games/packages/feature_common/lib/screens/ranking_screen.dart
2025-11-14 18:03:50 +09:00

152 lines
5.4 KiB
Dart

// packages/feature_common/lib/screens/ranking_screen.dart
import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import 'package:service_api/service_api.dart';
class RankingScreen extends StatefulWidget {
// 🔽 [수정] 생성자에서 3개의 값을 주입받음
final String gameType; // 'SUDOKU' 또는 'SPIDER'
final List<GameDifficulty> difficulties; // 표시할 난이도 목록
final String? initialDifficultyName; // 랭킹 버튼 클릭 시 전달된 초기값
const RankingScreen({
super.key,
required this.gameType,
required this.difficulties,
this.initialDifficultyName,
});
@override
State<RankingScreen> createState() => _RankingScreenState();
}
class _RankingScreenState extends State<RankingScreen> {
final PuzzleService _puzzleService = PuzzleService();
late Future<List<GameRankDto>> _rankingFuture;
late String _selectedDifficultyName;
@override
void initState() {
super.initState();
// 🔽 [수정] 주입받은 난이도 목록(widget.difficulties)을 사용
String defaultDifficultyName = widget.initialDifficultyName ?? widget.difficulties.first.name;
if (!widget.difficulties.any((d) => d.name == defaultDifficultyName)) {
defaultDifficultyName = widget.difficulties.first.name;
}
_fetchRanksForDifficulty(defaultDifficultyName);
}
void _fetchRanksForDifficulty(String difficultyName) {
setState(() {
_selectedDifficultyName = difficultyName;
// 🔽 [수정] 선택된 이름으로 contextId를 찾음
final String contextId = widget.difficulties
.firstWhere((d) => d.name == difficultyName)
.contextId;
// 🔽 [수정] 주입받은 widget.gameType 사용
_rankingFuture = _puzzleService.fetchRanks(widget.gameType, contextId);
});
}
String _formatTime(int seconds) {
final min = (seconds ~/ 60).toString().padLeft(2, '0');
final sec = (seconds % 60).toString().padLeft(2, '0');
return '$min:$sec';
}
String _formatScore(int? storedScore) {
int score = 5 - (storedScore ?? 5);
return 'SCORE: $score';
}
@override
Widget build(BuildContext context) {
context.watch<ThemeNotifier>();
final theme = Theme.of(context);
return Scaffold(
appBar: AppBar(title: Text('${widget.gameType} 랭킹')),
body: Column(
children: [
// 1. 난이도 선택 Dropdown
Padding(
padding: const EdgeInsets.all(16.0),
child: DropdownButton<String>(
value: _selectedDifficultyName,
isExpanded: true,
// 🔽 [수정] 주입받은 widget.difficulties로 메뉴 생성
items: widget.difficulties.map((level) {
return DropdownMenuItem<String>(
value: level.name,
child: Text(level.name),
);
}).toList(),
onChanged: (String? newValue) {
if (newValue != null) {
_fetchRanksForDifficulty(newValue);
}
},
),
),
// 2. 랭킹 리스트 (이하 build 로직은 원본과 동일)
Expanded(
child: FutureBuilder<List<GameRankDto>>(
future: _rankingFuture,
builder: (context, snapshot) {
if (snapshot.connectionState == ConnectionState.waiting) {
return const Center(child: CircularProgressIndicator());
}
if (snapshot.hasError) {
return Center(child: Text('랭킹 로딩 실패: ${snapshot.error}'));
}
if (!snapshot.hasData || snapshot.data!.isEmpty) {
return const Center(child: Text('등록된 랭킹이 없습니다.'));
}
final ranks = snapshot.data!;
return ListView.builder(
itemCount: ranks.length,
itemBuilder: (context, index) {
final rank = ranks[index];
return ListTile(
leading: Text(
'${index + 1}.',
style: const TextStyle(fontSize: 16, fontWeight: FontWeight.bold),
),
title: Text(rank.playerName, style: const TextStyle(fontSize: 18)),
trailing: Column(
mainAxisAlignment: MainAxisAlignment.center,
crossAxisAlignment: CrossAxisAlignment.end,
children: [
Text(
_formatTime(rank.primaryScore),
style: TextStyle(
fontSize: 16,
fontWeight: FontWeight.bold,
color: theme.primaryColor
),
),
Text(
_formatScore(rank.secondaryScore),
style: TextStyle(
fontSize: 12,
color: theme.textTheme.bodySmall?.color
),
),
],
),
);
},
);
},
),
),
],
),
);
}
}