Files
plezy/lib/utils/key_event_simulator.dart
T

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Dart

import 'dart:ui' as ui;
import 'package:flutter/scheduler.dart';
import 'package:flutter/services.dart';
import 'package:flutter/widgets.dart';
/// 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) {
// The dispatch below is deferred via addPostFrameCallback to ensure the
// focus tree is settled before we walk it. That post-frame callback only
// fires after a frame actually renders — and when Flutter is idle (no
// animations, no rebuilds), the engine will never schedule one on its
// own, so the callback hangs indefinitely. Force a frame so external
// input (gamepad, tvOS remote, companion remote) always advances focus
// immediately rather than batching until something else wakes the engine.
scheduleFrameIfIdle();
SchedulerBinding.instance.addPostFrameCallback((_) {
final focusNode = FocusManager.instance.primaryFocus;
if (focusNode == null) return;
final physicalKey = _getPhysicalKey(logicalKey);
final keyDownEvent = KeyDownEvent(
physicalKey: physicalKey,
logicalKey: logicalKey,
timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
deviceType: ui.KeyEventDeviceType.directionalPad,
);
_dispatchKeyEvent(focusNode, keyDownEvent);
final keyUpEvent = KeyUpEvent(
physicalKey: physicalKey,
logicalKey: logicalKey,
timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
deviceType: ui.KeyEventDeviceType.directionalPad,
);
_dispatchKeyEvent(focusNode, keyUpEvent);
});
}
/// Simulate only key down. Pair with [simulateKeyUp] for held buttons.
void simulateKeyDown(LogicalKeyboardKey logicalKey) {
scheduleFrameIfIdle();
SchedulerBinding.instance.addPostFrameCallback((_) {
final focusNode = FocusManager.instance.primaryFocus;
if (focusNode == null) return;
_dispatchKeyEvent(
focusNode,
KeyDownEvent(
physicalKey: _getPhysicalKey(logicalKey),
logicalKey: logicalKey,
timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
deviceType: ui.KeyEventDeviceType.directionalPad,
),
);
});
}
/// Simulate only key up. The release half of [simulateKeyDown].
void simulateKeyUp(LogicalKeyboardKey logicalKey) {
scheduleFrameIfIdle();
SchedulerBinding.instance.addPostFrameCallback((_) {
final focusNode = FocusManager.instance.primaryFocus;
if (focusNode == null) 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) {
FocusNode? node = focusNode;
while (node != null) {
if (node.onKeyEvent != null && node.onKeyEvent!(node, event) == KeyEventResult.handled) {
break;
}
node = node.parent;
}
}
/// 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;
}