Preserve state when switching renderers

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-16 16:19:56 +01:00
parent b702c50d30
commit 8f33e68c04
4 changed files with 69 additions and 179 deletions

View File

@@ -33,10 +33,7 @@ class _GameScreenState extends State<GameScreen> {
@override
void initState() {
super.initState();
_input = Wolf3dFlutterInput();
// The Host Screen owns the engine lifecycle
_engine = WolfEngine(
data: widget.data,
difficulty: widget.difficulty,
@@ -45,7 +42,6 @@ class _GameScreenState extends State<GameScreen> {
input: _input,
onGameWon: () => Navigator.of(context).pop(),
);
_engine.init();
}
@@ -54,20 +50,17 @@ class _GameScreenState extends State<GameScreen> {
return Scaffold(
body: Stack(
children: [
// Render the active view
_useAsciiMode
? WolfAsciiRenderer(engine: _engine)
: WolfFlutterRenderer(engine: _engine),
// Invisible listener to trap the 'Tab' key and swap renderers
// TAB listener
Focus(
autofocus: false,
autofocus: true,
onKeyEvent: (node, event) {
if (event is KeyDownEvent &&
event.logicalKey == LogicalKeyboardKey.tab) {
setState(() {
_useAsciiMode = !_useAsciiMode;
});
setState(() => _useAsciiMode = !_useAsciiMode);
return KeyEventResult.handled;
}
return KeyEventResult.ignored;
@@ -75,16 +68,21 @@ class _GameScreenState extends State<GameScreen> {
child: const SizedBox.shrink(),
),
// Optional: A little UI hint
// Loading Overlay
if (!_engine.isInitialized)
Container(
color: Colors.black,
child: const Center(
child: CircularProgressIndicator(color: Colors.teal),
),
),
Positioned(
top: 16,
right: 16,
child: Text(
'Press TAB to swap renderers',
style: TextStyle(
color: Colors.white.withValues(alpha: 0.5),
fontSize: 12,
),
'TAB: Swap Renderer',
style: TextStyle(color: Colors.white.withValues(alpha: 0.5)),
),
),
],