fix(player): keep a keyboard Enter out of focus navigation

Pressing Enter over the player put the whole app into keyboard mode and
dropped focus onto Play/Pause, even with Video Player Navigation off. Two
independent paths did it. InputModeTracker promoted on any key satisfying
isNavigationKey, a set that unioned activation, dismissal and the menu key
with the arrows and consulted no setting at all; separately the surface's
Select handler always asked the chrome for focus. Escape had the same effect,
which on desktop reads as the mouse cursor vanishing mid-playback.

Both now ask one predicate. eventRequestsFocusNavigation decides whether the
app switches to keyboard mode and whether a key may hand focus to the chrome,
so the two cannot disagree and focus can never land on a control while focus
chrome is still suppressed. Activation and dismissal act on what already has
focus, so they answer no; Tab, the menu key, a remote's OK or BACK, and an
arrow that will really traverse answer yes. The one input the predicate cannot
read off the event, whether the focused feature owns arrow keys, rides on the
node as DirectionalShortcutFocusNode instead of on a subtree, so every sheet,
prompt and OSD button stays an ordinary traversal target with nothing to
re-enable.

playerDirectionalNavigationEnabled and videoPlayerNavigationPreference replace
five hand-copied pref-or-isTV expressions and a screen-level cache that
disagreed with the live getter after a toggle. Services whose input is
synthesized past HardwareKeyboard announce themselves through
InputModeTracker.reportNonPointerInput rather than two static callbacks and
three copies of a highlight-strategy write. That registration is now
identity-guarded: the bootstrap-to-app tree swap disposed the outgoing tracker
after the incoming one initialised and cleared both callbacks, so gamepad and
companion remote input had stopped switching to keyboard mode entirely.

Falling out of the same rule: a companion heartbeat no longer flips an idle
desktop host into keyboard mode, analog-stick drift promotes only past the
deadzone that actually navigates, Enter keeps toggling playback once the
chrome is up, Tab both reaches and traverses the OSD, and the player surface
claims the remote from mount rather than only when the chrome starts hidden,
so the first key on a desktop route is a playback shortcut instead of the
screen node's chrome-raising self-heal.

isNavigationKey becomes isReservedControlKey, since its real meaning is a
shell key rather than a text character and the old name is what invited the
conflation. The unreachable PlayerChromeFocusTarget.timeline goes with it.
This commit is contained in:
edde746
2026-08-07 13:23:53 +02:00
parent feb34caeb7
commit e3703892b3
23 changed files with 970 additions and 138 deletions
+26 -13
View File
@@ -4,9 +4,8 @@ import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
import '../utils/platform_detector.dart';
import '../services/gamepad_service.dart';
import 'dpad_navigator.dart';
import '../services/companion_remote/companion_remote_receiver.dart';
import 'focus_navigation_intent.dart';
/// Tracks whether the user is navigating via keyboard/d-pad or pointer (mouse/touch).
///
@@ -55,6 +54,21 @@ class InputModeTracker extends StatefulWidget {
return Platform.isAndroid && isKeyboardMode(context);
}
/// Report input from a device that cannot point — gamepad, companion remote,
/// Siri Remote touch. Those services synthesize their key events through
/// [KeyEventSimulatorController], which dispatches straight down the focus
/// chain and never reaches [HardwareKeyboard], so they cannot be observed by
/// [eventRequestsFocusNavigation] and must announce themselves here.
///
/// Calls `setState`, so never call this during build. A no-op when no tracker
/// is mounted.
static void reportNonPointerInput() {
final state = _instance;
if (state != null && state.mounted) state._setMode(InputMode.keyboard);
}
static _InputModeTrackerState? _instance;
@override
State<InputModeTracker> createState() => _InputModeTrackerState();
}
@@ -66,23 +80,21 @@ class _InputModeTrackerState extends State<InputModeTracker> {
@override
void initState() {
super.initState();
// Published before anything can report input. The outgoing tracker of a
// subtree swap disposes *after* the incoming one initialises, so teardown
// is identity-guarded — otherwise startup's bootstrap→app swap would leave
// the live registration cleared.
InputModeTracker._instance = this;
// Initialize focus highlight strategy based on starting mode
_updateFocusHighlightStrategy(_mode);
// Listen to hardware keyboard events globally
HardwareKeyboard.instance.addHandler(_handleKeyEvent);
// Register callback for gamepad input to switch to keyboard mode
GamepadService.onGamepadInput = () => _setMode(InputMode.keyboard);
// Register callback for companion remote input to switch to keyboard mode
CompanionRemoteReceiver.onRemoteInput = () => _setMode(InputMode.keyboard);
}
@override
void dispose() {
HardwareKeyboard.instance.removeHandler(_handleKeyEvent);
GamepadService.onGamepadInput = null;
CompanionRemoteReceiver.onRemoteInput = null;
if (identical(InputModeTracker._instance, this)) InputModeTracker._instance = null;
super.dispose();
}
@@ -91,9 +103,10 @@ class _InputModeTrackerState extends State<InputModeTracker> {
// events after route pops (see BackKeySuppressorObserver).
BackKeyPressTracker.handleKeyEvent(event);
// Only switch to keyboard mode on navigation key down (not repeats, releases,
// or non-navigation keys like volume buttons or letter keys while typing)
if (event is KeyDownEvent && event.logicalKey.isNavigationKey) {
// Only a key that asks to navigate by focus starts a keyboard session.
// Activation and dismissal act on what is already focused, so promoting on
// them would arm focus chrome for a viewer who never asked to navigate.
if (eventRequestsFocusNavigation(event)) {
_setMode(InputMode.keyboard);
}
// Return false to let the event continue propagating