refactor: update formatting
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@@ -176,9 +176,7 @@ class GamepadService {
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final keyDownEvent = KeyDownEvent(
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physicalKey: _getPhysicalKey(logicalKey),
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logicalKey: logicalKey,
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timeStamp: Duration(
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milliseconds: DateTime.now().millisecondsSinceEpoch,
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),
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timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
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);
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// Dispatch through the focus system by walking up the focus tree
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@@ -198,9 +196,7 @@ class GamepadService {
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final keyUpEvent = KeyUpEvent(
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physicalKey: _getPhysicalKey(logicalKey),
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logicalKey: logicalKey,
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timeStamp: Duration(
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milliseconds: DateTime.now().millisecondsSinceEpoch,
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),
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timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
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);
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node = focusNode;
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@@ -241,10 +237,8 @@ class GamepadService {
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bool _isDpadXAxis(String key) => key == 'dpad - xaxis';
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// Face buttons - macOS uses SF Symbol names for PlayStation controllers
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bool _isButtonA(String key) =>
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key == 'xmark.circle'; // Cross/X button (bottom)
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bool _isButtonB(String key) =>
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key == 'circle.circle'; // Circle/O button (right)
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bool _isButtonA(String key) => key == 'xmark.circle'; // Cross/X button (bottom)
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bool _isButtonB(String key) => key == 'circle.circle'; // Circle/O button (right)
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bool _isButtonX(String key) => key == 'square.circle'; // Square button (left)
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// Analog sticks
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@@ -323,10 +317,8 @@ class GamepadService {
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// via gamepad. Synthetic key events we dispatch below don't go through the
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// platform key pipeline, so Flutter won't automatically flip highlight mode.
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void _setTraditionalFocusHighlight() {
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if (FocusManager.instance.highlightStrategy !=
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FocusHighlightStrategy.alwaysTraditional) {
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FocusManager.instance.highlightStrategy =
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FocusHighlightStrategy.alwaysTraditional;
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if (FocusManager.instance.highlightStrategy != FocusHighlightStrategy.alwaysTraditional) {
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FocusManager.instance.highlightStrategy = FocusHighlightStrategy.alwaysTraditional;
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}
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}
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