119 lines
3.9 KiB
Dart
119 lines
3.9 KiB
Dart
import 'package:flutter/foundation.dart';
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import '../models/shader_preset.dart';
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import '../services/settings_service.dart';
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import '../services/shader_asset_loader.dart';
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/// Provider for managing shader preset state.
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///
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/// Persists the selected shader preset so it is restored across sessions.
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class ShaderProvider extends ChangeNotifier {
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late SettingsService _settingsService;
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ShaderPreset _savedPreset = ShaderPreset.none;
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ShaderPreset _currentPreset = ShaderPreset.none;
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List<ShaderPreset> _customPresets = [];
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bool _initialized = false;
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ShaderProvider() {
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_initialize();
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}
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Future<void> _initialize() async {
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_settingsService = await SettingsService.getInstance();
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// Load custom presets from storage
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final customData = _settingsService.getCustomShaderPresets();
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_customPresets = customData.map((json) => ShaderPreset.fromJson(json)).toList();
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final presetId = _settingsService.getGlobalShaderPreset();
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_savedPreset = findPresetById(presetId) ?? ShaderPreset.none;
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_currentPreset = _savedPreset;
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_initialized = true;
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notifyListeners();
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}
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/// Whether the provider has finished initializing
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bool get initialized => _initialized;
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/// The persisted shader preset
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ShaderPreset get savedPreset => _savedPreset;
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/// The currently active shader preset
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ShaderPreset get currentPreset => _currentPreset;
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/// All available shader presets (built-in + custom)
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List<ShaderPreset> get allPresets => [...ShaderPreset.allPresets, ..._customPresets];
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/// Custom shader presets only
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List<ShaderPreset> get customPresets => _customPresets;
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/// Whether any shader is currently enabled
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bool get isShaderEnabled => _currentPreset.type != ShaderPresetType.none;
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/// Find a preset by its ID, searching both built-in and custom presets.
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ShaderPreset? findPresetById(String id) {
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return ShaderPreset.fromId(id) ??
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_customPresets.cast<ShaderPreset?>().firstWhere((p) => p!.id == id, orElse: () => null);
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}
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/// Apply and persist a shader preset
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Future<void> setPreset(ShaderPreset preset) async {
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_savedPreset = preset;
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_currentPreset = preset;
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await _settingsService.setGlobalShaderPreset(preset.id);
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notifyListeners();
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}
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/// Update the current preset without persisting (e.g. toggling off temporarily)
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void setCurrentPreset(ShaderPreset preset) {
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if (_currentPreset.id != preset.id) {
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_currentPreset = preset;
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notifyListeners();
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}
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}
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/// Import a custom shader from a file path.
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/// Copies the file to the custom shaders directory and creates a preset.
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Future<ShaderPreset> importCustomShader(String filePath, String displayName) async {
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final storedFileName = await ShaderAssetLoader.importCustomShader(filePath);
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final id = 'custom_$storedFileName';
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final preset = ShaderPreset(id: id, name: displayName, type: ShaderPresetType.custom, fileName: storedFileName);
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_customPresets.add(preset);
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await _saveCustomPresets();
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notifyListeners();
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return preset;
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}
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/// Delete a custom shader preset and its file.
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Future<void> deleteCustomShader(ShaderPreset preset) async {
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if (preset.fileName != null) {
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await ShaderAssetLoader.deleteCustomShader(preset.fileName!);
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}
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_customPresets.removeWhere((p) => p.id == preset.id);
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await _saveCustomPresets();
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// Reset to none if the deleted preset was active
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if (_currentPreset.id == preset.id || _savedPreset.id == preset.id) {
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_savedPreset = ShaderPreset.none;
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_currentPreset = ShaderPreset.none;
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await _settingsService.setGlobalShaderPreset(ShaderPreset.none.id);
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}
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notifyListeners();
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}
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Future<void> _saveCustomPresets() async {
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final data = _customPresets.map((p) => p.toJson()).toList();
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await _settingsService.setCustomShaderPresets(data);
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}
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/// Reset to default (no shaders)
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Future<void> reset() async {
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await setPreset(ShaderPreset.none);
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}
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}
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