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2026-01-12 10:36:58 +01:00
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commit 5113c0a850
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class LasertagUUIDs {
static const String base = "03afe2cf-6c64-4a22-9289-c3ae820c";
static const String provService = "${base}1000";
static const String typeChar = "${base}1008";
// Gerätetypen aus deiner ble_mgmt.h
static const int typeLeader = 0x01;
static const int typeWeapon = 0x02;
static const int typeVest = 0x03;
static const int typeBeacon = 0x04;
}

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{
"@@locale": "de",
"appTitle": "Lasertag Mission Control",
"selectLeader": "Leader auswählen",
"searching": "Suche nach Knoten...",
"typeLeader": "Spiel-Leiter",
"typeWeapon": "Waffe",
"typeVest": "Weste",
"typeBeacon": "Beacon"
}

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import 'dart:async';
import 'package:flutter/foundation.dart';
import 'package:flutter/widgets.dart';
import 'package:flutter_localizations/flutter_localizations.dart';
import 'package:intl/intl.dart' as intl;
import 'app_localizations_de.dart';
// ignore_for_file: type=lint
/// Callers can lookup localized strings with an instance of AppLocalizations
/// returned by `AppLocalizations.of(context)`.
///
/// Applications need to include `AppLocalizations.delegate()` in their app's
/// `localizationDelegates` list, and the locales they support in the app's
/// `supportedLocales` list. For example:
///
/// ```dart
/// import 'l10n/app_localizations.dart';
///
/// return MaterialApp(
/// localizationsDelegates: AppLocalizations.localizationsDelegates,
/// supportedLocales: AppLocalizations.supportedLocales,
/// home: MyApplicationHome(),
/// );
/// ```
///
/// ## Update pubspec.yaml
///
/// Please make sure to update your pubspec.yaml to include the following
/// packages:
///
/// ```yaml
/// dependencies:
/// # Internationalization support.
/// flutter_localizations:
/// sdk: flutter
/// intl: any # Use the pinned version from flutter_localizations
///
/// # Rest of dependencies
/// ```
///
/// ## iOS Applications
///
/// iOS applications define key application metadata, including supported
/// locales, in an Info.plist file that is built into the application bundle.
/// To configure the locales supported by your app, youll need to edit this
/// file.
///
/// First, open your projects ios/Runner.xcworkspace Xcode workspace file.
/// Then, in the Project Navigator, open the Info.plist file under the Runner
/// projects Runner folder.
///
/// Next, select the Information Property List item, select Add Item from the
/// Editor menu, then select Localizations from the pop-up menu.
///
/// Select and expand the newly-created Localizations item then, for each
/// locale your application supports, add a new item and select the locale
/// you wish to add from the pop-up menu in the Value field. This list should
/// be consistent with the languages listed in the AppLocalizations.supportedLocales
/// property.
abstract class AppLocalizations {
AppLocalizations(String locale)
: localeName = intl.Intl.canonicalizedLocale(locale.toString());
final String localeName;
static AppLocalizations? of(BuildContext context) {
return Localizations.of<AppLocalizations>(context, AppLocalizations);
}
static const LocalizationsDelegate<AppLocalizations> delegate =
_AppLocalizationsDelegate();
/// A list of this localizations delegate along with the default localizations
/// delegates.
///
/// Returns a list of localizations delegates containing this delegate along with
/// GlobalMaterialLocalizations.delegate, GlobalCupertinoLocalizations.delegate,
/// and GlobalWidgetsLocalizations.delegate.
///
/// Additional delegates can be added by appending to this list in
/// MaterialApp. This list does not have to be used at all if a custom list
/// of delegates is preferred or required.
static const List<LocalizationsDelegate<dynamic>> localizationsDelegates =
<LocalizationsDelegate<dynamic>>[
delegate,
GlobalMaterialLocalizations.delegate,
GlobalCupertinoLocalizations.delegate,
GlobalWidgetsLocalizations.delegate,
];
/// A list of this localizations delegate's supported locales.
static const List<Locale> supportedLocales = <Locale>[Locale('de')];
/// No description provided for @appTitle.
///
/// In de, this message translates to:
/// **'Lasertag Mission Control'**
String get appTitle;
/// No description provided for @selectLeader.
///
/// In de, this message translates to:
/// **'Leader auswählen'**
String get selectLeader;
/// No description provided for @searching.
///
/// In de, this message translates to:
/// **'Suche nach Knoten...'**
String get searching;
/// No description provided for @typeLeader.
///
/// In de, this message translates to:
/// **'Spiel-Leiter'**
String get typeLeader;
/// No description provided for @typeWeapon.
///
/// In de, this message translates to:
/// **'Waffe'**
String get typeWeapon;
/// No description provided for @typeVest.
///
/// In de, this message translates to:
/// **'Weste'**
String get typeVest;
/// No description provided for @typeBeacon.
///
/// In de, this message translates to:
/// **'Beacon'**
String get typeBeacon;
}
class _AppLocalizationsDelegate
extends LocalizationsDelegate<AppLocalizations> {
const _AppLocalizationsDelegate();
@override
Future<AppLocalizations> load(Locale locale) {
return SynchronousFuture<AppLocalizations>(lookupAppLocalizations(locale));
}
@override
bool isSupported(Locale locale) =>
<String>['de'].contains(locale.languageCode);
@override
bool shouldReload(_AppLocalizationsDelegate old) => false;
}
AppLocalizations lookupAppLocalizations(Locale locale) {
// Lookup logic when only language code is specified.
switch (locale.languageCode) {
case 'de':
return AppLocalizationsDe();
}
throw FlutterError(
'AppLocalizations.delegate failed to load unsupported locale "$locale". This is likely '
'an issue with the localizations generation tool. Please file an issue '
'on GitHub with a reproducible sample app and the gen-l10n configuration '
'that was used.',
);
}

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// ignore: unused_import
import 'package:intl/intl.dart' as intl;
import 'app_localizations.dart';
// ignore_for_file: type=lint
/// The translations for German (`de`).
class AppLocalizationsDe extends AppLocalizations {
AppLocalizationsDe([String locale = 'de']) : super(locale);
@override
String get appTitle => 'Lasertag Mission Control';
@override
String get selectLeader => 'Leader auswählen';
@override
String get searching => 'Suche nach Knoten...';
@override
String get typeLeader => 'Spiel-Leiter';
@override
String get typeWeapon => 'Waffe';
@override
String get typeVest => 'Weste';
@override
String get typeBeacon => 'Beacon';
}

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import 'package:flutter/material.dart';
import 'package:flutter_blue_plus/flutter_blue_plus.dart';
import 'package:lasertag_app/l10n/app_localizations.dart';
import 'constants.dart';
class LeaderSelectionScreen extends StatefulWidget {
const LeaderSelectionScreen({super.key});
@override
State<LeaderSelectionScreen> createState() => _LeaderSelectionScreenState();
}
class _LeaderSelectionScreenState extends State<LeaderSelectionScreen> {
// Map, um Geräte und ihren erkannten Typ zu speichern
Map<BluetoothDevice, int> discoveredDevices = {};
@override
void initState() {
super.initState();
_startDiscovery();
}
void _startDiscovery() async {
FlutterBluePlus.scanResults.listen((results) {
for (ScanResult r in results) {
// 1. Prüfen, ob Manufacturer Data für unsere Test-ID (0xFFFF / 65535) da ist
final mfgData = r.advertisementData.manufacturerData[65535];
if (mfgData != null && mfgData.isNotEmpty) {
int detectedType = mfgData[0]; // Das Typ-Byte vom nRF52
// 2. Nur hinzufügen, wenn es wirklich ein Leader (0x01) ist
if (detectedType == LasertagUUIDs.typeLeader) {
if (!discoveredDevices.containsKey(r.device)) {
setState(() {
discoveredDevices[r.device] = detectedType;
});
}
}
}
}
});
// 2. Warten, bis der Bluetooth-Adapter wirklich "on" ist
await FlutterBluePlus.adapterState
.where((s) => s == BluetoothAdapterState.on)
.first;
// 3. Den Scan tatsächlich starten
try {
// Filtert nach der Service-UUID ...1000 aus ble_mgmt.c
await FlutterBluePlus.startScan(
withServices: [Guid(LasertagUUIDs.provService)],
timeout: const Duration(seconds: 15),
);
} catch (e) {
debugPrint("Scan-Fehler: $e");
}
} // <--- Hier endet _startDiscovery korrekt
// Hilfsfunktion zur Übersetzung des Typs
String _getLocalizedTypeName(BuildContext context, int type) {
final l10n = AppLocalizations.of(context)!;
switch (type) {
case LasertagUUIDs.typeLeader:
return l10n.typeLeader;
case LasertagUUIDs.typeWeapon:
return l10n.typeWeapon;
case LasertagUUIDs.typeVest:
return l10n.typeVest;
case LasertagUUIDs.typeBeacon:
return l10n.typeBeacon;
default:
return "Unknown";
}
}
@override
Widget build(BuildContext context) {
final l10n = AppLocalizations.of(context)!;
return Scaffold(
appBar: AppBar(title: Text(l10n.selectLeader)),
body: Column(
children: [
Padding(
padding: const EdgeInsets.all(16.0),
child: Text(l10n.searching),
),
Expanded(
child: ListView(
children: discoveredDevices.entries.map((entry) {
final device = entry.key;
final type = entry.value;
return ListTile(
leading: Icon(
Icons.hub,
// Holt sich die Akzentfarbe direkt vom Betriebssystem via Theme-Context
color: Theme.of(context).colorScheme.primary,
size: 32,
),
title: Text(
device.platformName.isEmpty
? "Lasertag Device"
: device.platformName,
style: const TextStyle(fontWeight: FontWeight.bold),
),
subtitle: Text(
"${_getLocalizedTypeName(context, type)} (${device.remoteId})",
// Nutzt eine dezentere Farbe für den Untertitel
style: TextStyle(
color: Theme.of(context).colorScheme.onSurfaceVariant,
),
),
onTap: () => _onLeaderSelected(device),
);
}).toList(),
),
),
],
),
);
}
void _onLeaderSelected(BluetoothDevice device) {
debugPrint("Leader ausgewählt: ${device.platformName}");
// Hier öffnen wir als nächstes den Config-Dialog
}
}

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import 'package:flutter/material.dart';
import 'package:dynamic_color/dynamic_color.dart';
import 'package:flutter_localizations/flutter_localizations.dart';
import 'package:lasertag_app/l10n/app_localizations.dart';
import 'leader_selection_screen.dart';
void main() {
runApp(const LasertagApp());
}
class LasertagApp extends StatelessWidget {
const LasertagApp({super.key});
@override
Widget build(BuildContext context) {
// Der Builder holt die Systemfarben (Accent Color)
return DynamicColorBuilder(
builder: (ColorScheme? lightDynamic, ColorScheme? darkDynamic) {
return MaterialApp(
debugShowCheckedModeBanner: false,
// --- Lokalisierung ---
localizationsDelegates: const [
AppLocalizations.delegate,
GlobalMaterialLocalizations.delegate,
GlobalWidgetsLocalizations.delegate,
GlobalCupertinoLocalizations.delegate,
],
supportedLocales: const [Locale('de')],
locale: const Locale('de'),
// --- Theme-Logik ---
// Falls das OS Farben liefert, nutzen wir diese, sonst ein Standard-Blau
theme: ThemeData(
colorScheme: lightDynamic ?? ColorScheme.fromSeed(seedColor: Colors.blue),
useMaterial3: true,
),
darkTheme: ThemeData(
colorScheme: darkDynamic ?? ColorScheme.fromSeed(
seedColor: Colors.blue,
brightness: Brightness.dark
),
useMaterial3: true,
),
themeMode: ThemeMode.system, // Folgt macOS/Android Hell/Dunkel Modus
home: const LeaderSelectionScreen(),
);
},
);
}
}