I have a Flutter page that makes use of 2 data sources: one from API (Internet) and one from Shared Preferences. The API source has no problem, as I used FutureBuilder
in the build()
method. For the Shared Preferences, I have no idea how to apply another Future Builder (or should I add one more?). Here are the codes (I tried to simplify them):
Future<List<City>> fetchCities(http.Client client) async {
final response = await client
.get(Uri.parse('https://example.com/api/'));
return compute(parseCities, response.body);
}
List<City> parseCities(String responseBody) {
final parsed = jsonDecode(responseBody).cast<Map<String, dynamic>>();
return parsed.map<City>((json) => City.fromJson(json)).toList();
}
class CityScreen extends StatelessWidget {
static const routeName = '/city';
const CityScreen({super.key, required this.title});
final String title;
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Text(title),
),
body: FutureBuilder<List<City>>(
future: fetchCities(http.Client()),
builder: (context, snapshot) {
if (snapshot.hasError) {
return Center(
child: Text(snapshot.error.toString()),
);
} else if (snapshot.hasData) {
return CityList(cities: snapshot.data!);
} else {
return const Center(
child: CircularProgressIndicator(),
);
}
},
)
);
}
}
class CityList extends StatefulWidget {
const CityList({super.key, required this.cities});
final List<City> cities;
@override
State<CityList> createState() => _CityListState();
}
class _CityListState extends State<CityList> {
List<String> completedMissionIDs = [];
@override
void initState() {
super.initState();
Player.loadMissionStatus().then((List<String> result) {
setState(() {
completedMissionIDs = result;
if (kDebugMode) {
print(completedMissionIDs);
}
});
});
}
@override
Widget build(BuildContext context) {
return ListView.builder(
padding: const EdgeInsets.all(16.0),
itemCount: widget.cities.length * 2,
itemBuilder: (context, i) {
if (i.isOdd) return const Divider();
final index = i ~/ 2;
double completedPercent = _calculateCompletionPercent(widget.cities[index].missionIDs, completedMissionIDs);
return ListTile(
leading: const Icon(Glyphicon.geo, color: Colors.blue),
title: Text(widget.cities[index].cityName),
trailing: Text('$completedPercent%'),
onTap: () {
Navigator.of(context).push(
MaterialPageRoute(
builder: (context) => MissionScreen(title: '${widget.cities[index].cityName} Missions', cityId: widget.cities[index].id),
)
);
},
);
},
);
}
double _calculateCompletionPercent<T>(List<T> cityMissionList, List<T> completedList) {
if(cityMissionList.isEmpty) {
return 0;
}
int completedCount = 0;
for (var element in completedList) {
if(cityMissionList.contains(element)) {
completedCount++;
}
}
if (kDebugMode) {
print('Completed: $completedCount, Total: ${cityMissionList.length}');
}
return completedCount / cityMissionList.length;
}
}
The problem is, the build
function in the _CityListState
loads faster than the Player.loadMissionStatus()
method in the initState
, which loads a List<int>
from shared preferences.
The shared preferences are loaded in the midway of the ListTile
s are generated, making the result of completedPercent
inaccurate. How can I ask the ListTile
to be built after the completedPercent
has been built?
Thanks.
2
Answers
First of all I would separate the data layer from the presentation. Bloc would be one example.
To combine 2 Futures you could do something like
I would start by making
CityList
aStatelessWidget
that acceptscompletedMissionIDs
as a constructor parameter.Your
CityScreen
widget can call both APIs and combine the results into a singleFuture
. Pass the combinedFuture
to yourFutureBuilder
. That way you can render theCityList
once all of the data has arrived from both APIs.I put together a demo below: