Files
plezy/lib/utils/key_event_simulator.dart

226 lines
8.6 KiB
Dart

import 'dart:async';
import 'dart:ui' as ui;
import 'package:flutter/scheduler.dart';
import 'package:flutter/services.dart';
import 'package:flutter/widgets.dart';
import 'text_input_diagnostics.dart';
String _describeSimulatedKey(KeyEvent event) {
return 'type=${event.runtimeType} logical=${event.logicalKey.keyLabel}/${event.logicalKey.keyId} '
'physical=${event.physicalKey.usbHidUsage} deviceType=${event.deviceType}';
}
void _logKeySimulator(String message) {
TextInputDiagnostics.log('KeySimulator', message);
}
final KeyEventSimulatorController _defaultSimulator = KeyEventSimulatorController();
/// Shared utility for simulating key press events through the focus tree.
///
/// Used by companion remotes, Apple TV touch input, and gamepad services to
/// translate external input into focus-tree key events.
void simulateKeyPress(LogicalKeyboardKey logicalKey) {
_defaultSimulator.simulateKeyPress(logicalKey);
}
/// Simulate only key down. Pair with [simulateKeyUp] for held buttons.
void simulateKeyDown(LogicalKeyboardKey logicalKey) {
_defaultSimulator.simulateKeyDown(logicalKey);
}
/// Simulate only key up. The release half of [simulateKeyDown].
void simulateKeyUp(LogicalKeyboardKey logicalKey) {
_defaultSimulator.simulateKeyUp(logicalKey);
}
/// Simulates key events for one external input source.
///
/// Separate instances isolate held keys and repeat timers when multiple input
/// sources are active.
class KeyEventSimulatorController {
final ui.KeyEventDeviceType deviceType;
final Map<LogicalKeyboardKey, PhysicalKeyboardKey> physicalKeyByLogicalKey;
final void Function(String) _log;
final Map<LogicalKeyboardKey, FocusNode> _heldFocusNodes = {};
Timer? _repeatTimer;
bool _disposed = false;
KeyEventSimulatorController({
this.deviceType = ui.KeyEventDeviceType.directionalPad,
this.physicalKeyByLogicalKey = const {},
void Function(String)? log,
}) : _log = log ?? _logKeySimulator;
bool get isRepeating => _repeatTimer != null;
/// Simulates a full key press (down and up) in one frame.
void simulateKeyPress(LogicalKeyboardKey logicalKey) {
if (_disposed) return;
_log('simulateKeyPress scheduled logical=${logicalKey.keyLabel}/${logicalKey.keyId}');
_schedule((focusNode) {
final physicalKey = _physicalKeyFor(logicalKey);
_dispatchKeyEvent(focusNode, _keyDownEvent(logicalKey, physicalKey));
_dispatchKeyEvent(focusNode, _keyUpEvent(logicalKey, physicalKey));
});
}
/// Simulates key down and remembers its focus until key up.
void simulateKeyDown(LogicalKeyboardKey logicalKey) {
if (_disposed) return;
_log('simulateKeyDown scheduled logical=${logicalKey.keyLabel}/${logicalKey.keyId}');
_schedule((focusNode) {
_heldFocusNodes[logicalKey] = focusNode;
_dispatchKeyEvent(focusNode, _keyDownEvent(logicalKey, _physicalKeyFor(logicalKey)));
});
}
/// Simulates key up on the focus that received the matching key down.
void simulateKeyUp(LogicalKeyboardKey logicalKey) {
if (_disposed) return;
_log('simulateKeyUp scheduled logical=${logicalKey.keyLabel}/${logicalKey.keyId}');
scheduleFrameIfIdle();
SchedulerBinding.instance.addPostFrameCallback((_) {
if (!_disposed) _dispatchKeyUp(logicalKey);
});
}
/// Releases [logicalKeys] together after previously scheduled key downs.
///
/// Any remaining held state is cleared after the release burst.
void releaseKeys(Iterable<LogicalKeyboardKey> logicalKeys) {
if (_disposed) return;
final keys = logicalKeys.toList(growable: false);
scheduleFrameIfIdle();
SchedulerBinding.instance.addPostFrameCallback((_) {
if (_disposed) return;
for (final logicalKey in keys) {
_dispatchKeyUp(logicalKey);
}
_heldFocusNodes.clear();
});
}
/// Starts with an immediate press, then repeats after [initialDelay].
void startKeyRepeat(LogicalKeyboardKey logicalKey, {required Duration initialDelay, required Duration interval}) {
if (_disposed) return;
stopKeyRepeat();
simulateKeyPress(logicalKey);
_repeatTimer = Timer(initialDelay, () {
if (_disposed) return;
_repeatTimer = Timer.periodic(interval, (_) => simulateKeyPress(logicalKey));
});
}
void stopKeyRepeat() {
_repeatTimer?.cancel();
_repeatTimer = null;
}
void clearHeldKeys() {
_heldFocusNodes.clear();
}
void dispose() {
if (_disposed) return;
_disposed = true;
stopKeyRepeat();
_heldFocusNodes.clear();
}
void _schedule(void Function(FocusNode focusNode) dispatch) {
// Post-frame dispatch lets focus settle. Requesting a frame is essential
// when external input arrives while Flutter is otherwise idle.
scheduleFrameIfIdle();
SchedulerBinding.instance.addPostFrameCallback((_) {
if (_disposed) return;
final focusNode = FocusManager.instance.primaryFocus;
if (focusNode != null) dispatch(focusNode);
});
}
void _dispatchKeyUp(LogicalKeyboardKey logicalKey) {
final heldFocusNode = _heldFocusNodes.remove(logicalKey);
final focusNode = heldFocusNode ?? FocusManager.instance.primaryFocus;
if (focusNode == null) return;
if (heldFocusNode != null && heldFocusNode.context == null) {
_log('simulateKeyUp dropped detached held focus logical=${logicalKey.keyLabel}/${logicalKey.keyId}');
return;
}
_dispatchKeyEvent(focusNode, _keyUpEvent(logicalKey, _physicalKeyFor(logicalKey)));
}
KeyDownEvent _keyDownEvent(LogicalKeyboardKey logicalKey, PhysicalKeyboardKey physicalKey) {
return KeyDownEvent(
physicalKey: physicalKey,
logicalKey: logicalKey,
timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
deviceType: deviceType,
);
}
KeyUpEvent _keyUpEvent(LogicalKeyboardKey logicalKey, PhysicalKeyboardKey physicalKey) {
return KeyUpEvent(
physicalKey: physicalKey,
logicalKey: logicalKey,
timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
deviceType: deviceType,
);
}
void _dispatchKeyEvent(FocusNode focusNode, KeyEvent event) {
_log('dispatch start focus=${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);
}
}
/// Force a frame when the engine is idle so focus visuals update immediately
/// on external input (desktop may not wake up without mouse/keyboard activity).
void scheduleFrameIfIdle() {
if (SchedulerBinding.instance.schedulerPhase == SchedulerPhase.idle) {
SchedulerBinding.instance.scheduleFrame();
}
}
PhysicalKeyboardKey _getPhysicalKey(LogicalKeyboardKey logicalKey) {
if (logicalKey == LogicalKeyboardKey.arrowUp) return PhysicalKeyboardKey.arrowUp;
if (logicalKey == LogicalKeyboardKey.arrowDown) return PhysicalKeyboardKey.arrowDown;
if (logicalKey == LogicalKeyboardKey.arrowLeft) return PhysicalKeyboardKey.arrowLeft;
if (logicalKey == LogicalKeyboardKey.arrowRight) return PhysicalKeyboardKey.arrowRight;
if (logicalKey == LogicalKeyboardKey.enter) return PhysicalKeyboardKey.enter;
if (logicalKey == LogicalKeyboardKey.select) return PhysicalKeyboardKey.select;
if (logicalKey == LogicalKeyboardKey.escape) return PhysicalKeyboardKey.escape;
if (logicalKey == LogicalKeyboardKey.space) return PhysicalKeyboardKey.space;
if (logicalKey == LogicalKeyboardKey.contextMenu) return PhysicalKeyboardKey.contextMenu;
if (logicalKey == LogicalKeyboardKey.audioVolumeUp) return PhysicalKeyboardKey.audioVolumeUp;
if (logicalKey == LogicalKeyboardKey.audioVolumeDown) return PhysicalKeyboardKey.audioVolumeDown;
if (logicalKey == LogicalKeyboardKey.audioVolumeMute) return PhysicalKeyboardKey.audioVolumeMute;
if (logicalKey == LogicalKeyboardKey.keyF) return PhysicalKeyboardKey.keyF;
if (logicalKey == LogicalKeyboardKey.gameButtonA) return PhysicalKeyboardKey.gameButtonA;
if (logicalKey == LogicalKeyboardKey.gameButtonB) return PhysicalKeyboardKey.gameButtonB;
if (logicalKey == LogicalKeyboardKey.gameButtonX) return PhysicalKeyboardKey.gameButtonX;
return PhysicalKeyboardKey.enter;
}