refactor(input): share gamepad key simulation
This commit is contained in:
@@ -13,11 +13,6 @@ import '../utils/key_event_simulator.dart' as key_sim;
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import '../utils/platform_detector.dart';
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import '../utils/text_input_diagnostics.dart';
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String _describeGamepadKeyEvent(KeyEvent event) {
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return 'type=${event.runtimeType} logical=${event.logicalKey.keyLabel}/${event.logicalKey.keyId} '
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'physical=${event.physicalKey.usbHidUsage} deviceType=${event.deviceType} character=${event.character}';
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}
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String _describeGamepadButton(GamepadButtonEvent event) {
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return 'button=${event.button} pressed=${event.pressed} value=${event.value} gamepad=${event.gamepadId}';
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}
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@@ -131,6 +126,18 @@ class GamepadService with WindowListener {
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GamepadButton.x: LogicalKeyboardKey.gameButtonX,
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};
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static final Map<LogicalKeyboardKey, PhysicalKeyboardKey> _gamepadPhysicalKeyByLogicalKey = {
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LogicalKeyboardKey.arrowUp: PhysicalKeyboardKey.arrowUp,
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LogicalKeyboardKey.arrowDown: PhysicalKeyboardKey.arrowDown,
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LogicalKeyboardKey.arrowLeft: PhysicalKeyboardKey.arrowLeft,
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LogicalKeyboardKey.arrowRight: PhysicalKeyboardKey.arrowRight,
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LogicalKeyboardKey.enter: PhysicalKeyboardKey.enter,
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LogicalKeyboardKey.escape: PhysicalKeyboardKey.escape,
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LogicalKeyboardKey.gameButtonA: PhysicalKeyboardKey.gameButtonA,
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LogicalKeyboardKey.gameButtonB: PhysicalKeyboardKey.gameButtonB,
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LogicalKeyboardKey.gameButtonX: PhysicalKeyboardKey.gameButtonX,
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};
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static GamepadService? _instance;
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StreamSubscription<GamepadEvent>? _subscription;
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final GamepadDuplicateInputGuard _duplicateInputGuard;
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@@ -154,7 +161,7 @@ class GamepadService with WindowListener {
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static const Duration _repeatInitialDelay = Duration(milliseconds: 400);
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static const Duration _repeatInterval = Duration(milliseconds: 80);
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Timer? _repeatTimer;
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key_sim.KeyEventSimulatorController? _keyEventSimulator;
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// Track stick state to detect deadzone crossings
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bool _leftStickUp = false;
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@@ -165,8 +172,6 @@ class GamepadService with WindowListener {
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// Track button states to prevent repeated events from button holds
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final Set<GamepadButton> _pressedButtons = {};
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final Set<GamepadButton> _suppressedButtons = {};
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final Map<LogicalKeyboardKey, FocusNode> _heldFocusNodes = {};
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// Whether the app window is currently focused — ignore gamepad input when false
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bool _windowFocused = true;
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bool _nativeKeyHandlerRegistered = false;
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@@ -178,6 +183,14 @@ class GamepadService with WindowListener {
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GamepadService._({GamepadDuplicateInputGuard? duplicateInputGuard})
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: _duplicateInputGuard = duplicateInputGuard ?? GamepadDuplicateInputGuard(enabled: () => Platform.isWindows);
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key_sim.KeyEventSimulatorController get _simulator {
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return _keyEventSimulator ??= key_sim.KeyEventSimulatorController(
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deviceType: ui.KeyEventDeviceType.gamepad,
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physicalKeyByLogicalKey: _gamepadPhysicalKeyByLogicalKey,
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log: _logGamepadDiag,
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);
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}
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static GamepadService get instance {
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_instance ??= GamepadService._();
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return _instance!;
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@@ -227,7 +240,8 @@ class GamepadService with WindowListener {
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_subscription = null;
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_duplicateInputGuard.clear();
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_suppressedButtons.clear();
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_heldFocusNodes.clear();
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_keyEventSimulator?.dispose();
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_keyEventSimulator = null;
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if (_isDesktop) {
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windowManager.removeListener(this);
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}
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@@ -246,18 +260,13 @@ class GamepadService with WindowListener {
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_windowFocused = false;
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_stopDirectionRepeat();
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// Send key-up for any face buttons that are mid-hold so widgets
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// waiting for the release (e.g. long-press timers) don't get stuck.
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if (_pressedButtons.contains(GamepadButton.a)) {
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_simulateKeyUp(LogicalKeyboardKey.enter);
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}
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if (_pressedButtons.contains(GamepadButton.x)) {
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_simulateKeyUp(LogicalKeyboardKey.gameButtonX);
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}
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// Release all face buttons in one frame so held widget state cannot stick.
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_simulator.releaseKeys([
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if (_pressedButtons.contains(GamepadButton.a)) LogicalKeyboardKey.enter,
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if (_pressedButtons.contains(GamepadButton.x)) LogicalKeyboardKey.gameButtonX,
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]);
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_pressedButtons.clear();
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_suppressedButtons.clear();
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SchedulerBinding.instance.addPostFrameCallback((_) => _heldFocusNodes.clear());
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key_sim.scheduleFrameIfIdle();
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_duplicateInputGuard.clear();
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// Reset analog stick state so re-focus doesn't inherit stale direction
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@@ -299,7 +308,7 @@ class GamepadService with WindowListener {
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_stopDirectionRepeat();
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_pressedButtons.clear();
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_suppressedButtons.clear();
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_heldFocusNodes.clear();
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_keyEventSimulator?.clearHeldKeys();
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_duplicateInputGuard.clear();
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}
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@@ -466,34 +475,22 @@ class GamepadService with WindowListener {
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}
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}
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void _moveFocus(TraversalDirection direction) {
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// Convert direction to arrow key and simulate a key press
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// This allows widgets like HubSection that intercept key events to handle navigation
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final logicalKey = _directionToKey(direction);
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_logGamepadDiag(
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'moveFocus direction=$direction logicalKey=${logicalKey.keyLabel}/${logicalKey.keyId} nativeTextInputFocused=$_nativeTextInputFocused',
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);
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_simulateKeyPress(logicalKey);
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}
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/// Fire [direction] immediately, then auto-repeat after an initial delay.
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void _startDirectionRepeat(TraversalDirection direction) {
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_logGamepadDiag('startDirectionRepeat direction=$direction');
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_stopDirectionRepeat();
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_moveFocus(direction);
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_repeatTimer = Timer(_repeatInitialDelay, () {
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_repeatTimer = Timer.periodic(_repeatInterval, (_) {
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_moveFocus(direction);
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});
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});
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final logicalKey = _directionToKey(direction);
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_logGamepadDiag(
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'moveFocus direction=$direction logicalKey=${logicalKey.keyLabel}/${logicalKey.keyId} nativeTextInputFocused=$_nativeTextInputFocused',
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);
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_simulator.startKeyRepeat(logicalKey, initialDelay: _repeatInitialDelay, interval: _repeatInterval);
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}
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void _stopDirectionRepeat() {
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if (_repeatTimer != null) {
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if (_keyEventSimulator?.isRepeating ?? false) {
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_logGamepadDiag('stopDirectionRepeat');
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}
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_repeatTimer?.cancel();
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_repeatTimer = null;
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_keyEventSimulator?.stopKeyRepeat();
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}
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LogicalKeyboardKey _directionToKey(TraversalDirection direction) {
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@@ -511,114 +508,18 @@ class GamepadService with WindowListener {
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/// Simulate a full key press (down + up) in a single frame.
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void _simulateKeyPress(LogicalKeyboardKey logicalKey) {
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key_sim.scheduleFrameIfIdle();
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SchedulerBinding.instance.addPostFrameCallback((_) {
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_dispatchKeyDown(logicalKey);
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_dispatchKeyUp(logicalKey);
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});
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_simulator.simulateKeyPress(logicalKey);
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}
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/// Simulate only key down — pair with [_simulateKeyUp] on release
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/// so widget-level long-press timers see real hold duration.
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void _simulateKeyDown(LogicalKeyboardKey logicalKey) {
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key_sim.scheduleFrameIfIdle();
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SchedulerBinding.instance.addPostFrameCallback((_) {
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_dispatchKeyDown(logicalKey);
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});
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_simulator.simulateKeyDown(logicalKey);
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}
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/// Simulate only key up — the release half of [_simulateKeyDown].
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void _simulateKeyUp(LogicalKeyboardKey logicalKey) {
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key_sim.scheduleFrameIfIdle();
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SchedulerBinding.instance.addPostFrameCallback((_) {
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_dispatchKeyUp(logicalKey);
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});
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}
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void _dispatchKeyDown(LogicalKeyboardKey logicalKey) {
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final focusNode = FocusManager.instance.primaryFocus;
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if (focusNode == null) {
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_logGamepadDiag('dispatchKeyDown dropped reason=no-focus logical=${logicalKey.keyLabel}/${logicalKey.keyId}');
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return;
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}
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_heldFocusNodes[logicalKey] = focusNode;
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_logGamepadDiag('dispatchKeyDown logical=${logicalKey.keyLabel}/${logicalKey.keyId}');
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_dispatchKeyEvent(
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KeyDownEvent(
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physicalKey: _getPhysicalKey(logicalKey),
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logicalKey: logicalKey,
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timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
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deviceType: ui.KeyEventDeviceType.gamepad,
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),
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startNode: focusNode,
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);
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}
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void _dispatchKeyUp(LogicalKeyboardKey logicalKey) {
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final heldFocusNode = _heldFocusNodes.remove(logicalKey);
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final focusNode = heldFocusNode ?? FocusManager.instance.primaryFocus;
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if (focusNode == null) {
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_logGamepadDiag('dispatchKeyUp dropped reason=no-focus logical=${logicalKey.keyLabel}/${logicalKey.keyId}');
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return;
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}
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if (heldFocusNode != null && heldFocusNode.context == null) {
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_logGamepadDiag(
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'dispatchKeyUp dropped reason=held-focus-detached logical=${logicalKey.keyLabel}/${logicalKey.keyId}',
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);
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return;
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}
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_logGamepadDiag('dispatchKeyUp logical=${logicalKey.keyLabel}/${logicalKey.keyId}');
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_dispatchKeyEvent(
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KeyUpEvent(
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physicalKey: _getPhysicalKey(logicalKey),
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logicalKey: logicalKey,
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timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
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deviceType: ui.KeyEventDeviceType.gamepad,
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),
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startNode: focusNode,
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);
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}
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void _dispatchKeyEvent(KeyEvent event, {FocusNode? startNode}) {
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FocusNode? node = startNode ?? FocusManager.instance.primaryFocus;
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_logGamepadDiag('dispatch start focus=${node?.debugLabel} key=(${_describeGamepadKeyEvent(event)})');
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while (node != null) {
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if (node.onKeyEvent != null) {
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final result = node.onKeyEvent!(node, event);
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_logGamepadDiag('dispatch node=${node.debugLabel} result=$result key=(${_describeGamepadKeyEvent(event)})');
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if (result != KeyEventResult.ignored) {
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_logGamepadDiag('dispatch stopped node=${node.debugLabel} result=$result');
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break;
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}
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}
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node = node.parent;
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}
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if (node == null) {
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_logGamepadDiag('dispatch reached root ignored key=(${_describeGamepadKeyEvent(event)})');
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}
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}
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PhysicalKeyboardKey _getPhysicalKey(LogicalKeyboardKey logicalKey) {
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if (logicalKey == LogicalKeyboardKey.gameButtonA) {
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return PhysicalKeyboardKey.gameButtonA;
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} else if (logicalKey == LogicalKeyboardKey.gameButtonB) {
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return PhysicalKeyboardKey.gameButtonB;
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} else if (logicalKey == LogicalKeyboardKey.gameButtonX) {
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return PhysicalKeyboardKey.gameButtonX;
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} else if (logicalKey == LogicalKeyboardKey.arrowUp) {
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return PhysicalKeyboardKey.arrowUp;
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} else if (logicalKey == LogicalKeyboardKey.arrowDown) {
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return PhysicalKeyboardKey.arrowDown;
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} else if (logicalKey == LogicalKeyboardKey.arrowLeft) {
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return PhysicalKeyboardKey.arrowLeft;
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} else if (logicalKey == LogicalKeyboardKey.arrowRight) {
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return PhysicalKeyboardKey.arrowRight;
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} else if (logicalKey == LogicalKeyboardKey.escape) {
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return PhysicalKeyboardKey.escape;
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}
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return PhysicalKeyboardKey.enter;
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_simulator.simulateKeyUp(logicalKey);
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}
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// W3C: leftStickY -1.0 = up, 1.0 = down
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@@ -1,3 +1,4 @@
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import 'dart:async';
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import 'dart:ui' as ui;
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import 'package:flutter/scheduler.dart';
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@@ -15,110 +16,183 @@ void _logKeySimulator(String message) {
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TextInputDiagnostics.log('KeySimulator', message);
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}
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final Map<LogicalKeyboardKey, FocusNode> _heldFocusNodes = {};
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final KeyEventSimulatorController _defaultSimulator = KeyEventSimulatorController();
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/// Shared utility for simulating key press events through the focus tree.
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///
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/// Used by companion remotes, Apple TV touch input, and gamepad services to
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/// translate external input into focus-tree key events.
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void simulateKeyPress(LogicalKeyboardKey logicalKey) {
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_logKeySimulator('simulateKeyPress scheduled logical=${logicalKey.keyLabel}/${logicalKey.keyId}');
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// The dispatch below is deferred via addPostFrameCallback to ensure the
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// focus tree is settled before we walk it. That post-frame callback only
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// fires after a frame actually renders — and when Flutter is idle (no
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// animations, no rebuilds), the engine will never schedule one on its
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// own, so the callback hangs indefinitely. Force a frame so external
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// input (gamepad, tvOS remote, companion remote) always advances focus
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// immediately rather than batching until something else wakes the engine.
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scheduleFrameIfIdle();
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SchedulerBinding.instance.addPostFrameCallback((_) {
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final focusNode = FocusManager.instance.primaryFocus;
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if (focusNode == null) return;
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final physicalKey = _getPhysicalKey(logicalKey);
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final keyDownEvent = KeyDownEvent(
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physicalKey: physicalKey,
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logicalKey: logicalKey,
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timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
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deviceType: ui.KeyEventDeviceType.directionalPad,
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);
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_dispatchKeyEvent(focusNode, keyDownEvent);
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final keyUpEvent = KeyUpEvent(
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physicalKey: physicalKey,
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logicalKey: logicalKey,
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timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
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deviceType: ui.KeyEventDeviceType.directionalPad,
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);
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_dispatchKeyEvent(focusNode, keyUpEvent);
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});
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_defaultSimulator.simulateKeyPress(logicalKey);
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}
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/// Simulate only key down. Pair with [simulateKeyUp] for held buttons.
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void simulateKeyDown(LogicalKeyboardKey logicalKey) {
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_logKeySimulator('simulateKeyDown scheduled logical=${logicalKey.keyLabel}/${logicalKey.keyId}');
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scheduleFrameIfIdle();
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SchedulerBinding.instance.addPostFrameCallback((_) {
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final focusNode = FocusManager.instance.primaryFocus;
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if (focusNode == null) return;
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_heldFocusNodes[logicalKey] = focusNode;
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_dispatchKeyEvent(
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focusNode,
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KeyDownEvent(
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physicalKey: _getPhysicalKey(logicalKey),
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logicalKey: logicalKey,
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timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
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deviceType: ui.KeyEventDeviceType.directionalPad,
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),
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);
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});
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_defaultSimulator.simulateKeyDown(logicalKey);
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}
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/// Simulate only key up. The release half of [simulateKeyDown].
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void simulateKeyUp(LogicalKeyboardKey logicalKey) {
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_logKeySimulator('simulateKeyUp scheduled logical=${logicalKey.keyLabel}/${logicalKey.keyId}');
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scheduleFrameIfIdle();
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SchedulerBinding.instance.addPostFrameCallback((_) {
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_defaultSimulator.simulateKeyUp(logicalKey);
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}
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/// Simulates key events for one external input source.
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///
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/// Separate instances isolate held keys and repeat timers when multiple input
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/// sources are active.
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class KeyEventSimulatorController {
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final ui.KeyEventDeviceType deviceType;
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final Map<LogicalKeyboardKey, PhysicalKeyboardKey> physicalKeyByLogicalKey;
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final void Function(String) _log;
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final Map<LogicalKeyboardKey, FocusNode> _heldFocusNodes = {};
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Timer? _repeatTimer;
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bool _disposed = false;
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KeyEventSimulatorController({
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this.deviceType = ui.KeyEventDeviceType.directionalPad,
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this.physicalKeyByLogicalKey = const {},
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void Function(String)? log,
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}) : _log = log ?? _logKeySimulator;
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bool get isRepeating => _repeatTimer != null;
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/// Simulates a full key press (down and up) in one frame.
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void simulateKeyPress(LogicalKeyboardKey logicalKey) {
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if (_disposed) return;
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_log('simulateKeyPress scheduled logical=${logicalKey.keyLabel}/${logicalKey.keyId}');
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_schedule((focusNode) {
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final physicalKey = _physicalKeyFor(logicalKey);
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_dispatchKeyEvent(focusNode, _keyDownEvent(logicalKey, physicalKey));
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_dispatchKeyEvent(focusNode, _keyUpEvent(logicalKey, physicalKey));
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});
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}
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/// Simulates key down and remembers its focus until key up.
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void simulateKeyDown(LogicalKeyboardKey logicalKey) {
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if (_disposed) return;
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_log('simulateKeyDown scheduled logical=${logicalKey.keyLabel}/${logicalKey.keyId}');
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_schedule((focusNode) {
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_heldFocusNodes[logicalKey] = focusNode;
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_dispatchKeyEvent(focusNode, _keyDownEvent(logicalKey, _physicalKeyFor(logicalKey)));
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});
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}
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/// Simulates key up on the focus that received the matching key down.
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void simulateKeyUp(LogicalKeyboardKey logicalKey) {
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if (_disposed) return;
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_log('simulateKeyUp scheduled logical=${logicalKey.keyLabel}/${logicalKey.keyId}');
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scheduleFrameIfIdle();
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SchedulerBinding.instance.addPostFrameCallback((_) {
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if (!_disposed) _dispatchKeyUp(logicalKey);
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});
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}
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/// Releases [logicalKeys] together after previously scheduled key downs.
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///
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/// Any remaining held state is cleared after the release burst.
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void releaseKeys(Iterable<LogicalKeyboardKey> logicalKeys) {
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if (_disposed) return;
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final keys = logicalKeys.toList(growable: false);
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scheduleFrameIfIdle();
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SchedulerBinding.instance.addPostFrameCallback((_) {
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if (_disposed) return;
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for (final logicalKey in keys) {
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_dispatchKeyUp(logicalKey);
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}
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_heldFocusNodes.clear();
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});
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}
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/// Starts with an immediate press, then repeats after [initialDelay].
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void startKeyRepeat(LogicalKeyboardKey logicalKey, {required Duration initialDelay, required Duration interval}) {
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if (_disposed) return;
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stopKeyRepeat();
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simulateKeyPress(logicalKey);
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_repeatTimer = Timer(initialDelay, () {
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if (_disposed) return;
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_repeatTimer = Timer.periodic(interval, (_) => simulateKeyPress(logicalKey));
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});
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}
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void stopKeyRepeat() {
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_repeatTimer?.cancel();
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_repeatTimer = null;
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}
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void clearHeldKeys() {
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_heldFocusNodes.clear();
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}
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||||
void dispose() {
|
||||
if (_disposed) return;
|
||||
_disposed = true;
|
||||
stopKeyRepeat();
|
||||
_heldFocusNodes.clear();
|
||||
}
|
||||
|
||||
void _schedule(void Function(FocusNode focusNode) dispatch) {
|
||||
// Post-frame dispatch lets focus settle. Requesting a frame is essential
|
||||
// when external input arrives while Flutter is otherwise idle.
|
||||
scheduleFrameIfIdle();
|
||||
SchedulerBinding.instance.addPostFrameCallback((_) {
|
||||
if (_disposed) return;
|
||||
final focusNode = FocusManager.instance.primaryFocus;
|
||||
if (focusNode != null) dispatch(focusNode);
|
||||
});
|
||||
}
|
||||
|
||||
void _dispatchKeyUp(LogicalKeyboardKey logicalKey) {
|
||||
final heldFocusNode = _heldFocusNodes.remove(logicalKey);
|
||||
final focusNode = heldFocusNode ?? FocusManager.instance.primaryFocus;
|
||||
if (focusNode == null) return;
|
||||
if (heldFocusNode != null && heldFocusNode.context == null) {
|
||||
_logKeySimulator('simulateKeyUp dropped detached held focus logical=${logicalKey.keyLabel}/${logicalKey.keyId}');
|
||||
_log('simulateKeyUp dropped detached held focus logical=${logicalKey.keyLabel}/${logicalKey.keyId}');
|
||||
return;
|
||||
}
|
||||
|
||||
_dispatchKeyEvent(
|
||||
focusNode,
|
||||
KeyUpEvent(
|
||||
physicalKey: _getPhysicalKey(logicalKey),
|
||||
logicalKey: logicalKey,
|
||||
timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
|
||||
deviceType: ui.KeyEventDeviceType.directionalPad,
|
||||
),
|
||||
);
|
||||
});
|
||||
}
|
||||
|
||||
void _dispatchKeyEvent(FocusNode focusNode, KeyEvent event) {
|
||||
_logKeySimulator('dispatch start focus=${focusNode.debugLabel} key=(${_describeSimulatedKey(event)})');
|
||||
FocusNode? node = focusNode;
|
||||
while (node != null) {
|
||||
if (node.onKeyEvent != null) {
|
||||
final result = node.onKeyEvent!(node, event);
|
||||
_logKeySimulator('dispatch node=${node.debugLabel} result=$result key=(${_describeSimulatedKey(event)})');
|
||||
if (result != KeyEventResult.ignored) {
|
||||
_logKeySimulator('dispatch stopped node=${node.debugLabel} result=$result');
|
||||
break;
|
||||
}
|
||||
}
|
||||
node = node.parent;
|
||||
_dispatchKeyEvent(focusNode, _keyUpEvent(logicalKey, _physicalKeyFor(logicalKey)));
|
||||
}
|
||||
if (node == null) {
|
||||
_logKeySimulator('dispatch reached root ignored key=(${_describeSimulatedKey(event)})');
|
||||
|
||||
KeyDownEvent _keyDownEvent(LogicalKeyboardKey logicalKey, PhysicalKeyboardKey physicalKey) {
|
||||
return KeyDownEvent(
|
||||
physicalKey: physicalKey,
|
||||
logicalKey: logicalKey,
|
||||
timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
|
||||
deviceType: deviceType,
|
||||
);
|
||||
}
|
||||
|
||||
KeyUpEvent _keyUpEvent(LogicalKeyboardKey logicalKey, PhysicalKeyboardKey physicalKey) {
|
||||
return KeyUpEvent(
|
||||
physicalKey: physicalKey,
|
||||
logicalKey: logicalKey,
|
||||
timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
|
||||
deviceType: deviceType,
|
||||
);
|
||||
}
|
||||
|
||||
void _dispatchKeyEvent(FocusNode focusNode, KeyEvent event) {
|
||||
_log('dispatch start focus=${focusNode.debugLabel} key=(${_describeSimulatedKey(event)})');
|
||||
FocusNode? node = focusNode;
|
||||
while (node != null) {
|
||||
if (node.onKeyEvent != null) {
|
||||
final result = node.onKeyEvent!(node, event);
|
||||
_log('dispatch node=${node.debugLabel} result=$result key=(${_describeSimulatedKey(event)})');
|
||||
if (result != KeyEventResult.ignored) {
|
||||
_log('dispatch stopped node=${node.debugLabel} result=$result');
|
||||
break;
|
||||
}
|
||||
}
|
||||
node = node.parent;
|
||||
}
|
||||
if (node == null) {
|
||||
_log('dispatch reached root ignored key=(${_describeSimulatedKey(event)})');
|
||||
}
|
||||
}
|
||||
|
||||
PhysicalKeyboardKey _physicalKeyFor(LogicalKeyboardKey logicalKey) {
|
||||
return physicalKeyByLogicalKey[logicalKey] ?? _getPhysicalKey(logicalKey);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -32,6 +32,73 @@ void main() {
|
||||
expect(events.map((event) => event.deviceType), everyElement(ui.KeyEventDeviceType.directionalPad));
|
||||
});
|
||||
|
||||
testWidgets('custom simulator preserves gamepad device and physical key mapping', (tester) async {
|
||||
final events = await _pumpKeyEventRecorder(tester);
|
||||
final simulator = KeyEventSimulatorController(
|
||||
deviceType: ui.KeyEventDeviceType.gamepad,
|
||||
physicalKeyByLogicalKey: {LogicalKeyboardKey.enter: PhysicalKeyboardKey.gameButtonA},
|
||||
);
|
||||
addTearDown(simulator.dispose);
|
||||
|
||||
simulator.simulateKeyPress(LogicalKeyboardKey.enter);
|
||||
await tester.pump();
|
||||
|
||||
expect(events, hasLength(2));
|
||||
expect(events.map((event) => event.deviceType), everyElement(ui.KeyEventDeviceType.gamepad));
|
||||
expect(events.map((event) => event.physicalKey), everyElement(PhysicalKeyboardKey.gameButtonA));
|
||||
});
|
||||
|
||||
testWidgets('key repeat waits for the initial delay and then uses the repeat interval', (tester) async {
|
||||
final events = await _pumpKeyEventRecorder(tester);
|
||||
final simulator = KeyEventSimulatorController();
|
||||
addTearDown(simulator.dispose);
|
||||
|
||||
simulator.startKeyRepeat(
|
||||
LogicalKeyboardKey.arrowDown,
|
||||
initialDelay: const Duration(milliseconds: 400),
|
||||
interval: const Duration(milliseconds: 80),
|
||||
);
|
||||
await tester.pump();
|
||||
|
||||
expect(events, hasLength(2));
|
||||
expect(simulator.isRepeating, isTrue);
|
||||
|
||||
await tester.pump(const Duration(milliseconds: 400));
|
||||
expect(events, hasLength(2));
|
||||
|
||||
await tester.pump(const Duration(milliseconds: 79));
|
||||
expect(events, hasLength(2));
|
||||
|
||||
await tester.pump(const Duration(milliseconds: 1));
|
||||
expect(events, hasLength(4));
|
||||
|
||||
simulator.stopKeyRepeat();
|
||||
await tester.pump(const Duration(milliseconds: 160));
|
||||
expect(events, hasLength(4));
|
||||
expect(simulator.isRepeating, isFalse);
|
||||
});
|
||||
|
||||
testWidgets('releaseKeys dispatches a held-key release burst after pending downs', (tester) async {
|
||||
final events = await _pumpKeyEventRecorder(tester);
|
||||
final simulator = KeyEventSimulatorController(deviceType: ui.KeyEventDeviceType.gamepad);
|
||||
addTearDown(simulator.dispose);
|
||||
|
||||
simulator.simulateKeyDown(LogicalKeyboardKey.enter);
|
||||
simulator.simulateKeyDown(LogicalKeyboardKey.gameButtonX);
|
||||
simulator.releaseKeys([LogicalKeyboardKey.enter, LogicalKeyboardKey.gameButtonX]);
|
||||
await tester.pump();
|
||||
|
||||
expect(events, hasLength(4));
|
||||
expect(events.map((event) => event.runtimeType), [KeyDownEvent, KeyDownEvent, KeyUpEvent, KeyUpEvent]);
|
||||
expect(events.map((event) => event.logicalKey), [
|
||||
LogicalKeyboardKey.enter,
|
||||
LogicalKeyboardKey.gameButtonX,
|
||||
LogicalKeyboardKey.enter,
|
||||
LogicalKeyboardKey.gameButtonX,
|
||||
]);
|
||||
expect(events.map((event) => event.deviceType), everyElement(ui.KeyEventDeviceType.gamepad));
|
||||
});
|
||||
|
||||
testWidgets('simulateKeyUp returns to the key-down focus when focus changes', (tester) async {
|
||||
final firstNode = FocusNode(debugLabel: 'first');
|
||||
final secondNode = FocusNode(debugLabel: 'second');
|
||||
@@ -123,6 +190,27 @@ void main() {
|
||||
expect(childEvents, hasLength(2));
|
||||
expect(parentEvents, isEmpty);
|
||||
});
|
||||
|
||||
testWidgets('dispose cancels queued dispatch and repeat timers', (tester) async {
|
||||
final events = await _pumpKeyEventRecorder(tester);
|
||||
final simulator = KeyEventSimulatorController();
|
||||
|
||||
simulator.simulateKeyDown(LogicalKeyboardKey.enter);
|
||||
await tester.pump();
|
||||
expect(events, hasLength(1));
|
||||
|
||||
simulator.startKeyRepeat(
|
||||
LogicalKeyboardKey.arrowRight,
|
||||
initialDelay: const Duration(milliseconds: 400),
|
||||
interval: const Duration(milliseconds: 80),
|
||||
);
|
||||
simulator.dispose();
|
||||
simulator.simulateKeyUp(LogicalKeyboardKey.enter);
|
||||
|
||||
await tester.pump(const Duration(seconds: 1));
|
||||
expect(events, hasLength(1));
|
||||
expect(events.single, isA<KeyDownEvent>());
|
||||
});
|
||||
}
|
||||
|
||||
Future<List<KeyEvent>> _pumpKeyEventRecorder(WidgetTester tester) async {
|
||||
|
||||
Reference in New Issue
Block a user