- Consistent 170px minHeight across Weather, Air Quality, Forecast widgets - Swap sunrise/sunset labels at night to match arc direction - Weather header shows "Weather" instead of location 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
603 lines
20 KiB
Dart
603 lines
20 KiB
Dart
import 'dart:async';
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import 'dart:math' as math;
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import 'package:flutter/material.dart';
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import 'package:tatlock_ui/features/front_hall/data/models/environment_model.dart';
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/// Sun position widget displaying sunrise/sunset with animated arc.
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///
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/// Shows a semicircle arc representing the day, with sun/moon icon
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/// moving along based on current time. Uses color gradients:
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/// - Blue tones for night
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/// - Orange tones for sunrise/sunset
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/// - Yellow tones for daytime
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///
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/// Position updates every 10 minutes based on system clock.
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/// When sun times are unavailable, assumes 12-hour day/night cycles
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/// (6am sunrise, 6pm sunset).
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class SunPositionWidget extends StatefulWidget {
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const SunPositionWidget({
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super.key,
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this.sunTimes,
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this.compact = false,
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});
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/// Sun times data to display.
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final SunTimesData? sunTimes;
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/// Whether to use compact layout.
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final bool compact;
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@override
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State<SunPositionWidget> createState() => _SunPositionWidgetState();
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}
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class _SunPositionWidgetState extends State<SunPositionWidget> {
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Timer? _positionTimer;
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@override
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void initState() {
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super.initState();
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_scheduleNextUpdate();
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}
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/// Schedule update at next 10-minute wall clock mark (0/10/20/30/40/50)
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void _scheduleNextUpdate() {
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final now = DateTime.now();
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final currentMinute = now.minute;
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// Calculate minutes until next 10-minute mark
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final minutesUntilNext = 10 - (currentMinute % 10);
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final secondsUntilNext = (minutesUntilNext * 60) - now.second;
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_positionTimer = Timer(
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Duration(seconds: secondsUntilNext),
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() {
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if (mounted) {
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setState(() {});
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_scheduleNextUpdate();
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}
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},
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);
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}
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@override
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void dispose() {
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_positionTimer?.cancel();
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super.dispose();
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}
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/// Get sunrise time, defaulting to 7am if not available (asymmetric for visual effect)
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DateTime get _sunrise {
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final now = DateTime.now();
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return widget.sunTimes?.sunrise ?? DateTime(now.year, now.month, now.day, 7, 0);
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}
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/// Get sunset time, defaulting to 5pm if not available (asymmetric for visual effect)
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DateTime get _sunset {
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final now = DateTime.now();
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return widget.sunTimes?.sunset ?? DateTime(now.year, now.month, now.day, 17, 0);
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}
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/// Calculate daylight minutes from sunrise/sunset
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int get _daylightMinutes {
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return _sunset.difference(_sunrise).inMinutes;
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}
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bool get _isDaytime {
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final now = DateTime.now();
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return now.isAfter(_sunrise) && now.isBefore(_sunset);
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}
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@override
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Widget build(BuildContext context) {
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final colorScheme = Theme.of(context).colorScheme;
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if (widget.compact) {
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return _buildCompact(context, colorScheme);
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}
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return Card(
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child: Padding(
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padding: const EdgeInsets.all(16),
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child: Column(
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crossAxisAlignment: CrossAxisAlignment.start,
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mainAxisSize: MainAxisSize.min,
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children: [
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// Header
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Row(
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children: [
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Icon(
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_isDaytime ? Icons.wb_sunny : Icons.nightlight_round,
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size: 20,
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color: colorScheme.onSurfaceVariant,
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),
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const SizedBox(width: 8),
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Text(
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'Sun Position',
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style: Theme.of(context).textTheme.titleSmall?.copyWith(
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color: colorScheme.onSurfaceVariant,
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),
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),
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],
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),
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const SizedBox(height: 8),
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// Arc with integrated horizon labels
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// At night: sunset on left (night start), sunrise on right (night end)
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// During day: sunrise on left (day start), sunset on right (day end)
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SizedBox(
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height: 170,
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child: LayoutBuilder(
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builder: (context, constraints) {
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return Stack(
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clipBehavior: Clip.none,
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children: [
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// Arc painter
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Positioned.fill(
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child: CustomPaint(
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painter: _SunArcPainter(
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sunTimes: widget.sunTimes,
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isDark: colorScheme.brightness == Brightness.dark,
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),
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),
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),
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// Left horizon: Sunrise during day, Sunset at night
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Positioned(
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left: 0,
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bottom: 10,
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child: _HorizonTimeDisplay(
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icon: _isDaytime ? Icons.wb_twilight : Icons.nights_stay,
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label: _isDaytime ? 'Sunrise' : 'Sunset',
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time: _isDaytime ? _sunrise : _sunset,
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iconColor: _isDaytime ? Colors.orange : Colors.deepOrange,
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alignment: CrossAxisAlignment.start,
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),
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),
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// Daylight display centered (at bottom for balance)
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Positioned(
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left: 0,
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right: 0,
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bottom: 0,
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child: Center(
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child: _DaylightDisplay(minutes: _daylightMinutes),
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),
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),
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// Right horizon: Sunset during day, Sunrise at night
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Positioned(
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right: 0,
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bottom: 10,
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child: _HorizonTimeDisplay(
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icon: _isDaytime ? Icons.nights_stay : Icons.wb_twilight,
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label: _isDaytime ? 'Sunset' : 'Sunrise',
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time: _isDaytime ? _sunset : _sunrise,
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iconColor: _isDaytime ? Colors.deepOrange : Colors.orange,
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alignment: CrossAxisAlignment.end,
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),
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),
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],
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);
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},
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),
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),
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],
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),
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),
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);
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}
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Widget _buildCompact(BuildContext context, ColorScheme colorScheme) {
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return Card(
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child: Padding(
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padding: const EdgeInsets.symmetric(horizontal: 12, vertical: 8),
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child: Row(
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mainAxisSize: MainAxisSize.min,
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children: [
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Icon(
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_isDaytime ? Icons.wb_sunny : Icons.nightlight_round,
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size: 24,
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color: _isDaytime ? Colors.amber : Colors.indigo,
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),
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const SizedBox(width: 8),
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Column(
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crossAxisAlignment: CrossAxisAlignment.start,
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mainAxisSize: MainAxisSize.min,
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children: [
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Text(
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_formatTime(_sunrise),
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style: Theme.of(context).textTheme.labelSmall,
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),
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Text(
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_formatTime(_sunset),
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style: Theme.of(context).textTheme.labelSmall,
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),
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],
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),
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],
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),
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),
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);
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}
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String _formatTime(DateTime time) {
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return '${time.hour.toString().padLeft(2, '0')}:${time.minute.toString().padLeft(2, '0')}';
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}
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}
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/// Horizon-aligned time display with icon above time and label.
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class _HorizonTimeDisplay extends StatelessWidget {
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const _HorizonTimeDisplay({
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required this.icon,
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required this.label,
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required this.time,
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this.iconColor,
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this.alignment = CrossAxisAlignment.center,
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});
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final IconData icon;
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final String label;
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final DateTime time;
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final Color? iconColor;
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final CrossAxisAlignment alignment;
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@override
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Widget build(BuildContext context) {
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final colorScheme = Theme.of(context).colorScheme;
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return Column(
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mainAxisSize: MainAxisSize.min,
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crossAxisAlignment: alignment,
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children: [
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Icon(
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icon,
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size: 18,
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color: iconColor ?? colorScheme.primary,
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),
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const SizedBox(height: 2),
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Text(
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'${time.hour.toString().padLeft(2, '0')}:${time.minute.toString().padLeft(2, '0')}',
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style: Theme.of(context).textTheme.labelMedium?.copyWith(
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fontWeight: FontWeight.w600,
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),
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),
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Text(
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label,
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style: Theme.of(context).textTheme.labelSmall?.copyWith(
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color: colorScheme.onSurfaceVariant,
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fontSize: 10,
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),
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),
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],
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);
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}
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}
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class _DaylightDisplay extends StatelessWidget {
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const _DaylightDisplay({required this.minutes});
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final int minutes;
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@override
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Widget build(BuildContext context) {
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final hours = minutes ~/ 60;
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final mins = minutes % 60;
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return Column(
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children: [
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Icon(
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Icons.access_time,
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size: 16,
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color: Theme.of(context).colorScheme.outline,
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),
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const SizedBox(height: 4),
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Text(
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'${hours}h ${mins}m',
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style: Theme.of(context).textTheme.bodySmall?.copyWith(
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fontWeight: FontWeight.w500,
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),
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),
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Text(
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'Daylight',
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style: Theme.of(context).textTheme.labelSmall?.copyWith(
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color: Theme.of(context).colorScheme.onSurfaceVariant,
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),
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),
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],
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);
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}
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}
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/// Custom painter for the sun arc visualization.
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///
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/// The arc is proportional to the day/night duration:
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/// - During day: shows a day arc spanning (daylight hours / 24) × 360°
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/// - During night: shows a night arc spanning (night hours / 24) × 360°
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/// - Arc endpoints touch the horizon line at sunrise/sunset positions
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class _SunArcPainter extends CustomPainter {
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_SunArcPainter({
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this.sunTimes,
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this.isDark = false,
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});
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final SunTimesData? sunTimes;
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final bool isDark;
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// Color palette
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static const _nightBlue = Color(0xFF1a237e);
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static const _dawnOrange = Color(0xFFff6f00);
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static const _sunriseOrange = Color(0xFFffa000);
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static const _dayYellow = Color(0xFFffc107);
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static const _dayGold = Color(0xFFffb300);
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static const _duskOrange = Color(0xFFef6c00);
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static const _nightIndigo = Color(0xFF283593);
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static const _moonSilver = Color(0xFFB0BEC5);
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@override
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void paint(Canvas canvas, Size size) {
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final now = DateTime.now();
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// Get sunrise/sunset times (default to 7am/5pm for asymmetric visual)
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final sunrise = sunTimes?.sunrise ?? DateTime(now.year, now.month, now.day, 7, 0);
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final sunset = sunTimes?.sunset ?? DateTime(now.year, now.month, now.day, 17, 0);
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// Calculate durations
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final daylightMinutes = sunset.difference(sunrise).inMinutes;
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final nightMinutes = 1440 - daylightMinutes; // 24 hours = 1440 minutes
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// Determine if currently day or night
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final isDaytime = now.isAfter(sunrise) && now.isBefore(sunset);
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// Calculate arc angles (proportional to duration)
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final dayArcAngle = (daylightMinutes / 1440) * 2 * math.pi;
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final nightArcAngle = (nightMinutes / 1440) * 2 * math.pi;
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// Layout constants - horizon is 50px from bottom to leave room for labels
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const horizonY = 50.0;
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const horizontalPadding = 40.0;
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final horizonWidth = size.width - (horizontalPadding * 2);
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final centerX = size.width / 2;
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// Draw horizon line
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final horizonPaint = Paint()
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..color = isDark ? Colors.white24 : Colors.black12
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..strokeWidth = 1;
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canvas.drawLine(
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Offset(horizontalPadding - 5, size.height - horizonY),
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Offset(size.width - horizontalPadding + 5, size.height - horizonY),
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horizonPaint,
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);
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if (isDaytime) {
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_drawDayArc(canvas, size, centerX, horizonWidth, horizonY, dayArcAngle, now, sunrise, sunset);
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} else {
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_drawNightArc(canvas, size, centerX, horizonWidth, horizonY, nightArcAngle, now, sunrise, sunset);
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}
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}
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void _drawDayArc(
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Canvas canvas,
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Size size,
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double centerX,
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double horizonWidth,
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double horizonY,
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double arcAngle,
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DateTime now,
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DateTime sunrise,
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DateTime sunset,
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) {
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// Clamp arc angle between 30° and 180° for visual sanity
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final clampedAngle = arcAngle.clamp(math.pi / 6, math.pi);
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// Calculate radius so arc endpoints touch horizon
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// For a chord of width W and arc angle θ: R = W / (2 * sin(θ/2))
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var radius = horizonWidth / (2 * math.sin(clampedAngle / 2));
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// Constrain arc height to fit within available space (leave 25px margin for sun)
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final maxArcHeight = size.height - horizonY - 25;
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final arcHeight = radius * (1 - math.cos(clampedAngle / 2));
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if (arcHeight > maxArcHeight) {
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// Scale radius down to fit
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radius = maxArcHeight / (1 - math.cos(clampedAngle / 2));
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}
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// Arc center is below the horizon for an upward-bulging arc
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// Distance from chord to center = R * cos(θ/2)
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final horizonYPos = size.height - horizonY;
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final centerY = horizonYPos + radius * math.cos(clampedAngle / 2);
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final center = Offset(centerX, centerY);
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// The arc starts at the LEFT horizon point
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// In canvas coords (Y down), angle to left point = 3π/2 - θ/2
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// The arc sweeps clockwise (positive) through angle θ to reach right point
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final startAngle = (3 * math.pi / 2) - (clampedAngle / 2);
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final arcRect = Rect.fromCenter(
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center: center,
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width: radius * 2,
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height: radius * 2,
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);
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// Draw arc background with day gradient
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final arcPaint = Paint()
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..style = PaintingStyle.stroke
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..strokeWidth = 6
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..strokeCap = StrokeCap.round
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..shader = SweepGradient(
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center: Alignment.center,
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startAngle: 0,
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endAngle: 2 * math.pi,
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colors: [
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_dawnOrange.withValues(alpha: 0.6),
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_sunriseOrange.withValues(alpha: 0.7),
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_dayYellow.withValues(alpha: 0.8),
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_dayGold.withValues(alpha: 0.8),
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_dayYellow.withValues(alpha: 0.7),
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_duskOrange.withValues(alpha: 0.6),
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],
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stops: const [0.0, 0.15, 0.4, 0.6, 0.85, 1.0],
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transform: GradientRotation(startAngle),
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).createShader(arcRect);
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// Draw the arc (positive sweep = clockwise in canvas coords = visually upward arc)
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canvas.drawArc(arcRect, startAngle, clampedAngle, false, arcPaint);
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// Calculate sun position along the arc
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final totalDaylight = sunset.difference(sunrise).inMinutes;
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final minutesSinceSunrise = now.difference(sunrise).inMinutes;
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final progress = (minutesSinceSunrise / totalDaylight).clamp(0.0, 1.0);
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// Map progress to angle along the arc (0 = sunrise/left, 1 = sunset/right)
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final sunAngle = startAngle + (progress * clampedAngle);
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final sunX = center.dx + radius * math.cos(sunAngle);
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final sunY = center.dy + radius * math.sin(sunAngle);
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// Determine sun color based on position (orange near horizon, yellow at peak)
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final isNearHorizon = progress < 0.15 || progress > 0.85;
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final sunColor = isNearHorizon ? _sunriseOrange : _dayYellow;
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final glowColor = isNearHorizon ? _dawnOrange : _dayYellow;
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// Draw sun glow
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final glowPaint = Paint()
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..shader = RadialGradient(
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colors: [
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glowColor.withValues(alpha: 0.6),
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glowColor.withValues(alpha: 0.0),
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],
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).createShader(Rect.fromCircle(center: Offset(sunX, sunY), radius: 20));
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canvas.drawCircle(Offset(sunX, sunY), 20, glowPaint);
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// Draw sun
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final sunPaint = Paint()
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..style = PaintingStyle.fill
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..color = sunColor;
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canvas.drawCircle(Offset(sunX, sunY), 10, sunPaint);
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// Draw sun rays
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final rayPaint = Paint()
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..style = PaintingStyle.stroke
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..strokeWidth = 2
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..color = (isNearHorizon ? _dawnOrange : _dayGold).withValues(alpha: 0.8);
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for (var i = 0; i < 8; i++) {
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final rayAngle = (i * math.pi / 4);
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canvas.drawLine(
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Offset(sunX + 12 * math.cos(rayAngle), sunY + 12 * math.sin(rayAngle)),
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Offset(sunX + 16 * math.cos(rayAngle), sunY + 16 * math.sin(rayAngle)),
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rayPaint,
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);
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}
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}
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void _drawNightArc(
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Canvas canvas,
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Size size,
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double centerX,
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double horizonWidth,
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double horizonY,
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double arcAngle,
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DateTime now,
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DateTime sunrise,
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DateTime sunset,
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) {
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// Clamp arc angle between 30° and 180° for visual sanity
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final clampedAngle = arcAngle.clamp(math.pi / 6, math.pi);
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// Calculate radius so arc endpoints touch horizon
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var radius = horizonWidth / (2 * math.sin(clampedAngle / 2));
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// Constrain arc height to fit within available space (leave 20px margin for moon)
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final maxArcHeight = size.height - horizonY - 20;
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final arcHeight = radius * (1 - math.cos(clampedAngle / 2));
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if (arcHeight > maxArcHeight) {
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// Scale radius down to fit
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radius = maxArcHeight / (1 - math.cos(clampedAngle / 2));
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}
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// Arc center is below the horizon for an upward-bulging arc
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final horizonYPos = size.height - horizonY;
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final centerY = horizonYPos + radius * math.cos(clampedAngle / 2);
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final center = Offset(centerX, centerY);
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// The arc starts at the LEFT horizon point
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// In canvas coords (Y down), angle to left point = 3π/2 - θ/2
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final startAngle = (3 * math.pi / 2) - (clampedAngle / 2);
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final arcRect = Rect.fromCenter(
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center: center,
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width: radius * 2,
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height: radius * 2,
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);
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||
// Draw arc background with night gradient
|
||
final arcPaint = Paint()
|
||
..style = PaintingStyle.stroke
|
||
..strokeWidth = 6
|
||
..strokeCap = StrokeCap.round
|
||
..shader = SweepGradient(
|
||
center: Alignment.center,
|
||
startAngle: 0,
|
||
endAngle: 2 * math.pi,
|
||
colors: [
|
||
_duskOrange.withValues(alpha: 0.4),
|
||
_nightIndigo.withValues(alpha: 0.5),
|
||
_nightBlue.withValues(alpha: 0.6),
|
||
_nightBlue.withValues(alpha: 0.6),
|
||
_nightIndigo.withValues(alpha: 0.5),
|
||
_dawnOrange.withValues(alpha: 0.4),
|
||
],
|
||
stops: const [0.0, 0.15, 0.4, 0.6, 0.85, 1.0],
|
||
transform: GradientRotation(startAngle),
|
||
).createShader(arcRect);
|
||
|
||
// Draw the arc (positive sweep = clockwise in canvas coords)
|
||
canvas.drawArc(arcRect, startAngle, clampedAngle, false, arcPaint);
|
||
|
||
// Calculate moon position
|
||
// Night spans from sunset to next sunrise
|
||
final double progress;
|
||
if (now.isAfter(sunset)) {
|
||
// After sunset: progress from sunset toward midnight and beyond
|
||
final nextSunrise = DateTime(now.year, now.month, now.day + 1, sunrise.hour, sunrise.minute);
|
||
final nightDuration = nextSunrise.difference(sunset).inMinutes;
|
||
final minutesSinceSunset = now.difference(sunset).inMinutes;
|
||
progress = (minutesSinceSunset / nightDuration).clamp(0.0, 1.0);
|
||
} else {
|
||
// Before sunrise: progress toward sunrise
|
||
final prevSunset = DateTime(now.year, now.month, now.day - 1, sunset.hour, sunset.minute);
|
||
final nightDuration = sunrise.difference(prevSunset).inMinutes;
|
||
final minutesSincePrevSunset = now.difference(prevSunset).inMinutes;
|
||
progress = (minutesSincePrevSunset / nightDuration).clamp(0.0, 1.0);
|
||
}
|
||
|
||
// Map progress to angle along the arc (0 = sunset/left, 1 = sunrise/right)
|
||
final moonAngle = startAngle + (progress * clampedAngle);
|
||
final moonX = center.dx + radius * math.cos(moonAngle);
|
||
final moonY = center.dy + radius * math.sin(moonAngle);
|
||
|
||
// Draw moon glow
|
||
final glowPaint = Paint()
|
||
..shader = RadialGradient(
|
||
colors: [
|
||
_moonSilver.withValues(alpha: 0.3),
|
||
_moonSilver.withValues(alpha: 0.0),
|
||
],
|
||
).createShader(Rect.fromCircle(center: Offset(moonX, moonY), radius: 16));
|
||
canvas.drawCircle(Offset(moonX, moonY), 16, glowPaint);
|
||
|
||
// Draw moon
|
||
final moonPaint = Paint()
|
||
..style = PaintingStyle.fill
|
||
..color = _moonSilver;
|
||
canvas.drawCircle(Offset(moonX, moonY), 8, moonPaint);
|
||
|
||
// Draw crescent shadow for moon effect
|
||
final shadowPaint = Paint()
|
||
..style = PaintingStyle.fill
|
||
..color = _nightBlue.withValues(alpha: 0.7);
|
||
canvas.drawCircle(Offset(moonX + 3, moonY - 1), 6, shadowPaint);
|
||
}
|
||
|
||
@override
|
||
bool shouldRepaint(covariant _SunArcPainter oldDelegate) {
|
||
return oldDelegate.sunTimes != sunTimes || oldDelegate.isDark != isDark;
|
||
}
|
||
}
|