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unyo-ui-presentation

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How to build screens, widgets, and handle effects in the Unyo Flutter app's presentation layer. Use this skill whenever creating new screens, adding BlocProvider/BlocListener/BlocBuilder patterns, building custom styled widgets, handling side effects from cubits in the UI, creating dialogs or drawers, or organizing UI code. Also use when understanding the screen widget structure pattern or troubleshooting UI rendering issues.

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Unyo UI & Presentation Layer

The presentation layer in Unyo follows a consistent pattern: each screen is a three-layer widget tree that separates concerns of creation, effect handling, and UI building. This skill covers the structure, conventions, and patterns for building UI in Unyo.

Architecture Overview

lib/presentation/
├── screens/           # Full-page route screens (@RoutePage annotated)
│   ├── home_screen.dart
│   ├── anime_screen.dart
│   ├── anime_details_screen.dart
│   ├── video_screen.dart
│   ├── settings_screen.dart
│   └── ...
├── widgets/
│   ├── styled/        # Reusable styled UI components
│   │   ├── unyo_menu_bar.dart
│   │   ├── media_card.dart
│   │   ├── unyo_textfield.dart
│   │   └── ...
│   └── text/          # Typography components
│       ├── text_display_small.dart
│       ├── text_body_medium.dart
│       └── ...
├── dialogs/           # Modal dialogs
│   ├── warning_dialog.dart
│   ├── textfield_dialog.dart
│   └── anime_details_media_entry_dialog.dart
├── drawers/           # Slide-in drawer dialogs
│   ├── user_options_drawer.dart
│   ├── anime_server_selection_drawer.dart
│   └── episode_list_drawer.dart
└── views/             # Loading/error state views
    └── loading_view.dart

The Three-Layer Screen Pattern

Every screen in Unyo follows the same three-widget structure:

Screen (outer) → Listener (middle) → View (inner)

Layer 1: Screen — Creates the BlocProvider

@RoutePage()
class HomeScreen extends StatelessWidget {
  const HomeScreen({super.key});

  @override
  Widget build(BuildContext context) {
    return BlocProvider(
      create: (context) => sl<HomeCubit>(),
      child: const _HomeListener(),
    );
  }
}

This is the entry point. It:

  • Has the @RoutePage() annotation for AutoRoute code generation
  • Creates a new cubit instance via sl<HomeCubit>() (factory, so each screen gets its own)
  • Is a StatelessWidget (never holds state)
  • Does nothing else — no logic, no UI rendering

Layer 2: Listener — Handles Effects

class _HomeListener extends StatelessWidget {
  const _HomeListener();

  @override
  Widget build(BuildContext context) {
    return BlocListener<HomeCubit, HomeState>(
      listener: (context, state) {
        if (state.effects.isNotEmpty) {
          sl<AppEffectHandler>().handleEffects(
            context,
            state.effects,
            context.read<HomeCubit>().clearEffects,
          );
        }
      },
      child: BlocBuilder<HomeCubit, HomeState>(
        builder: (context, state) => state.isLoading
            ? const LoadingView()
            : const _HomeView(),
      ),
    );
  }
}

This layer:

  • Wraps content in BlocListener to process effects
  • The listener callback fires on every state change — when effects are present, it delegates to AppEffectHandler
  • After processing, it calls cubit.clearEffects() to remove the processed effects
  • Can conditionally render different views (e.g., LoadingView when isLoading)
  • Is typically a StatelessWidget unless it needs ScrollController lifecycle management

Layer 3: View — Renders the UI

class _HomeView extends StatefulWidget {
  const _HomeView();

  @override
  State<_HomeView> createState() => _HomeViewState();
}

class _HomeViewState extends State<_HomeView> {
  final ScrollController continueWatchingController = ScrollController();
  final ScrollController continueReadingController = ScrollController();

  @override
  void dispose() {
    continueWatchingController.dispose();
    continueReadingController.dispose();
    super.dispose();
  }

  @override
  Widget build(BuildContext context) {
    return BlocBuilder<HomeCubit, HomeState>(
      builder: (context, state) {
        return Padding(
          padding: EdgeInsets.only(left: 15.0.w),
          child: SingleChildScrollView(
            child: Column(
              children: [
                // UI using state properties
                AnimeCardList(
                  listTitle: "Continue Watching",
                  animeList: state.continueWatching,
                  controller: continueWatchingController,
                  onPressed: context.read<HomeCubit>().navigateToAnimeDetails,
                ),
              ],
            ),
          ),
        );
      },
    );
  }
}

This layer:

  • Is where all the visual rendering happens
  • Uses BlocBuilder to rebuild when state changes
  • Can be StatefulWidget (if it needs controllers) or StatelessWidget
  • Accesses cubit methods via context.read<HomeCubit>()
  • Reads state properties directly (e.g., state.continueWatching, state.isLoading)

Effect Handling in Detail

The AppEffectHandler is a singleton that processes effects emitted by cubits:

// In every screen's BlocListener
if (state.effects.isNotEmpty) {
  sl<AppEffectHandler>().handleEffects(
    context,                           // BuildContext for navigation/dialogs
    state.effects,                      // List of effects from state
    context.read<HomeCubit>().clearEffects,  // Callback to clear effects
  );
}

The handler processes each effect type:

Effect TypeAction
PushRouteEffectAutoRouter.of(context).pushPath(path)
ReplaceRouteEffectAutoRouter.of(context).replacePath(path)
NavigateRouteEffectAutoRouter.of(context).navigatePath(path)
ChangeTabRouteEffectAutoTabsRouter.of(context).setActiveIndex(index)
ShowSnackbarEffectMaterial banner with AwesomeSnackbarContent
ShowWidgetDialogEffectshowDialog(context: context, builder: ...)
ShowDrawerDialogEffectshowGeneralDialog with slide transition
CloseDialogEffectNavigator.pop(context)

Important: clearEffects() must always be called after processing. The handleEffects method calls it automatically as the third parameter.

AppEffectHandler Details

The AppEffectHandler also has an attachRootContext() method that's used in the tabs screen for tab switching:

// In tabs_screen.dart
sl<AppEffectHandler>().attachRootContext(context);

This stores a reference to the root BuildContext for tab navigation, which operates outside the scope of an individual screen's BlocListener. Most effects don't need this — they use the context passed from the BlocListener.

Screen Types in Unyo

Tab screens (inside AutoTabsRouter)

These screens live inside AutoTabsRouter and have a sidebar menu:

// Tab screens follow the standard 3-layer pattern
// They access TabsCubit for menu state and tab switching

Push screens (detail views)

These screens are pushed on top of the tab navigator:

  • AnimeDetails, MangaDetails, Video, Calendar, AdvancedSearch, MediaList
  • They use more elaborate transitions (scale+fade, slide+fade)
  • They receive data via notifiers (not route arguments)

Login screen

The login screen is special — it's the initial: true route and replaces itself with TabsRoute on success.

Widget Conventions

Styled widgets (widgets/styled/)

Reusable UI components follow a naming convention:

  • Unyo prefix for custom components: UnyoMenuBar, UnyoTextField, UnyoSlider
  • Domain-specific names: MediaCard, AnimeCardList, ImageCard
  • Each widget is in its own file

Typography (widgets/text/)

Text widgets are thin wrappers around Flutter's Text widget with consistent styling:

  • TextDisplaySmall, TextDisplayMedium, TextDisplayLarge
  • TextHeadlineSmall, TextHeadlineMedium, TextHeadlineLarge
  • TextTitleSmall, TextTitleMedium, TextTitleLarge
  • TextBodySmall, TextBodyMedium, TextBodyLarge
  • TextLabelSmall, TextLabelMedium, TextLabelLarge

These correspond to Material Design 3 type scale.

Responsive sizing

The app uses flutter_screenutil for responsive sizing:

  • .w for width-based sizing: SizedBox(width: 15.0.w)
  • .h for height-based sizing: SizedBox(height: 50.0.h)
  • .sp for font sizing: TextStyle(fontSize: 14.0.sp)
  • .r for border radius: BorderRadius.circular(8.0.r)

Design base size is 1280x720 (set in main.dart).

Barrel exports

Styled widgets and text components export through barrel files:

  • lib/presentation/widgets/styled/styled.dart
  • lib/presentation/widgets/text/texts.dart

Dialogs

Dialogs are shown via the Effect system:

// In a cubit
showWidgetDialogEffect(
  dialog: WarningDialog(
    title: "Delete?",
    message: "This action cannot be undone.",
    onConfirm: () => _deleteItem(),
  ),
);

Custom dialogs should be created in lib/presentation/dialogs/ and can accept callbacks for actions.

Drawers

Drawer dialogs slide in from a specified direction:

// In a cubit
showDrawerDialogEffect(
  drawerDialog: AnimeServerSelectionDrawer(anime: anime),
  backgroundColor: Colors.black54,
  startPosition: AxisDirection.right,
);

Drawers are in lib/presentation/drawers/ and use showGeneralDialog with slide transitions.

Creating a New Screen: Complete Workflow

  1. Create the screen file at lib/presentation/screens/<feature>_screen.dart:

    • Follow the three-layer pattern (Screen → Listener → View)
    • Add @RoutePage() annotation to the outer widget
    • Use BlocProvider(create: (context) => sl<FeatureCubit>()) in the Screen layer
    • Handle effects in the Listener layer
    • Build UI in the View layer
  2. Add the route in lib/core/router/app_router.dart — see unyo-routing-navigation skill

  3. Register the cubit in lib/core/di/locator.dart — see unyo-dependency-injection skill

  4. Run code generation:

    flutter pub run build_runner build --delete-conflicting-outputs
    
  5. Import the cubit and state in the screen file

Common Pitfalls

  • Putting logic in the Screen layer: The Screen widget should only create the BlocProvider. No initState, no state holders, no business logic.
  • Forgetting BlocListener for effects: If you skip the Listener layer, effects from the cubit won't be processed. No navigation, no snackbars, no dialogs.
  • Not calling clearEffects: Always pass cubit.clearEffects as the third argument to handleEffects(). Without this, effects fire on every rebuild.
  • Using context.watch<>() instead of context.read<>(): In callbacks and event handlers, use read (no rebuild). In build methods, the BlocBuilder handles rebuilds.
  • Creating ScrollControllers in StatelessWidget: If a screen needs ScrollController or TextEditingController, the View must be a StatefulWidget with proper dispose() cleanup.
  • Importing cubit logic in View: The View should read state and call cubit methods. It should never contain business logic — delegate to the cubit.
  • Using BlocBuilder where BlocListener is needed: BlocBuilder is for UI that changes based on state. BlocListener is for one-time actions (effects, navigation). Use both when you need both — wrap BlocListener outside BlocBuilder.

Cross-references

  • Cubit and Effect pattern: See unyo-bloc-state-management skill for how cubits emit effects
  • Routing and navigation: See unyo-routing-navigation skill for route configuration
  • Notifier pattern for cross-screen data: See unyo-reactive-notifiers skill
  • DI for screen cubits: See unyo-dependency-injection skill