Files
Ensemble/lib/widgets/global_player_overlay.dart

856 lines
34 KiB
Dart

import 'dart:async';
import 'dart:ui';
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
import 'package:provider/provider.dart';
import 'package:material_symbols_icons/symbols.dart';
import '../l10n/app_localizations.dart';
import '../providers/music_assistant_provider.dart';
import '../providers/navigation_provider.dart';
import '../services/settings_service.dart';
import '../theme/theme_provider.dart';
import 'expandable_player.dart';
import 'player/mini_player_content.dart' show MiniPlayerLayout;
import 'player/player_reveal_overlay.dart';
/// Cached color with contrast adjustment
/// Avoids expensive HSL conversions during scroll
class _CachedNavColor {
Color? _sourceColor;
bool? _isDark;
Color? _adjustedColor;
Color getAdjustedColor(Color sourceColor, bool isDark) {
// Return cached value if inputs haven't changed
if (_sourceColor == sourceColor && _isDark == isDark && _adjustedColor != null) {
return _adjustedColor!;
}
// Compute new adjusted color
var navSelectedColor = sourceColor;
if (isDark && navSelectedColor.computeLuminance() < 0.2) {
final hsl = HSLColor.fromColor(navSelectedColor);
navSelectedColor = hsl.withLightness((hsl.lightness + 0.3).clamp(0.0, 0.8)).toColor();
} else if (!isDark && navSelectedColor.computeLuminance() > 0.8) {
final hsl = HSLColor.fromColor(navSelectedColor);
navSelectedColor = hsl.withLightness((hsl.lightness - 0.3).clamp(0.2, 1.0)).toColor();
}
// Cache the result
_sourceColor = sourceColor;
_isDark = isDark;
_adjustedColor = navSelectedColor;
return navSelectedColor;
}
}
final _cachedNavColor = _CachedNavColor();
/// 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;
return Consumer<MusicAssistantProvider>(
builder: (context, maProvider, _) {
final isConnected = maProvider.isConnected;
final hasSelectedPlayer = maProvider.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,
),
// Global persistent bottom navigation bar - positioned at bottom
// Hide when: not connected OR showing welcome screen
// Always show when connected so users can access Settings/Library even without a player
if (isConnected && !shouldShowWelcomeBackdrop)
Positioned(
left: 0,
right: 0,
bottom: 0,
child: ListenableBuilder(
listenable: navigationProvider,
builder: (context, _) {
return Consumer<ThemeProvider>(
builder: (context, themeProvider, _) {
final isDark = Theme.of(context).brightness == Brightness.dark;
return ValueListenableBuilder<PlayerExpansionState>(
valueListenable: playerExpansionNotifier,
builder: (context, expansionState, _) {
// Nav bar color logic - only use adaptive colors when:
// 1. Player is expanding/expanded, OR
// 2. On a detail screen (isOnDetailScreen)
// On home screen with collapsed player: always use default theme colors
final bool useAdaptiveColors = themeProvider.adaptiveTheme &&
(expansionState.progress > 0 || themeProvider.isOnDetailScreen);
// Nav bar background color
final Color navBgColor;
if (expansionState.progress > 0 && expansionState.backgroundColor != null) {
// Player is expanding - blend from surface to player's adaptive color
navBgColor = Color.lerp(colorScheme.surface, expansionState.backgroundColor, expansionState.progress)!;
} else if (useAdaptiveColors) {
// On a detail screen - use adaptive surface color for nav bar
final adaptiveBg = themeProvider.getAdaptiveSurfaceColorFor(Theme.of(context).brightness);
navBgColor = adaptiveBg ?? colorScheme.surface;
} else {
// Home screen with collapsed player - use default surface color
navBgColor = colorScheme.surface;
}
// Icon color - only use adaptive colors when appropriate
final Color baseSourceColor = (useAdaptiveColors && themeProvider.adaptiveColors != null)
? themeProvider.adaptiveColors!.primary
: colorScheme.primary;
// Blend icon color with player's primary color during expansion
Color sourceColor = baseSourceColor;
if (themeProvider.adaptiveTheme && expansionState.progress > 0 && expansionState.primaryColor != null) {
sourceColor = Color.lerp(baseSourceColor, expansionState.primaryColor!, expansionState.progress)!;
}
final navSelectedColor = _cachedNavColor.getAdjustedColor(sourceColor, isDark);
// Fade out and slide down nav bar as player expands
// Use IgnorePointer when faded to prevent accidental taps
final navOpacity = (1.0 - expansionState.progress * 2).clamp(0.0, 1.0);
final navSlideDown = expansionState.progress * 20; // Slide down 20px as it fades
return IgnorePointer(
ignoring: navOpacity < 0.1,
child: Transform.translate(
offset: Offset(0, navSlideDown),
child: Opacity(
opacity: navOpacity,
child: Container(
decoration: BoxDecoration(
color: navBgColor,
boxShadow: expansionState.progress < 0.5
? [
BoxShadow(
color: Colors.black.withOpacity(0.1),
blurRadius: 10,
offset: const Offset(0, -2),
),
]
: null,
),
child: BottomNavigationBar(
currentIndex: navigationProvider.selectedIndex,
onTap: (index) {
if (GlobalPlayerOverlay.isPlayerExpanded) {
GlobalPlayerOverlay.collapsePlayer();
}
navigationProvider.navigatorKey.currentState?.popUntil((route) => route.isFirst);
// Clear adaptive colors when switching tabs (detail screen colors shouldn't persist)
themeProvider.clearAdaptiveColors();
if (index == 3) {
GlobalPlayerOverlay.hidePlayer();
} else if (navigationProvider.selectedIndex == 3) {
GlobalPlayerOverlay.showPlayer();
}
navigationProvider.setSelectedIndex(index);
},
backgroundColor: Colors.transparent,
selectedItemColor: navSelectedColor,
unselectedItemColor: colorScheme.onSurface.withOpacity(0.54),
elevation: 0,
type: BottomNavigationBarType.fixed,
selectedFontSize: 12,
unselectedFontSize: 12,
items: [
BottomNavigationBarItem(
icon: const Icon(Icons.home_outlined),
activeIcon: const Icon(Icons.home_rounded),
label: S.of(context)!.home,
),
BottomNavigationBarItem(
icon: const Icon(Symbols.book_2, fill: 0),
activeIcon: const Icon(Symbols.book_2, fill: 1),
label: S.of(context)!.library,
),
BottomNavigationBarItem(
icon: const Icon(Icons.search_rounded),
activeIcon: const Icon(Icons.search_rounded),
label: S.of(context)!.search,
),
BottomNavigationBarItem(
icon: const Icon(Icons.settings_outlined),
activeIcon: const Icon(Icons.settings_rounded),
label: S.of(context)!.settings,
),
],
),
),
),
),
);
},
);
},
);
},
),
),
// 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
miniPlayerBottom: 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})>(
selector: (_, provider) => (
isConnected: provider.isConnected,
hasPlayer: provider.selectedPlayer != null,
hasTrack: provider.currentTrack != null,
),
builder: (context, state, child) {
// Only show player if connected and has a selected player
if (!state.isConnected || !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,
);
},
);
},
);
},
);
},
),
],
),
);
},
);
}
}