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.
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@@ -102,6 +102,7 @@ import '../widgets/video_controls/widgets/player_toast_indicator.dart';
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import '../focus/focusable_button.dart';
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import '../focus/input_mode_tracker.dart';
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import '../focus/dpad_navigator.dart';
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import '../focus/focus_navigation_intent.dart';
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import '../focus/key_event_utils.dart';
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import '../i18n/strings.g.dart';
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import '../watch_together/providers/watch_together_provider.dart';
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@@ -571,9 +572,6 @@ class VideoPlayerScreenState extends State<VideoPlayerScreen> with WidgetsBindin
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final PlayerToastController _toastController = PlayerToastController();
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bool _reclaimingFocus = false;
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// Cached setting: when false on Windows/Linux, ESC should not exit the player
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bool _videoPlayerNavigationEnabled = false;
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// App lifecycle state tracking
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bool _wasPlayingBeforeInactive = false;
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bool _hiddenForBackground = false;
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@@ -865,7 +863,7 @@ class VideoPlayerScreenState extends State<VideoPlayerScreen> with WidgetsBindin
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// Escape is plain Back (#1624).
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physicalEscapeExitsFullscreen: () => shouldPhysicalEscapeExitFullscreen(
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isMacOS: Platform.isMacOS,
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videoPlayerNavigationEnabled: _videoPlayerNavigationEnabled,
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videoPlayerNavigationEnabled: videoPlayerNavigationPreference(),
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playerEnteredFullscreen: FullscreenStateManager().scopeOwnsFullscreen,
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),
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exitPlayer: () => unawaited(_handleBackButton()),
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@@ -906,7 +904,7 @@ class VideoPlayerScreenState extends State<VideoPlayerScreen> with WidgetsBindin
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// Screen-level focus node that wraps the entire build output.
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// Ensures a single stable focus target across loading → initialized phases.
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_screenFocusNode = FocusNode(debugLabel: 'VideoPlayerScreen');
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_screenFocusNode = playerSurfaceFocusNode('VideoPlayerScreen');
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_screenFocusNode.addListener(_onScreenFocusChanged);
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HardwareKeyboard.instance.addHandler(_primeInitializationNavigationFocus);
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@@ -1188,7 +1186,6 @@ class VideoPlayerScreenState extends State<VideoPlayerScreen> with WidgetsBindin
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initPhase = 'loading settings';
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final settingsService = await SettingsService.getInstance();
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if (!_isPlayerInitializationCurrent(generation)) return;
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_videoPlayerNavigationEnabled = settingsService.read(SettingsService.videoPlayerNavigationEnabled);
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_autoPipEnabled = settingsService.read(SettingsService.autoPip);
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_exitFullscreenOnPlayerClose = settingsService.read(SettingsService.exitFullscreenOnPlayerClose);
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_rewindOnResume = settingsService.read(SettingsService.rewindOnResume);
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@@ -2196,25 +2193,33 @@ class VideoPlayerScreenState extends State<VideoPlayerScreen> with WidgetsBindin
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// The chrome deliberately stays down; _remoteTransport announces the
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// accepted command with a centred transient disc instead (#1676).
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final transportCommand = classifyTransportKey(event.logicalKey);
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if (_videoPlayerNavigationEnabled && !PlatformDetector.isAppleTV() && transportCommand != null) {
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if (videoPlayerNavigationPreference() && !PlatformDetector.isAppleTV() && transportCommand != null) {
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if (event is KeyDownEvent) {
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unawaited(_remoteTransport(transportCommand, source: 'Hardware media key'));
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}
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return KeyEventResult.handled; // consume down, repeat, and up
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}
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// Self-heal: if this node itself has primary focus (no descendant
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// focused, e.g. after controls auto-hide), redirect to first descendant.
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// Arrows stay playback shortcuts on desktop unless the viewer opted into
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// player navigation; only Tab/select may deliberately pull focus into
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// the OSD (#1797). Consuming navigation keys either way keeps them from
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// leaking to the route below.
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// focused, e.g. during loading or after a window re-activation),
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// redirect to the first descendant. Arrows stay playback shortcuts on
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// desktop unless the viewer opted into player navigation; only Tab and
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// a remote's OK deliberately pull focus into the OSD (#1797). Consuming
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// reserved control keys either way keeps them from leaking to the route
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// below.
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if (node.hasPrimaryFocus) {
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final claimsChrome =
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!event.logicalKey.isDpadDirection || _videoPlayerNavigationEnabled || PlatformDetector.isTV();
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if (event.isActionable && claimsChrome) {
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_chromeController.show(focusTarget: PlayerChromeFocusTarget.playPause);
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if (event.isActionable) {
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// One decision drives both halves: the key that hands the chrome
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// focus is the same key that switches the app into keyboard mode,
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// so focus can never land on a control while focus chrome is still
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// suppressed. For an arrow this already answers "did the viewer opt
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// into player navigation", because the screen node owns arrows
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// exactly while that setting is off.
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final navigating = eventRequestsFocusNavigation(event, focused: node);
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if (!event.logicalKey.isDpadDirection || navigating) {
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_chromeController.show(focusTarget: navigating ? PlayerChromeFocusTarget.playPause : null);
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}
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}
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return event.logicalKey.isNavigationKey ? KeyEventResult.handled : KeyEventResult.ignored;
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return event.logicalKey.isReservedControlKey ? KeyEventResult.handled : KeyEventResult.ignored;
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}
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// A descendant has focus — let events pass through so
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// DirectionalFocusAction / ActivateAction can process them.
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