feat: New Open Tab dialog with search and optional customer email. Drinks are now grouped per order. Payments trigger cha-ching and money rain.
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import 'dart:math';
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import 'package:flutter/material.dart';
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const _emojis = ['💲', '🤑', '💸', '💰', '💵', '💶', '💷'];
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const _dropCount = 160;
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const _duration = Duration(seconds: 3);
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/// Lets money emojis rain down over the whole screen for three seconds, for
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/// when a tab gets paid. Taps go straight through to the app underneath.
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void showMoneyRain(BuildContext context) {
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final overlay = Overlay.of(context, rootOverlay: true);
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late final OverlayEntry entry;
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entry = OverlayEntry(
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builder: (_) => _MoneyRain(onDone: () => entry.remove()),
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);
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overlay.insert(entry);
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}
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class _MoneyRain extends StatefulWidget {
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final VoidCallback onDone;
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const _MoneyRain({required this.onDone});
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@override
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State<_MoneyRain> createState() => _MoneyRainState();
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}
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class _MoneyRainState extends State<_MoneyRain>
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with SingleTickerProviderStateMixin {
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late final AnimationController _controller = AnimationController(
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vsync: this,
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duration: _duration,
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)..forward().whenComplete(widget.onDone);
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final _drops = List.generate(_dropCount, (_) => _Drop.random(Random()));
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@override
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void dispose() {
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_controller.dispose();
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super.dispose();
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}
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@override
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Widget build(BuildContext context) {
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return IgnorePointer(
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child: CustomPaint(
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size: Size.infinite,
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painter: _MoneyRainPainter(_controller, _drops),
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),
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);
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}
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}
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/// One falling emoji. Times are fractions of the whole rain, so every drop
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/// has left the screen by the time the rain ends.
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class _Drop {
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final int emoji;
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final double x;
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final double start;
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final double fall;
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final double size;
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final double spin;
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final double wobble;
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const _Drop({
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required this.emoji,
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required this.x,
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required this.start,
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required this.fall,
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required this.size,
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required this.spin,
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required this.wobble,
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});
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factory _Drop.random(Random random) {
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final fall = 0.3 + random.nextDouble() * 0.17;
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return _Drop(
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emoji: random.nextInt(_emojis.length),
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x: random.nextDouble(),
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start: random.nextDouble() * (1 - fall),
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fall: fall,
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size: 28 + random.nextDouble() * 36,
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spin: (random.nextDouble() - 0.5) * 4 * pi,
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wobble: random.nextDouble() * 2 * pi,
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);
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}
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}
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class _MoneyRainPainter extends CustomPainter {
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static const _baseSize = 64.0;
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final Animation<double> animation;
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final List<_Drop> drops;
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final List<TextPainter> _glyphs = [
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for (final emoji in _emojis)
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TextPainter(
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text: TextSpan(
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text: emoji,
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style: const TextStyle(fontSize: _baseSize),
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),
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textDirection: TextDirection.ltr,
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)..layout(),
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];
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_MoneyRainPainter(this.animation, this.drops) : super(repaint: animation);
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@override
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void paint(Canvas canvas, Size size) {
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final t = animation.value;
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for (final drop in drops) {
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final progress = (t - drop.start) / drop.fall;
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if (progress < 0 || progress > 1) continue;
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final glyph = _glyphs[drop.emoji];
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final scale = drop.size / _baseSize;
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final dx =
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drop.x * size.width + sin(progress * 3 * pi + drop.wobble) * 24;
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final dy = -drop.size + progress * (size.height + drop.size * 2);
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canvas
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..save()
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..translate(dx, dy)
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..rotate(drop.spin * progress)
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..scale(scale);
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glyph.paint(canvas, Offset(-glyph.width / 2, -glyph.height / 2));
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canvas.restore();
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}
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}
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@override
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bool shouldRepaint(_MoneyRainPainter oldDelegate) =>
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oldDelegate.drops != drops;
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}
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