Files
Ensemble/lib/widgets/player/player_reveal_overlay.dart
ChrisandClaude Opus 4.6 49ccbc618a Reduce player reveal jitter and remove unused Maven mirrors
Simplify blur backdrop to static filter, defer color extraction until
after reveal animation, and use Selector to prevent unnecessary rebuilds.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-10 14:52:57 +00:00

580 lines
24 KiB
Dart

import 'dart:async';
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 '../../services/settings_service.dart';
import '../../theme/design_tokens.dart';
import '../../theme/palette_helper.dart';
import '../../constants/timings.dart';
import '../global_player_overlay.dart';
import 'player_card.dart';
/// Overlay that reveals all available players with a staggered slide-up animation.
/// Triggered by swiping down on the mini player or tapping the device button.
class PlayerRevealOverlay extends StatefulWidget {
final VoidCallback onDismiss;
final double miniPlayerBottom; // Bottom position of mini player
final double miniPlayerHeight;
final bool showOnboardingHints; // Show additional hints for first-time users
/// Callback when player is selected for a pending action (e.g., "Play On").
/// If null, selecting a player just switches to that player.
final void Function(dynamic player)? onPlayerSelected;
/// Context hint to display instead of default hints (e.g., "Select player to play album").
final String? contextHint;
/// Icon for context hint (default: play_circle_outline).
final IconData? contextHintIcon;
const PlayerRevealOverlay({
super.key,
required this.onDismiss,
required this.miniPlayerBottom,
required this.miniPlayerHeight,
this.showOnboardingHints = false,
this.onPlayerSelected,
this.contextHint,
this.contextHintIcon,
});
@override
State<PlayerRevealOverlay> createState() => PlayerRevealOverlayState();
}
class PlayerRevealOverlayState extends State<PlayerRevealOverlay>
with TickerProviderStateMixin {
late AnimationController _revealController;
late Animation<double> _revealAnimation;
late Animation<double> _backdropAnimation;
Timer? _refreshTimer;
// Track vertical drag for dismissal
bool _isDragging = false;
// Threshold for drag-to-dismiss (in animation value, 0.0-1.0)
static const double _dismissThreshold = 0.7;
// Scroll controller for when player list overflows
final ScrollController _scrollController = ScrollController();
bool _isScrollable = false;
// Cache extracted colors per player for per-device accent colors
final Map<String, ColorScheme?> _playerColors = {};
// Hint system
bool _showHints = true;
// PERF: Pre-cached static BoxShadow to avoid allocation per frame
static const BoxShadow _cardShadow = BoxShadow(
color: Color(0x33000000), // 20% black
blurRadius: 8,
offset: Offset(0, 2),
);
@override
void initState() {
super.initState();
// Load hint settings
SettingsService.getShowHints().then((value) {
if (mounted) setState(() => _showHints = value);
});
_revealController = AnimationController(
vsync: this,
);
// Quick smooth animation with subtle overshoot
_revealAnimation = CurvedAnimation(
parent: _revealController,
curve: Curves.easeOutCubic,
reverseCurve: Curves.easeInCubic,
);
_backdropAnimation = CurvedAnimation(
parent: _revealController,
curve: const Interval(0.0, 0.4, curve: Curves.easeOut),
);
// Start reveal animation first, then load colors after it settles
// (color extraction triggers setState which causes jitter during animation)
_revealController.duration = const Duration(milliseconds: 200);
_revealController.forward().then((_) {
if (mounted) _preloadColorsForPlayers();
});
// Auto-refresh player data
_refreshTimer = Timer.periodic(Timings.playerPollingInterval, (_) {
if (mounted) {
final provider = context.read<MusicAssistantProvider>();
provider.refreshPlayers();
provider.preloadAllPlayerTracks().then((_) => _preloadColorsForPlayers());
}
});
}
/// Extract accent colors from album art for each player
Future<void> _preloadColorsForPlayers() async {
final maProvider = context.read<MusicAssistantProvider>();
final isDark = Theme.of(context).brightness == Brightness.dark;
await maProvider.preloadAllPlayerTracks();
final players = maProvider.availablePlayers;
for (final player in players) {
if (_playerColors.containsKey(player.playerId)) continue;
final track = maProvider.getCachedTrackForPlayer(player.playerId);
if (track == null) continue;
final imageUrl = maProvider.getImageUrl(track, size: 128);
if (imageUrl == null) continue;
try {
final imageProvider = NetworkImage(imageUrl);
final schemes = await PaletteHelper.extractColorSchemes(imageProvider);
if (mounted && schemes != null) {
final colorScheme = isDark ? schemes.$2 : schemes.$1;
setState(() {
_playerColors[player.playerId] = colorScheme;
});
}
} catch (_) {
// Ignore color extraction errors
}
}
}
@override
void dispose() {
_revealController.dispose();
_refreshTimer?.cancel();
_scrollController.dispose();
super.dispose();
}
/// Animate reveal (called from parent)
void reveal() {
_revealController.duration = const Duration(milliseconds: 200);
_revealController.forward();
}
/// Animate dismissal and call callback when done
void dismiss() {
// Trigger single bounce on mini player when cards are ~70% collapsed
// This creates the effect of cards "landing" on the mini player
bool bounceFired = false;
void fireBounce() {
if (!bounceFired) {
bounceFired = true;
GlobalPlayerOverlay.triggerBounce();
}
}
void checkBounce() {
if (_revealController.value < 0.3) {
fireBounce();
}
}
// If user already dragged past bounce threshold, fire immediately
if (_revealController.value < 0.3) {
fireBounce();
}
_revealController.duration = const Duration(milliseconds: 150);
_revealController.addListener(checkBounce);
_revealController.reverse().then((_) {
_revealController.removeListener(checkBounce);
widget.onDismiss();
});
}
/// Check if scroll is at top (or not scrollable)
bool get _isAtTop {
if (!_isScrollable) return true;
if (!_scrollController.hasClients) return true;
return _scrollController.offset <= 0;
}
void _handleVerticalDragUpdate(DragUpdateDetails details) {
final delta = details.primaryDelta ?? 0;
// If scrollable and not at top, let scroll handle it
if (_isScrollable && !_isAtTop) {
// Scroll the list
if (_scrollController.hasClients) {
final newOffset = _scrollController.offset - delta;
_scrollController.jumpTo(newOffset.clamp(0.0, _scrollController.position.maxScrollExtent));
}
return;
}
// At top: check if trying to scroll down (view more) or dismiss
if (_isScrollable && delta < 0 && _scrollController.hasClients) {
// Swiping up (delta negative) = scroll down to see more players
final newOffset = _scrollController.offset - delta;
_scrollController.jumpTo(newOffset.clamp(0.0, _scrollController.position.maxScrollExtent));
return;
}
// Only process dismiss gesture when swiping DOWN (positive delta = finger moving down)
// Ignore swipe up when not scrollable - cards should stay fixed
if (delta <= 0) return;
// Swiping down = dismiss gesture - directly control animation controller
_isDragging = true;
// Convert drag delta to animation value change
// Use average card travel distance (~150px) as reference
const dragSensitivity = 150.0;
final valueDelta = delta / dragSensitivity;
// Decrease animation value (cards move down)
final newValue = (_revealController.value - valueDelta).clamp(0.0, 1.0);
_revealController.value = newValue;
}
void _handleVerticalDragEnd(DragEndDetails details) {
final velocity = details.primaryVelocity ?? 0;
// If not dragging (was scrolling), don't dismiss
if (!_isDragging) return;
_isDragging = false;
// Dismiss if dragged past threshold or with enough velocity
if (_revealController.value < _dismissThreshold || velocity > 500) {
HapticFeedback.lightImpact();
dismiss();
} else {
// Spring back to fully revealed
_revealController.duration = const Duration(milliseconds: 150);
_revealController.forward();
}
}
@override
Widget build(BuildContext context) {
final colorScheme = Theme.of(context).colorScheme;
final isDark = Theme.of(context).brightness == Brightness.dark;
// PERF Phase 4: Pre-compute hint colors outside animation loop
final hintColor = colorScheme.onSurface.withOpacity(0.7);
// Back gesture is handled at GlobalPlayerOverlay level
// Use Selector to only rebuild when the player list actually changes,
// not on every provider notification (prevents jitter during animation)
return Selector<MusicAssistantProvider, ({List<dynamic> players, String? selectedId, int playerCount})>(
selector: (_, p) => (
players: p.availablePlayers,
selectedId: p.selectedPlayer?.playerId,
playerCount: p.availablePlayers.length,
),
shouldRebuild: (prev, next) => prev.playerCount != next.playerCount || prev.selectedId != next.selectedId,
builder: (context, data, child) {
final maProvider = context.read<MusicAssistantProvider>();
final allPlayers = data.players;
final selectedPlayer = maProvider.selectedPlayer;
// Filter out the selected player - it's already shown in the mini player
final players = allPlayers
.where((p) => p.playerId != data.selectedId)
.toList();
// Default card colors - used when player doesn't have extracted colors
final defaultBgColor = colorScheme.primaryContainer;
final defaultTextColor = colorScheme.onPrimaryContainer;
// Calculate total stack height for animation
const cardHeight = 64.0;
const cardSpacing = 12.0;
final totalStackHeight = players.length * cardHeight + (players.length - 1) * cardSpacing;
// Calculate max available height (80% of screen minus mini player area)
final screenHeight = MediaQuery.of(context).size.height;
final statusBarHeight = MediaQuery.of(context).padding.top;
final bottomPadding = widget.miniPlayerBottom + widget.miniPlayerHeight + 20;
final maxListHeight = (screenHeight - statusBarHeight - bottomPadding) * 0.8;
// Determine if scrolling is needed
final needsScroll = totalStackHeight > maxListHeight;
// Update scrollable state (used by gesture handlers)
WidgetsBinding.instance.addPostFrameCallback((_) {
if (_isScrollable != needsScroll) {
_isScrollable = needsScroll;
}
});
// PERF Phase 4: Pre-compute player card data OUTSIDE AnimatedBuilder
// This avoids re-gathering player data every animation frame
final playerDataList = players.map((player) {
final isPlaying = player.state == 'playing';
final playerTrack = maProvider.getCachedTrackForPlayer(player.playerId);
String? albumArtUrl;
if (playerTrack != null && player.available && player.powered) {
albumArtUrl = maProvider.getImageUrl(playerTrack, size: 128);
}
final playerColorScheme = _playerColors[player.playerId];
final cardBgColor = playerColorScheme?.primaryContainer ?? defaultBgColor;
final cardTextColor = playerColorScheme?.onPrimaryContainer ?? defaultTextColor;
final isGrouped = maProvider.isPlayerManuallySynced(player.playerId);
return _PlayerCardData(
player: player,
playerTrack: playerTrack,
albumArtUrl: albumArtUrl,
isPlaying: isPlaying,
isGrouped: isGrouped,
cardBgColor: cardBgColor,
cardTextColor: cardTextColor,
);
}).toList();
return AnimatedBuilder(
animation: _revealAnimation,
builder: (context, child) {
final t = _revealAnimation.value;
return Stack(
children: [
// Backdrop - tap to dismiss (darkness handled by GlobalPlayerOverlay)
Positioned.fill(
child: GestureDetector(
onTap: dismiss,
behavior: HitTestBehavior.opaque,
child: const SizedBox.expand(),
),
),
// Player cards - positioned above mini player
Positioned(
left: 12,
right: 12,
bottom: widget.miniPlayerBottom + widget.miniPlayerHeight + 8,
child: GestureDetector(
onVerticalDragUpdate: _handleVerticalDragUpdate,
onVerticalDragEnd: _handleVerticalDragEnd,
child: Column(
mainAxisSize: MainAxisSize.min,
children: [
// Hint above player list - different for onboarding vs regular use
// Onboarding: show first-time hint (how to select)
// Regular: show sync hint (tap and hold to sync)
if (players.isNotEmpty && (_showHints || widget.showOnboardingHints))
Builder(
builder: (context) {
// Calculate slide offset to match the topmost card
const baseOffset = 80.0;
final hintDistanceToTravel = baseOffset + (players.length * (cardHeight + cardSpacing));
final hintSlideOffset = hintDistanceToTravel * (1.0 - t);
// Show different hint for onboarding vs regular use
final isOnboarding = widget.showOnboardingHints;
// PERF Phase 4: Use pre-computed hintColor
Widget buildHintRow(IconData icon, String text) {
return Row(
mainAxisSize: MainAxisSize.min,
children: [
Icon(
icon,
size: 18,
color: hintColor,
),
const SizedBox(width: 6),
Text(
text,
style: TextStyle(
color: hintColor,
fontSize: 16,
fontWeight: FontWeight.w500,
),
),
],
);
}
return Transform.translate(
offset: Offset(0, hintSlideOffset),
child: Padding(
padding: const EdgeInsets.only(bottom: 12),
child: Material(
type: MaterialType.transparency,
child: widget.contextHint != null
? buildHintRow(
widget.contextHintIcon ?? Icons.play_circle_outline,
widget.contextHint!,
)
: isOnboarding
? buildHintRow(Icons.touch_app_outlined, S.of(context)!.selectPlayerHint)
: Column(
mainAxisSize: MainAxisSize.min,
children: [
buildHintRow(Icons.lightbulb_outline, S.of(context)!.holdToSync),
const SizedBox(height: 4),
buildHintRow(Icons.lightbulb_outline, S.of(context)!.swipeToAdjustVolume),
],
),
),
),
);
},
),
// Build player cards - scrollable when overflow, otherwise static
// Using ListView.builder for many players: only builds visible items
// This significantly improves animation performance with 10+ players
// PERF Phase 4: Use pre-computed playerDataList
if (needsScroll)
ConstrainedBox(
constraints: BoxConstraints(maxHeight: maxListHeight),
child: ListView.builder(
controller: _scrollController,
physics: const ClampingScrollPhysics(),
itemCount: playerDataList.length,
// Fixed height per item for optimal scroll performance
itemExtent: cardHeight + cardSpacing,
itemBuilder: (context, index) {
final data = playerDataList[index];
// Animation: slide from behind mini player
// Only calculate for items that will be built (visible ones)
const baseOffset = 80.0;
final reverseIndex = playerDataList.length - 1 - index;
final distanceToTravel = baseOffset + (reverseIndex * (cardHeight + cardSpacing));
final slideOffset = distanceToTravel * (1.0 - t);
return Transform.translate(
offset: Offset(0, slideOffset),
child: Padding(
padding: const EdgeInsets.only(bottom: cardSpacing),
child: PlayerCard(
player: data.player,
trackInfo: data.playerTrack,
albumArtUrl: data.albumArtUrl,
isSelected: false,
isPlaying: data.isPlaying,
isGrouped: data.isGrouped,
backgroundColor: data.cardBgColor,
textColor: data.cardTextColor,
onTap: () {
HapticFeedback.mediumImpact();
if (widget.onPlayerSelected != null) {
widget.onPlayerSelected!(data.player);
} else {
maProvider.selectPlayer(data.player);
}
dismiss();
},
onLongPress: () {
HapticFeedback.mediumImpact();
maProvider.togglePlayerSync(data.player.playerId);
},
onPlayPause: () {
if (data.isPlaying) {
maProvider.pausePlayer(data.player.playerId);
} else {
maProvider.resumePlayer(data.player.playerId);
}
},
onSkipNext: () => maProvider.nextTrack(data.player.playerId),
onPower: () => maProvider.togglePower(data.player.playerId),
onVolumeChange: (volume) => maProvider.setVolume(data.player.playerId, (volume * 100).round()),
),
),
);
},
),
)
else
// Non-scrollable list for when players fit
// PERF Phase 4: Use pre-computed playerDataList
...List.generate(playerDataList.length, (index) {
final data = playerDataList[index];
// Animation: all cards start hidden behind mini player
// and fan out to their final positions with spring physics
const baseOffset = 80.0;
final reverseIndex = playerDataList.length - 1 - index;
final distanceToTravel = baseOffset + (reverseIndex * (cardHeight + cardSpacing));
// Use the elastic animation value directly (already has bounce)
final slideOffset = distanceToTravel * (1.0 - t);
return Transform.translate(
offset: Offset(0, slideOffset),
child: Padding(
padding: const EdgeInsets.only(bottom: 12),
child: PlayerCard(
player: data.player,
trackInfo: data.playerTrack,
albumArtUrl: data.albumArtUrl,
isSelected: false,
isPlaying: data.isPlaying,
isGrouped: data.isGrouped,
backgroundColor: data.cardBgColor,
textColor: data.cardTextColor,
onTap: () {
HapticFeedback.mediumImpact();
if (widget.onPlayerSelected != null) {
widget.onPlayerSelected!(data.player);
} else {
maProvider.selectPlayer(data.player);
}
dismiss();
},
onLongPress: () {
HapticFeedback.mediumImpact();
maProvider.togglePlayerSync(data.player.playerId);
},
onPlayPause: () {
if (data.isPlaying) {
maProvider.pausePlayer(data.player.playerId);
} else {
maProvider.resumePlayer(data.player.playerId);
}
},
onSkipNext: () => maProvider.nextTrack(data.player.playerId),
onPower: () => maProvider.togglePower(data.player.playerId),
onVolumeChange: (volume) => maProvider.setVolume(data.player.playerId, (volume * 100).round()),
),
),
);
}),
],
),
),
),
],
);
},
);
},
);
}
}
/// PERF Phase 4: Pre-computed player card data to avoid gathering per animation frame
class _PlayerCardData {
final dynamic player;
final dynamic playerTrack;
final String? albumArtUrl;
final bool isPlaying;
final bool isGrouped;
final Color cardBgColor;
final Color cardTextColor;
const _PlayerCardData({
required this.player,
required this.playerTrack,
required this.albumArtUrl,
required this.isPlaying,
required this.isGrouped,
required this.cardBgColor,
required this.cardTextColor,
});
}