Add 'Keep current scores?' confirmation dialog for arrow count switching
Implements smart score preservation when switching between 3-arrow and 6-arrow modes: Core functionality: - Detects existing scores before allowing arrow count mode changes - Shows confirmation dialog only when scores exist on scorecard - Two-option dialog: 'Yes - Keep scores' or 'No - Clear scores' - User can cancel dialog to abort mode change completely Score preservation logic: - Preserves existing scores in their current positions when keeping scores - Handles 6→3 arrow transition: rows 11-12 become inactive but retain scores - Maintains visual greying and unselectable state for deactivated cells - Respects new arrow count limits when copying scores to new structure Dialog UX improvements: - Clear messaging explaining the consequences of each choice - Professional button styling with explicit action descriptions - Cancellable dialog preserves current state if user changes mind - Seamless integration with existing toggle switch behavior Technical implementation: - _hasAnyScores() helper efficiently detects non-empty scorecard - _preserveScoresWithNewArrowCount() safely migrates scores to new structure - Async/await pattern for proper dialog handling and state updates - Maintains all existing sophisticated end interaction behaviors This enhancement prevents accidental score loss while allowing flexible rule switching, matching professional archery scoring conventions. 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -48,13 +48,87 @@ class _ScoringPageState extends State<ScoringPage> with SingleTickerProviderStat
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);
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}
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void _onArrowsPerEndChanged(int arrows) {
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setState(() {
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arrowsPerEnd = arrows;
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// Infer ends per set based on ruleset
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endsPerSet = arrows == 3 ? 10 : 6;
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_initializeScores();
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});
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bool _hasAnyScores() {
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for (int i = 0; i < scores.length; i++) {
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for (int j = 0; j < scores[i].length; j++) {
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if (scores[i][j].isNotEmpty) {
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return true;
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}
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}
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}
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return false;
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}
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Future<void> _onArrowsPerEndChanged(int arrows) async {
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// Check if there are existing scores and ask for confirmation
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if (_hasAnyScores()) {
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final bool? keepScores = await showDialog<bool>(
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context: context,
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builder: (BuildContext context) {
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return AlertDialog(
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title: const Text('Keep current scores?'),
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content: const Text(
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'You have existing scores on the scorecard. Do you want to keep them when switching arrow count modes?\n\n'
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'• Yes: Existing scores will be preserved\n'
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'• No: All scores will be cleared',
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),
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actions: [
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TextButton(
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onPressed: () => Navigator.of(context).pop(false),
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child: const Text('No - Clear scores'),
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),
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TextButton(
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onPressed: () => Navigator.of(context).pop(true),
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child: const Text('Yes - Keep scores'),
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),
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],
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);
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},
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);
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if (keepScores == null) {
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// User cancelled, don't change anything
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return;
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}
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setState(() {
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final oldArrowsPerEnd = arrowsPerEnd;
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final oldScores = List<List<String>>.from(scores.map((end) => List<String>.from(end)));
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arrowsPerEnd = arrows;
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// Infer ends per set based on ruleset
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endsPerSet = arrows == 3 ? 10 : 6;
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if (keepScores) {
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_preserveScoresWithNewArrowCount(oldScores, oldArrowsPerEnd);
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} else {
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_initializeScores();
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}
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});
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} else {
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// No scores exist, just switch modes normally
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setState(() {
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arrowsPerEnd = arrows;
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// Infer ends per set based on ruleset
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endsPerSet = arrows == 3 ? 10 : 6;
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_initializeScores();
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});
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}
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}
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void _preserveScoresWithNewArrowCount(List<List<String>> oldScores, int oldArrowsPerEnd) {
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// Initialize new score structure
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scores = List.generate(
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endsPerSet,
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(index) => List.generate(arrowsPerEnd, (index) => ''),
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);
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// Copy over existing scores, respecting the new structure
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for (int endIndex = 0; endIndex < oldScores.length && endIndex < scores.length; endIndex++) {
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for (int arrowIndex = 0; arrowIndex < oldScores[endIndex].length && arrowIndex < arrowsPerEnd; arrowIndex++) {
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scores[endIndex][arrowIndex] = oldScores[endIndex][arrowIndex];
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}
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}
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}
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void _sortEndScores(int endIndex) {
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