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plezy/lib/providers/shader_provider.dart
T

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Dart

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