/// Height of mini player when visible (height + 12px margin)
static double get miniPlayerHeight => MiniPlayerLayout.height + 12.0;
/// Space needed when only nav bar is visible (with some extra padding)
static const double navBarOnly = navBarHeight + 16.0;
/// Space needed when mini player is also visible
static double get withMiniPlayer => navBarHeight + miniPlayerHeight + 22.0;
}
/// ValueNotifier for player expansion progress (0.0 to 1.0) and colors
class PlayerExpansionState {
final double progress;
final Color? backgroundColor;
final Color? primaryColor;
PlayerExpansionState(this.progress, this.backgroundColor, this.primaryColor);
}
final playerExpansionNotifier = ValueNotifier<PlayerExpansionState>(PlayerExpansionState(0.0, null, null));
/// Wrapper widget that provides a global player overlay above all navigation.
///
/// This ensures the mini player and expanded player are consistent across
/// all screens (home, library, album details, artist details, etc.) without
/// needing separate player instances in each screen.
class GlobalPlayerOverlay extends StatefulWidget {
final Widget child;
GlobalPlayerOverlay({
required this.child,
}) : super(key: _overlayStateKey);
@override
State<GlobalPlayerOverlay> createState() => _GlobalPlayerOverlayState();
/// Collapse the player if it's expanded
/// [withHaptic]: Set to false for Android back gesture (system provides haptic)
static void collapsePlayer({bool withHaptic = true}) {
globalPlayerKey.currentState?.collapse(withHaptic: withHaptic);
}
/// Force collapse player to mini state, instantly closing queue panel if open.
/// Used for queue transfer where we want to go directly to mini player.
static void forceCollapsePlayer() {
globalPlayerKey.currentState?.forceCollapse();
}
/// Check if the player is currently expanded
static bool get isPlayerExpanded =>
globalPlayerKey.currentState?.isExpanded ?? false;
/// Check if the queue panel is currently open (animation value > 0.5)
static bool get isQueuePanelOpen =>
globalPlayerKey.currentState?.isQueuePanelOpen ?? false;
/// Check if the queue panel is intended to be open (target state)
/// Use this for back gesture handling to avoid timing issues during animations
static bool get isQueuePanelTargetOpen =>
globalPlayerKey.currentState?.isQueuePanelTargetOpen ?? false;
/// Close the queue panel if open
/// [withHaptic]: Set to false for Android back gesture (system provides haptic)
static void closeQueuePanel({bool withHaptic = true}) {
globalPlayerKey.currentState?.closeQueuePanel(withHaptic: withHaptic);
}
/// Get the current expansion progress (0.0 to 1.0)
static double get expansionProgress =>
globalPlayerKey.currentState?.expansionProgress ?? 0.0;
/// Get the current expanded background color
static Color? get expandedBackgroundColor =>
globalPlayerKey.currentState?.currentExpandedBgColor;
/// Hide the mini player temporarily (e.g., when showing device selector)
/// The player slides down off-screen with animation
static void hidePlayer() {
_overlayStateKey.currentState?._setHidden(true);
}
/// Show the mini player again (slides back up)
static void showPlayer() {
_overlayStateKey.currentState?._setHidden(false);
}
/// Show the player reveal overlay with bounce animation
static void showPlayerReveal() {
_overlayStateKey.currentState?._showPlayerReveal();
}
/// Hide the player reveal overlay (no animation - used as callback from overlay)
static void hidePlayerReveal() {
_overlayStateKey.currentState?._hidePlayerReveal();
}
/// Dismiss the player reveal overlay with animation (for back gesture)
static void dismissPlayerReveal() {
_overlayStateKey.currentState?._dismissPlayerReveal();
}
/// Trigger single bounce on mini player (called when device selector collapses)
static void triggerBounce() {
_overlayStateKey.currentState?._triggerBounce();
}
/// Check if the player reveal is currently visible
static bool get isPlayerRevealVisible =>
_overlayStateKey.currentState?._isRevealVisible ?? false;
/// Show player selector for a "Play On" action.
/// Instead of the default hints, shows a contextual hint like "Select player to play album".
/// When a player is tapped, calls onPlayerSelected instead of switching to that player.
static void showPlayerSelectorForAction({
required String contextHint,
required void Function(dynamic player) onPlayerSelected,
IconData? hintIcon,
}) {
_overlayStateKey.currentState?._showPlayerSelectorForAction(
contextHint: contextHint,
onPlayerSelected: onPlayerSelected,
hintIcon: hintIcon,
);
}
}
class _GlobalPlayerOverlayState extends State<GlobalPlayerOverlay>
with TickerProviderStateMixin {
late AnimationController _slideController;
late Animation<double> _slideAnimation;
// Single bounce controller for device selector expand/collapse
late AnimationController _singleBounceController;
// Double bounce controller for hint
late AnimationController _doubleBounceController;
// State for player reveal overlay
bool _isRevealVisible = false;
// State for interactive hint mode (blur backdrop + wait for user action)
bool _isHintModeActive = false;
Timer? _hintBounceTimer;
// Track if player reveal was triggered from onboarding (for showing extra hints)
bool _isOnboardingReveal = false;
// Bounce offset for mini player (used by both single and double bounce)
final _bounceOffsetNotifier = ValueNotifier<double>(0.0);
// Hint system state
// NOTE: AppStartup now handles the settings loading gate. It waits for:
// - First-time users: connected + player selected before showing HomeScreen
// - Returning users: connected before showing HomeScreen
// This eliminates the race condition that caused home screen flash.
bool _showHints = true;
bool _hasCompletedOnboarding = false; // First-use welcome screen
bool _hintTriggered = false; // Prevent multiple triggers per session
bool _settingsLoaded = false; // True once settings have been loaded from storage
bool _miniPlayerHintsReady = false; // True once connected with player (can show hints)
final _hintOpacityNotifier = ValueNotifier<double>(0.0);
// Welcome content fade-in animation
late AnimationController _welcomeFadeController;
// Key for the reveal overlay
final _revealKey = GlobalKey<PlayerRevealOverlayState>();
// State for "Play On" action - stored here so it can be passed to PlayerRevealOverlay
void Function(dynamic player)? _pendingPlayerAction;
String? _pendingContextHint;
IconData? _pendingHintIcon;
@override
void initState() {
super.initState();
_slideController = AnimationController(
duration: const Duration(milliseconds: 250),
vsync: this,
);
_slideAnimation = CurvedAnimation(
parent: _slideController,
curve: Curves.easeOutCubic,
reverseCurve: Curves.easeInCubic,
);
// Single bounce for device selector expand/collapse
_singleBounceController = AnimationController(
duration: const Duration(milliseconds: 400),
vsync: this,
);
_singleBounceController.addListener(() {
final t = Curves.easeOut.transform(_singleBounceController.value);
// Single bounce: up to 10px then back to 0
if (t < 0.5) {
_bounceOffsetNotifier.value = 10.0 * (t * 2); // 0 -> 10
} else {
_bounceOffsetNotifier.value = 10.0 * ((1.0 - t) * 2); // 10 -> 0
}
});
// Hint bounce - single gentle bounce to draw attention
_doubleBounceController = AnimationController(
duration: const Duration(milliseconds: 600),
vsync: this,
);
_doubleBounceController.addListener(() {
final t = Curves.easeOut.transform(_doubleBounceController.value);
// Single bounce: up 20px then back down
if (t < 0.5) {
_bounceOffsetNotifier.value = 20.0 * (t * 2); // 0 -> 20
} else {
_bounceOffsetNotifier.value = 20.0 * ((1.0 - t) * 2); // 20 -> 0
}
});
// Welcome content fade-in
_welcomeFadeController = AnimationController(
duration: const Duration(milliseconds: 800),
vsync: this,
);
// Load hint settings and start welcome immediately if needed
_loadHintSettings();
}
Future<void> _loadHintSettings() async {
_showHints = await SettingsService.getShowHints();
_hasCompletedOnboarding = await SettingsService.getHasCompletedOnboarding();
if (!mounted) return;
setState(() {
_settingsLoaded = true;
});
// If first-time user and already connected (AppStartup waited for us),
// start welcome screen immediately - no race condition possible
if (!_hasCompletedOnboarding && !_hintTriggered) {
final provider = context.read<MusicAssistantProvider>();
if (provider.isConnected && provider.selectedPlayer != null) {
_miniPlayerHintsReady = true;
_startWelcomeScreen();
_startMiniPlayerBounce();
}
}
}
@override
void didChangeDependencies() {
super.didChangeDependencies();
// Check if we should enable mini player hints now that we have connection
_checkConnectionForMiniPlayerHints();
}
/// Check connection state and start welcome screen if appropriate.
/// This is called from multiple places:
/// 1. didChangeDependencies() - when widget first builds
/// 2. _loadHintSettings() - when settings finish loading
/// 3. build() - when provider state changes (via post-frame callback)
void _checkConnectionForMiniPlayerHints() {
if (_hintTriggered || !mounted || !_settingsLoaded) return;
if (_hasCompletedOnboarding) return; // Not first-time user
final provider = context.read<MusicAssistantProvider>();
if (provider.isConnected && provider.selectedPlayer != null) {
// Connected with a player - start welcome screen now
_miniPlayerHintsReady = true;
_startWelcomeScreen();
// Start the bounce animation now that mini player is visible
_startMiniPlayerBounce();
}
}
/// Start the bounce animation for mini player hints
void _startMiniPlayerBounce() {
if (!_isHintModeActive || !mounted) return;
_doubleBounceController.reset();
_doubleBounceController.forward();
// Repeat bounce every 2 seconds
_hintBounceTimer?.cancel();
_hintBounceTimer = Timer.periodic(const Duration(seconds: 2), (_) {
if (_isHintModeActive && mounted) {
_doubleBounceController.reset();
_doubleBounceController.forward();
}
});
}
/// Start the welcome screen with fade-in animation
void _startWelcomeScreen() {
if (_hintTriggered) return;
_hintTriggered = true;
// Activate hint mode immediately (blur backdrop visible)
setState(() {
_isHintModeActive = true;
});
// Fade in welcome content (logo + title)
_welcomeFadeController.forward();
// Mini player bounce is started separately once connected via _startMiniPlayerBounce()
}
@override
void dispose() {
_hintBounceTimer?.cancel();
_slideController.dispose();
_singleBounceController.dispose();
_doubleBounceController.dispose();
_welcomeFadeController.dispose();
_bounceOffsetNotifier.dispose();
_hintOpacityNotifier.dispose();
super.dispose();
}
void _setHidden(bool hidden) {
if (hidden) {
_slideController.forward();
} else {
_slideController.reverse();
}
}
void _showPlayerReveal() {
if (_isRevealVisible) return;
if (GlobalPlayerOverlay.isPlayerExpanded) {
GlobalPlayerOverlay.collapsePlayer();
}
HapticFeedback.mediumImpact();
// Track if coming from hint mode (for onboarding hints in player selector)
final wasInHintMode = _isHintModeActive;
// End hint mode if active (user learned the gesture!)
_hintBounceTimer?.cancel();
_hintBounceTimer = null;
_hintOpacityNotifier.value = 0.0;
_isHintModeActive = false;
// Mark onboarding as completed if coming from welcome screen
if (wasInHintMode) {
SettingsService.setHasCompletedOnboarding(true);
}
// Trigger single bounce on expand
_singleBounceController.reset();
_singleBounceController.forward();
setState(() {
_isRevealVisible = true;
_isOnboardingReveal = wasInHintMode;
});
}
void _hidePlayerReveal() {
if (!_isRevealVisible) return;
_bounceOffsetNotifier.value = 0;
_clearPendingAction(); // Clear pending action when overlay is dismissed
setState(() {
_isRevealVisible = false;
_isOnboardingReveal = false;
});
}
/// Dismiss with animation (for back gesture) - calls overlay's dismiss method
void _dismissPlayerReveal() {
if (!_isRevealVisible) return;
// Call the overlay's dismiss method which has the slide animation
_revealKey.currentState?.dismiss();
}
/// Trigger single bounce on mini player (called when device selector collapses)
void _triggerBounce() {
_singleBounceController.reset();
_singleBounceController.forward();
}
/// Clear pending action state (called when overlay is dismissed)
void _clearPendingAction() {
_pendingPlayerAction = null;
_pendingContextHint = null;
_pendingHintIcon = null;
}
/// Show player selector for a "Play On" action.
/// Stores the pending action and shows the reveal overlay with context hint.
void _showPlayerSelectorForAction({
required String contextHint,
required void Function(dynamic player) onPlayerSelected,
IconData? hintIcon,
}) {
// Store pending action state
_pendingPlayerAction = onPlayerSelected;
_pendingContextHint = contextHint;
_pendingHintIcon = hintIcon;
// Show the reveal overlay
_showPlayerReveal();
}
/// End hint mode (called when user taps skip button)
void _endHintMode() {
if (!_isHintModeActive) return;
_hintBounceTimer?.cancel();
_hintBounceTimer = null;
_hintOpacityNotifier.value = 0.0;
_bounceOffsetNotifier.value = 0.0;
// Mark onboarding as completed (first use only)
SettingsService.setHasCompletedOnboarding(true);
setState(() {
_isHintModeActive = false;
});
}
@override
Widget build(BuildContext context) {
final theme = Theme.of(context);
final colorScheme = theme.colorScheme;
// PERF: Use select() to only rebuild when connection state or player changes
final (isConnected, hasSelectedPlayer) = context.select<MusicAssistantProvider, (bool, bool)>(
(p) => (p.isConnected, p.selectedPlayer != null),
);
// Compute whether this is a first-time user ready for welcome screen.
// This is SYNCHRONOUS - no setState needed - so it works in the same frame.
final isFirstTimeUserReady = _settingsLoaded &&
!_hasCompletedOnboarding &&
isConnected &&
hasSelectedPlayer;
// Show welcome backdrop if:
// 1. Already in hint mode (_isHintModeActive), OR
// 2. First-time user ready but hint mode not started yet (!_hintTriggered)
// This ensures backdrop appears IMMEDIATELY when HomeScreen renders,
// preventing the flash. Welcome content fades in after via animation.
final shouldShowWelcomeBackdrop = _isHintModeActive ||
(isFirstTimeUserReady && !_hintTriggered);
// Trigger hint mode if conditions are met (for animations, bounce, etc)
if (isFirstTimeUserReady && !_hintTriggered) {
// Schedule for post-frame to avoid setState during build
WidgetsBinding.instance.addPostFrameCallback((_) {
if (mounted && !_hintTriggered) {
_miniPlayerHintsReady = true;
_startWelcomeScreen();
_startMiniPlayerBounce();
}
});
}
// Handle back gesture at top level - dismiss hint mode or device list if visible
return PopScope(
canPop: !_isRevealVisible && !_isHintModeActive,
onPopInvokedWithResult: (didPop, result) {
if (!didPop) {
if (_isHintModeActive) {
_endHintMode();
} else if (_isRevealVisible) {
_dismissPlayerReveal();
}
}
},
child: Stack(
children: [
// The main app content (Navigator, screens, etc.)
// Add bottom padding to account for bottom nav + mini player
Padding(
padding: const EdgeInsets.only(bottom: 0), // Content manages its own padding
child: widget.child,
),
// BottomNavigationBar is now in HomeScreen's Scaffold.bottomNavigationBar
// for proper Navigator/Overlay ancestry
// Blur backdrop for device selector (reveal mode) - static, no animation
if (_isRevealVisible && !_isHintModeActive)
Positioned.fill(
child: GestureDetector(
behavior: HitTestBehavior.opaque,
onTap: _dismissPlayerReveal,
child: BackdropFilter(
filter: ImageFilter.blur(sigmaX: 8.0, sigmaY: 8.0),
child: Container(
color: colorScheme.surface.withOpacity(0.5),
),
),
),
),
// Welcome/hint backdrop - shows IMMEDIATELY when first-time user is ready.
// Uses computed `shouldShowWelcomeBackdrop` which is true BEFORE _isHintModeActive,
// preventing the 1-frame gap where home screen would be visible.
if (shouldShowWelcomeBackdrop)
Positioned.fill(
child: TweenAnimationBuilder<double>(
// Hold solid for 2s, then fade to 0.5 over 1s
tween: Tween<double>(begin: 1.0, end: 0.5),
duration: const Duration(seconds: 3),
curve: const Interval(0.67, 1.0, curve: Curves.easeOut),
builder: (context, opacity, child) {
// Use theme-appropriate background color for seamless transition
final isDark = Theme.of(context).brightness == Brightness.dark;
final backdropColor = isDark
? const Color(0xFF1a1a1a) // Dark theme background
: colorScheme.surface; // Light theme surface
return BackdropFilter(
filter: ImageFilter.blur(sigmaX: 8.0, sigmaY: 8.0),
child: Container(
color: backdropColor.withOpacity(opacity),
),
);
},
),
),
// Welcome message during hint mode - two positioned sections with fade-in
// Top section: Logo and Welcome title (stays fixed at top area)
if (_isHintModeActive)
Positioned(
left: 24,
right: 24,
// Position logo section high up - about 1/3 from top
top: MediaQuery.of(context).size.height * 0.15,
child: FadeTransition(
opacity: CurvedAnimation(
parent: _welcomeFadeController,
curve: Curves.easeOut,
),
child: Column(
mainAxisSize: MainAxisSize.min,
children: [
// Ensemble logo - same as settings screen
Image.asset(
'assets/images/ensemble_icon_transparent.png',
width: MediaQuery.of(context).size.width * 0.5,
fit: BoxFit.contain,
),
const SizedBox(height: 24),
// Welcome title
Text(
S.of(context)!.welcomeToEnsemble,
style: theme.textTheme.headlineSmall?.copyWith(
color: Colors.white,
fontWeight: FontWeight.bold,
),
textAlign: TextAlign.center,
),
],
),
),
),
// Bottom section: Hint text and Skip button (only show once mini player is visible)
if (_isHintModeActive && _miniPlayerHintsReady)
Positioned(
left: 24,
right: 24,
// Position so skip button is ~32px above mini player, matching skip-to-miniplayer gap
// Use viewPadding to match BottomNavigationBar's height calculation
bottom: BottomSpacing.navBarHeight + BottomSpacing.miniPlayerHeight + MediaQuery.of(context).viewPadding.bottom + 32,
child: FadeTransition(
opacity: CurvedAnimation(
parent: _welcomeFadeController,
curve: Curves.easeOut,
),
child: Column(
mainAxisSize: MainAxisSize.min,
children: [
// Hint text
Text(
S.of(context)!.welcomeMessage,
style: theme.textTheme.bodyLarge?.copyWith(
color: Colors.white,
fontSize: 16,
height: 1.4,
),
textAlign: TextAlign.center,
),
const SizedBox(height: 32),
// Skip button - same gap above as below to mini player
TextButton(
onPressed: _endHintMode,
child: Text(
S.of(context)!.skip,
style: TextStyle(
color: Colors.white.withOpacity(0.7),
fontSize: 14,
),
),
),
],
),
),
),
// Player reveal overlay - renders BELOW mini player so cards slide behind it
if (_isRevealVisible)
PlayerRevealOverlay(
key: _revealKey,
onDismiss: _hidePlayerReveal,
// Use viewPadding to match BottomNavigationBar's height calculation.
// On detail screens the nav bar is hidden so exclude its height.
miniPlayerBottom: (context.read<ThemeProvider>().isOnDetailScreen ? 0.0 : BottomSpacing.navBarHeight) + MediaQuery.of(context).viewPadding.bottom + 12,
miniPlayerHeight: 64,
showOnboardingHints: _isOnboardingReveal,
// Pass pending action parameters for "Play On" functionality
onPlayerSelected: _pendingPlayerAction,
contextHint: _pendingContextHint,
contextHintIcon: _pendingHintIcon,
),
// Global player overlay - renders ON TOP so cards slide behind it
// Use Selector instead of Consumer to avoid rebuilds during animation
Selector<MusicAssistantProvider, ({bool isConnected, bool hasPlayer, bool hasTrack, bool hasCachedPlayers})>(
selector: (_, provider) => (
isConnected: provider.isConnected,
hasPlayer: provider.selectedPlayer != null,
hasTrack: provider.currentTrack != null,
hasCachedPlayers: provider.hasCachedPlayers,
),
builder: (context, state, child) {
// Show player if connected with a player, or if cached players exist (brief disconnect)
if ((!state.isConnected && !state.hasCachedPlayers) || !state.hasPlayer) {
// Reset expansion state to prevent stale values from causing
// invisible/non-interactive nav bar when connection restores.
// This fixes a bug where expanded player state persisted after
// disconnect, making nav bar opacity=0 and ignoring taps.
if (playerExpansionNotifier.value.progress != 0.0) {
playerExpansionNotifier.value = PlayerExpansionState(0.0, null, null);
}
return const SizedBox.shrink();
}
// Combine slide, bounce, and hint animations with ValueListenableBuilders
// This prevents full widget tree rebuilds - only ExpandablePlayer updates
return ValueListenableBuilder<double>(
valueListenable: _bounceOffsetNotifier,
builder: (context, bounceOffset, _) {
return ValueListenableBuilder<double>(
valueListenable: _hintOpacityNotifier,
builder: (context, hintOpacity, _) {
return AnimatedBuilder(
animation: _slideAnimation,
builder: (context, _) {
return ExpandablePlayer(
key: globalPlayerKey,
slideOffset: _slideAnimation.value,
bounceOffset: bounceOffset,
onRevealPlayers: _showPlayerReveal,
isDeviceRevealVisible: _isRevealVisible,
isHintVisible: hintOpacity > 0,
);
},
);
},
);
},
);
},
),
],
),
);
}
}