presentation/widgets/common/common_widgets library
Barrel export for the "common widgets" kit — a set of generic, game-agnostic candy-styled widgets any project built on this base can import in one line:
import 'package:roy_casual_kit/presentation/widgets/common/common_widgets.dart';
Classes
- AchievementUnlockListener
-
Wraps child and shows a ToastBanner every time
AchievementService.onUnlockfires (IDEA-43) — the ready-to-use on-screen counterpart toAchievementService, which the rest of the kit had no widget consuming at all before this. - AdaptiveGameHud
-
Places HUD content (HudSlot.topStart/
topCenter/topEnd/bottom/side/overlay) so a game doesn't have to hand-roll safe-area, notch, keyboard-inset, text-scale, RTL, and orientation handling itself every time it adds a HUD element (FEAT-52). - AppVersionGateOverlay
-
Wraps child with a blocking/dismissible overlay driven by
decision — takes plain data (same "widgets take data, caller owns the
service" convention as
EnergyBar/LevelSelectGrid), never readsAppVersionGateControlleritself. - AsyncCommonButton
-
A CommonButton wrapper that drives itself through
AsyncButtonStatus.loading/
success/erroraround an async onPressed callback — the state machine BackupRestorePanel and similar hand-rolled per-widget before this existed (FEAT-50). Ignores a tap while not AsyncButtonStatus.idle (a rapid double-tap can't start a second onPressed call, and a tap during the success/error cooldown is ignored too, not queued). - AvatarFrame
-
Circular avatar wrapping an arbitrary child (typically an
Image,Icon, or initialsText) with a decorative colored ring around it — for player profile displays. - BackupRestorePanel
-
UI for the save-backup flow
StorageService.exportAll()/importAll()andsave_integrity.dart's HMAC sign/verify already support at the core layer but have no widget to drive them from. - BadgeDot
-
Small round dot signaling "something's new"/"unclaimed reward" — placed
inside a Stack wrapping the caller's own icon/widget (e.g.
Stack(children: [Icon(...), Positioned( top: -2, right: -2, child: BadgeDot())])). Does not position itself. - BottomSheetPanel
- Candy-styled panel for the bottom of a sheet: rounded top corners, a drag handle bar, NeonTheme.card background. Pure visual container — pair it with showCommonBottomSheet to actually present it.
- CandyTextField
-
Candy-styled text input — NeonTheme.card background, rounded border,
glow when focused — for player-name entry, redeem codes, feedback forms,
etc. Fills the "Buttons & Interactive" category's one remaining gap
(every other control there has a candy-styled equivalent; text entry
previously had none, forcing a bare Material
TextField). - CandyToggleSwitch
-
A candy-styled on/off switch: pill track + a round thumb that slides
left/right, replacing Material's default
Switch/SwitchListTilewhen visual style needs to match the candy widget kit. - CircularProgressRing
- Ring-shaped progress indicator (custom-painted, not the default CircularProgressIndicator) — used for a countdown timer / daily quest ring, with a label/icon centered inside it. Animates the arc when progress changes via TweenAnimationBuilder.
- CoinFlyOverlay
-
N icon "coins" fly from a source point to a target's current on-screen
position — read from a GlobalKey via
RenderBox.localToGlobal, the same technique used elsewhere in Flutter for this — staggered slightly so they read as individual coins instead of one blob. FEAT-12's "coin fly toCurrencyCounter" reward juice. - ComboHeatBackground
-
Reactive background that lerps between a "cool" and "hot" color as
heat rises (IDEA-08) — the caller computes heat from whatever combo/
streak mechanic it has (e.g.
min(1.0, comboCount / 10)); this widget has no idea what a "combo" is, matching VictoryCardTemplate's convention of taking caller-computed values rather than inventing game-specific mechanics. - CommonButton
-
Shared button widget, with more variants than NeonButton (NeonButton
stays as-is, this doesn't replace it).
primary/secondary/dangerare rounded pills with a label (secondary = outline/light background instead of a solid gradient, danger = red tone);iconis a round icon-only button (settings/close/...). - CommonListTile
- Styled list row for a settings row / leaderboard row / etc — candy-themed replacement for the default Material ListTile. When filled is true the row gets a NeonTheme.card background + rounded corners (a standalone "card row"); when false the background is transparent (for rows already inside a PanelCard or other container, e.g. a divided list).
- ConfettiOverlay
-
Full-screen confetti burst — N colored paper pieces rain down from the
top, sway, spin, and fade out; the effect stops and hides itself after
duration (unlike
NeonBg/AuroraBgLayer, which run forever). Drop it in aStackover a win/level-complete screen; give it a fresh key each time you want to retrigger it (a new key mounts a fresh particle set and ticker instead of reusing a finished one). - ConfettiParticle
-
One confetti piece's fixed randomized traits, generated once at spawn.
Motion at any time
tis a pure function of these traits (see confettiOffsetAt/confettiRotationAt/confettiOpacityAt) so the simulation is deterministic and unit-testable without building a widget. - ConsentBanner
-
Wraps child and shows a one-time GDPR/CCPA-style consent banner
(IDEA-69) before any ConsentCategory the app might gate analytics or
personalization behind is ever decided —
ConsentStateServicehas the state (grant/deny/reset) andConsentGatedAnalyticsProviderhas the enforcement, but nothing in the kit actually asked the player until this widget. - CooldownCountdownChip
-
Adapter over CountdownChip for a keyed cooldown read from
PersistentCooldownService— takes plain remaining data rather than reaching into the service directly (same convention asEnergyBar/LevelSelectGrid: widgets take data, callers own the GetX service). - CountdownChip
-
Chip that live-counts down to target, formatted through the shared
fmtDur (no reimplemented duration formatting). Ticks every second via
an internal
Timer.periodic, cancels it indispose(and on reaching zero) so it never lingers past unmount, and calls onDone exactly once when the countdown reaches zero. - CurrencyCounter
-
Icon + a currency amount, smoothly counting up/down when value changes
(instead of jumping instantly) — a generic replacement for the old
CoinChip(removed because it was tightly bound to specific game state). Doesn't know what coins/gems are itself, it just displays a number. - DailyLoginCalendarWidget
-
Read-only 7-day (configurable via cycleLength) login-streak calendar —
a pure display widget, it holds no streak state of its own. The caller
reads
DailyLoginServiceand hands in currentStreakDay/ claimedDaysInCycle/canClaimToday, matching this kit's convention (seeLevelSelectGrid) of widgets taking plain data rather than reaching into a GetX service directly. - EmptyStatePlaceholder
-
Centered icon + message for "no data yet" states (empty leaderboard, no
achievements unlocked, ...). Icon sits in a soft circular badge, mirroring
the icon treatment in NeonDialog.panel (
neon_dialog.dart). - EnergyBar
-
Row of
maxEnergyheart pips (filled up tocurrentEnergy, dimmed beyond), plus a live-tickingmm:sscountdown to the next regen point — a pure display widget, it holds no energy state of its own. The caller readsEnergyServiceand hands in currentEnergy/maxEnergy/ timeUntilNextEnergy/hasInfiniteLives, matching this kit's convention (seeLevelSelectGrid/DailyLoginCalendarWidget) of widgets taking plain data rather than reaching into a GetX service directly. - FloatingComboText
- Combo/score text ("+10", "Combo x3") that floats up and fades out in place, then removes itself — the FEAT-12 coin-fly widget flies to a target, this one just pops where it appears (cheap but effective "game-feel" juice).
- GameOverCardTemplate
-
Pre-built "game over" card — the loss/retry counterpart to
PanelCard-based
VictoryCardTemplatefor a level-complete moment. Deliberately smaller: no avatar/QR/share wiring (a losing moment has no invite-link/share use case), just a headline, optional message and stat lines, plus one or two action buttons (typically "Retry" and "Home"). - HoldToConfirmButton
- A button that only fires onConfirm after being held down for duration — for a reset/delete/purchase action a stray tap shouldn't be able to trigger.
- IconBadgeButton
-
Round icon button (e.g. settings/shop) that can carry a small badge in
its corner — a plain notification dot (
showBadge), or a count (badgeCount) when a number is needed. - InventoryGrid
-
A data-driven grid over an InventorySnapshot — like QuestViewModel/
LeaderboardEntry, this widget holds no game logic or catalog of its own; itemBuilder is the caller's own renderer (item icon, rarity frame, stack count, equipped badge — this package doesn't ship a concrete item catalog, seeItemDefinition's doc), and a tap never mutates anything here — the caller's own tap handler is expected to callInventoryService.consume/setEquipped/moveSlotitself. - LeaderboardEntry
-
One caller-supplied leaderboard row — rank, name and score are already
formatted/localized strings (same convention as
VictoryCardTemplate'sstatLines: this widget never invents ranking or number formatting). - LeaderboardList
-
Pure, data-driven leaderboard display (rank + name + score + optional
avatar), candy-styled to match the rest of
common/. Composes AvatarFrame for the avatar slot; ranking/scoring logic and data all come from the consumer app. - LevelNodeButton
-
One round level node — the world-map/level-select building block. Shows
the level number, or a lock glyph (and blocks tap) when state is
locked, plus a mini StarRating badge underneath oncecompleted. - LevelSelectGrid
-
Read-only grid of LevelNodeButtons for a world-map/level-select screen
— a pure display widget, it holds no progress state itself. states
gives each level's LevelState in order (level 1 at index 0);
starsEarnedByLevel optionally maps a 1-based level number to its
earned star count. onLevelTap fires with the 1-based level number of
whichever
unlocked/completednode was tapped —lockednodes never fire it. - LevelUpCelebration
-
One LevelUpEvent plus the extra presentation detail
LevelUpOverlayController needs that LevelUpEvent itself doesn't
carry: where its XP bar starts filling FROM. Every level after the
first in a queue starts a fresh bar at 0 — only the very first queued
event might start partway through (wherever the player's bar actually
was right before the
grantXpcall that crossed it). - LevelUpOverlay
-
Renders LevelUpOverlayController's sequence over child — same
in-tree-overlay pattern as
NeonDialog/SceneTransitionOverlay(seeCLAUDE.md's "Dialog pattern" note), so it also works over a full-screen FlameGameWidget. - LevelUpOverlayController
-
Pure state machine driving LevelUpOverlay — no
Animation/BuildContexthere, so it's unit-testable without pumping a widget tree (same shape asSceneTransitionController, FEAT-58). - LoadingOverlay
- Full-screen dimmed barrier + centered candy-styled spinner.
- NetworkStatusBanner
- Thin banner pinned to the top of the screen, shown while connected is false (e.g. so a silent cloud-save failure isn't a confusing "why didn't my progress save?" moment).
- PaginatedDotsIndicator
-
N dots for a paginated carousel/onboarding flow — the dot at
currentIndex renders bigger/brighter than the rest. Pure presentation:
does not own a
PageControlleritself, the caller wires it up viaPageView.onPageChangedand passes the resulting index in. - PanelCard
- Generic rounded card/panel — the building-block container most screens wrap content in. Background is NeonTheme.card (or NeonTheme.cardAlt via alt), with a NeonTheme.drop shadow and an optional colored borderColor accent ring.
- PauseOverlay
-
Pause panel wired directly to GameSessionController — the pause
button/system-lifecycle-pause round trip this repo already has (see
game_session_controller.dart's own RoyLifecycleCoordinator hook) gets exactly one visible UI on top of it. Caller mounts this unconditionally inside their ownStack(same "always mounted,NeonDialog.overlaySlotanimates the panel in/out" convention as every other in-tree overlay in this kit) — it decides on its own, from session, whether to show: - ProgressBarStars
- Rounded pill-shaped progress bar with 1-3 star markers along the track — a marker the fill has passed lights up (filled), otherwise it stays a dim outline. Used for world progress / event tracks like "reach 33%/66%/100% to unlock a star".
- QuestBoardPanel
-
Displays a list of QuestViewModels — progress bar + a Claim button
that's only enabled once a quest is completed and unclaimed — the
ready-to-use on-screen counterpart to
DailyQuestService(IDEA-29), which previously had no widget consuming it at all. - QuestViewModel
-
One caller-supplied quest row — label/progress/target/claimed are
already resolved by the caller (typically read straight off
DailyQuestService.progressOf/targetOf/isClaimedfor id); this widget never talks to that service directly, same "pure/data-driven, caller owns the source of truth" convention as LeaderboardEntry. - ReactiveEnergyBar
- Service-bound freshness wrapper for EnergyBar (BUG-95).
- RetryErrorState
-
Data-driven "this failed, here's why, try again" panel — composed from
EmptyStatePlaceholder (same icon-badge/title/message chrome every other
empty/error state in this kit already uses) plus an optional
AsyncCommonButton retry action, which is what actually gives "rapid tap
doesn't run the retry twice" for free (see
async_common_button.dart's own re-entry guard) — this widget adds no tap-guarding of its own. - ReviewPromptTrigger
-
Wraps child and calls maybeRequestReview every time
winStreakEvents fires (ENH-87) — the ready-to-use widget counterpart
to
in_app_review_helper.dart's decision logic, which the rest of the kit had no widget consuming at all before this. Same "core service has timing logic → widget listener wired to it" pattern asAchievementUnlockListener/AchievementService. - RewardChoiceOption
- One choosable reward option in a RewardChoicePanel. Immutable — the panel never mutates these, only tracks which ids are selected/claimed separately.
- RewardChoicePanel
-
Lets a player pick one (or, with multiSelect, several) reward from
options, then confirm — this panel only ever hands back the chosen
ids via onConfirm; actually granting the reward is the caller's
job (typically a
RewardTransactionPipeline.grant()call keyed off those ids), matching this repo's "widgets don't self-grant" convention (see CLAUDE.md). - RewardPopup
-
Celebration popup (level-up, reward unlocked, ...) — a panel layout like
NeonDialog.panel(roundedNeonTheme.cardcard, colored border, glow+drop shadow, title/message) but a standalone widget that doesn't route throughNeonDialog, since it needs the confetti burst effect radiating around the panel, whichNeonDialogdoesn't support. content is a free slot — the caller drops in aStarRating/CurrencyCounter/... - RibbonBadge
-
Diagonal corner-ribbon overlay (e.g. "NEW"/"SALE"/"BEST VALUE") wrapping
any child — shop/IAP item badge. Draws into its own internal Stack
sized to child, independent of any Stack the caller might have
(avoids the caller-owned-
Stackcoupling problem noted for LoadingOverlay/ENH-03 — just wrap:RibbonBadge(text: 'SALE', child: myCard)). - SaveHealthCard
- A small self-contained diagnostic card (IDEA-59) for "is the player's save currently healthy" — the question support/QA gets asked after a "I lost my progress" report, without needing a dev to pull device logs.
- SaveHealthCardState
- SceneTransitionController
-
Pure state machine driving SceneTransitionOverlay — no
Animation/BuildContexthere, so it's unit-testable without pumping a widget tree. - SceneTransitionOverlay
-
Fades a full-screen barrier over child while a controller-driven
transition runs, showing progress while loading or RetryErrorState on
failure — see
CLAUDE.md's "Dialog pattern" note for why this is an in-tree overlay (works over a full-screen FlameGameWidget) rather than a pushed route, same reasoning asNeonDialog. - ScreenShake
-
Wraps child in a
Transform.translatedriven by controller. Ticks aTickeronly while a shake is actually decaying (stops oncecontroller.offsetAt(...)returns Offset.zero, not left running forever). Respects NeonTheme.reducedMotion — when on, renders child unchanged regardless of what controller does, same as the decorative shader layers (ShaderTickerLayerState). - ScreenShakeController
-
Per-screen/per-widget-tree shake controller (IDEA-08) — a plain
ChangeNotifierthe caller creates and owns (like aTextEditingController), not a globalGetxServicesingleton, since screen-shake state is local to whatever's shaking (a board, a card, a whole screen), not app-wide. - SectionHeader
- Bold section title + optional trailing action (e.g. a "See all" button) — for grouping sections of a screen ("Daily Rewards", "Leaderboard", ...).
- SegmentedTabBar
- A 2-4 item pill tab bar (e.g. mode selection) — the active item is highlighted by an animated sliding background pill, the rest are plain text.
- ShimmerPlaceholder
- Skeleton-loading block for list/grid content that hasn't finished loading yet (a shop item row, a level list waiting on a cloud-save sync) — unlike LoadingOverlay (a full-screen barrier), this sits in-place as a stand-in for the real content.
- ShopItemCard
-
Ready-made shop/IAP grid item: icon + title + price pill, composed from
PanelCard + CommonButton (and optionally RibbonBadge) rather than
every app re-assembling those by hand. Pure presentation — priceLabel
is a caller-formatted string (e.g.
"$0.99"), and onBuy is just a callback; this widget never calls intoin_app_purchaseitself (that's FEAT-01's job). - SoundToggleFab
-
Small floating round button toggling AudioManager's mute state —
speaker icon flips on/off, tap calls
toggleMute(). Uses AudioManager.maybe (the null-safe accessor): renders nothing if audio hasn't been registered instead of throwing, so a gameplay screen can drop this in unconditionally. - SpotlightHolePainter
-
Cuts a rounded-rect hole out of a full-screen dim scrim using
Path.combine'sdifferenceop. Public (rather than the usual underscore-private painter convention in this file's siblings) so a widget test can pull.holeback off the mounted CustomPaint and assert it against the target's realRenderBoxbounds. - SpotlightOverlay
- Onboarding/tutorial coach-mark: dims the whole screen except a highlighted "hole" cut around a target widget's actual on-screen bounds, plus a guidance callout with a dismiss button.
- SquashStretch
-
Non-uniform "squash" wrapper (IDEA-08) — unlike PressableScale's
uniform scale-down, this squishes horizontally (scaleX up, scaleY down)
on tap-down, then a real SpringSimulation (not a fixed
Curve) bounces it back to(1.0, 1.0)on release, carrying over whatever velocity the spring already had (so a quick re-tap doesn't reset to a dead stop). - StarRating
- A row of N stars (usually 3) — the first earned stars are lit/glowing, the rest are a dim outline. The classic "level complete, got 2/3 stars" look. animate = true makes each star pop in with a staggered delay after the previous one (used right after earning the reward); false draws it statically (already earned earlier, shown again without replaying the animation).
- StreakCounter
-
Fire icon + a streak day count (consecutive logins, ...). Same
layout/spacing as CurrencyCounter, but instead of counting up it pops
(scale bounce) whenever days increases — a reward moment, same spirit
as
StarRating's pop-in. - ToastBanner
- Small candy-styled toast banner + a static ToastBanner.show helper.
- TooltipBubble
- Small candy-styled speech-bubble container for coach-mark/hint use cases.
- TutorialSequence
- Orchestrates a multi-step onboarding tutorial by showing one SpotlightOverlay at a time for whatever step controller is currently on — composes SpotlightOverlay rather than reimplementing its highlight/callout logic; this widget is purely the step-advancing state machine around it.
- TutorialSequenceController
-
Plain
ChangeNotifierthe caller creates and owns (like aTextEditingController, same pattern as ScreenShakeController inscreen_shake.dart) — drives which step of a TutorialSequence is showing, if any. - TutorialStep
- One step of a TutorialSequence — same fields as SpotlightOverlay (which this composes, not reimplements), minus SpotlightOverlay.onDismiss (the sequence supplies that itself, wired to advance to the next step).
- VictoryCardTemplate
-
Pre-built "victory card" a game can drop straight in for a level-complete
/ result screen, then screenshot + share via the existing pipeline in
share_helper.dart. This widget only renders — it has no idea a share pipeline exists. - WheelSegment
-
One slice of a WheelSpinner — caller-supplied, same convention as
LeaderboardEntry/VictoryCardTemplate.statLines: this widget never invents reward values or odds, it only renders and animates. - WheelSpinner
- A candy-styled "wheel of fortune" — draws its own pie-slice wheel via CustomPaint (no extra package dependency), spins to whatever index controller requests, and reports the landed WheelSegment via onSpinEnd. A fixed pointer marks the winning slice at the top; the wheel itself is the only thing that rotates.
- WheelSpinnerController
-
Plain
ChangeNotifierthe caller creates and owns (like aTextEditingController, same pattern asScreenShakeControllerinscreen_shake.dart) — triggers a spin on the WheelSpinner it's attached to. - WheelSpinnerPainter
-
Public (rather than the usual underscore-private painter convention in
this file's siblings) so a widget test can pull
.segmentsback off the mounted CustomPaint — same testability reason asSpotlightOverlay'sSpotlightHolePainter.
Enums
- AsyncButtonStatus
- AsyncCommonButton's current phase.
- CommonButtonVariant
- Button style: 3 labeled pill variants + 1 icon-only round variant.
- ConfettiShape
- Confetti piece shape — mixed randomly so a burst isn't visually uniform.
- HoldToConfirmShape
-
Visual style of the fill-progress indicator while HoldToConfirmButton
is being held.
radialdraws a ring around a circular icon button (the classic "hold to delete" shape);linearfills a pill from the left, like CommonButton's shape. - HudBreakpoint
- Coarse layout mode AdaptiveGameHud switches between — compact hides HudSlot.side (no room for it), expanded shows every slot. Driven by width alone (see AdaptiveGameHud.compactBreakpointWidth) rather than orientation, since an orientation change on the same device already changes width — a separate orientation check would just be a second source of truth for the same decision.
- HudSlot
- Named regions AdaptiveGameHud arranges HUD content into (FEAT-52).
- LevelState
- Progress state of a single level node in a LevelSelectGrid — the grid holds no progress logic of its own, this is what the caller's own save/progress system hands in per level.
- LevelUpPhase
- Lifecycle of one queued level-up celebration: idle (no overlay) → xpFill (bar animates to full) → levelPop (level number bounces in) → rewardReveal (reward lines fade in) → back to idle once the whole queue is done, or xpFill again for the next queued level.
- NotificationPermissionPrimerChoice
- Which branch showNotificationPermissionPrimer resolved to.
- SaveHealthResult
- Outcome of SaveHealthCard's most recent self-check.
- SceneTransitionPhase
- Lifecycle of one scene transition: idle (no overlay, old/new scene interactive) → covering (fading a barrier in over the old scene) → loading (barrier up, showing progress) → revealing (fading the barrier back out over the new scene) → back to idle; or error instead of revealing if the load failed.
- SmartReviewFunnelChoice
- Which branch showSmartReviewFunnel resolved to.
- TooltipPointerDirection
-
Which edge of the bubble the triangular pointer nub sits on — i.e. which
side points at the thing being called out.
up= nub on the top edge (bubble sits below its target),down= nub on the bottom edge (bubble sits above its target).
Functions
-
coinArcOffsetAt(
Offset from, Offset to, double t, {required double arcHeight}) → Offset -
Position along a quadratic Bézier arc from
fromtotoat progresst(0..1) — IDEA-22, replaces a straight-lineOffset.lerpso a coin visibly arcs up then down instead of sliding on a dead-straight line. The control point sits above the midpoint byarcHeightpixels. Pure function (no widget involved) so the curve shape is unit-testable on its own. -
coinScaleAt(
double t) → double -
Scale at progress
t(0..1): pops up to 1.2x over the first half of the flight, then eases down to a 0.9x "squash" by the time it lands — IDEA-22, replaces a constant 1.0 scale for the whole flight. -
confettiOffsetAt(
ConfettiParticle particle, double t) → Offset -
Offset from its spawn point at
tseconds since the burst started: falls straight down at ConfettiParticle.fallSpeed while swaying side-to-side on a sine wave. Pure function of(particle, t)— no widget/render state involved, so it's unit-testable on its own. -
confettiOpacityAt(
double t, double totalSeconds) → double -
Opacity at
tseconds into atotalSecondseffect: fully opaque until 70% elapsed, then fades linearly to 0 so the burst doesn't cut off abruptly.totalSeconds <= 0is treated as already-finished (0). -
confettiRotationAt(
ConfettiParticle particle, double t) → double -
Rotation (radians) at
tseconds since the burst started. -
generateConfettiParticles(
int count, List< Color> colors, {Random? random}) → List<ConfettiParticle> -
Generates
countparticles with randomized traits drawn fromcolors. Pure aside fromrandom(pass a seededRandomfor deterministic tests) — kept separate from the widget so "did we spawn the right number of particles, with colors from the given palette" is a plain unit test. -
levelStateBorderColor(
LevelState state) → Color -
Node border color for
state. -
levelStateFillColor(
LevelState state) → Color -
Node fill color for
state— dim gray for locked, card white for unlocked, gold for completed. -
levelStateIcon(
LevelState state) → IconData? -
Icon shown over a LevelNodeButton for
state— onlylockedgets one (a lock glyph instead of the level number);unlocked/completedjust show the number, distinguished from each other by fill/border color. -
levelStateTappable(
LevelState state) → bool -
Whether a node in
statecan be tapped at all. -
showCommonBottomSheet<
T> (BuildContext context, {required Widget child, Color? color, bool isDismissible = true, bool enableDrag = true, Color? barrierColor}) → Future< T?> -
Presents
childwrapped in a BottomSheetPanel via Flutter's nativeshowModalBottomSheet. -
showConfirmDialog(
BuildContext context, {required String title, String? message, String? confirmLabel, String? cancelLabel, Color? color, IconData? icon}) → Future< bool> -
Thin convenience wrapper over NeonDialog.show for the common
"are you sure?" confirm/cancel case. Delegates all rendering to
NeonDialog.show (which already handles the Flame-
GameWidget-safe routing per this repo's Dialog pattern) — this just supplies the two actions and resolves totrue/falsebased on which one was tapped. -
showNotificationPermissionPrimer(
BuildContext context, {required Future< void> onAccept(), Future<void> onDecline()?, String title = 'Bật thông báo để không bỏ lỡ phần thưởng?', String? message, String acceptLabel = 'Bật thông báo', String declineLabel = 'Để sau'}) → Future<NotificationPermissionPrimerChoice> -
(IDEA-68) A soft "ask before you ask" primer shown BEFORE
ReminderService's first
scheduleNext()/cancel()call triggers the real native OS notification-permission dialog — same "soft-ask first" pattern showSmartReviewFunnel (IDEA-61) already uses for store reviews. -
showSmartReviewFunnel(
BuildContext context, {required Future< void> showReview(), Future<void> onFeedback(String feedback)?, String title = 'Bạn có thích game không?', String likeLabel = 'Thích ❤️', String dislikeLabel = 'Chưa thích 💔', String feedbackTitle = 'Điều gì khiến bạn chưa hài lòng?', String feedbackHint = 'Góp ý của bạn (không bắt buộc)', String feedbackSubmitLabel = 'Gửi góp ý'}) → Future<SmartReviewFunnelChoice> - (IDEA-61) A 2-step "Bạn có thích game không?" micro-survey shown BEFORE opening the real store review — routes a dissatisfied player to an internal feedback step instead of straight to a public store review, where a 1-star rating would otherwise be likely.
Typedefs
- InventoryItemBuilder = Widget Function(BuildContext context, InventorySlot slot, bool isSelected)
-
Renders one filled cell —
isSelectedreflects InventoryGrid.selectedSlotId so the caller decides how to highlight it (this widget holds no selection state of its own, see class doc). - InventoryPlaceholderBuilder = Widget Function(BuildContext context, int cellIndex)
-
Renders one non-item cell (empty or locked) at
cellIndex(0-based, stable across rebuilds as long as InventoryGrid.unlockedCapacity doesn't change). -
SceneTransitionLoad
= Future<
SdkResult< Function(void onProgress(double progress))void> > -
A transition's load step: does the real work (asset preload, screen
setup, ...) and reports progress via
onProgress(0.0–1.0) as it goes.