Files
plezy/lib/services/gamepad_service.dart
T

399 lines
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Dart

import 'dart:async';
import 'dart:io';
import 'package:flutter/scheduler.dart';
import 'package:flutter/services.dart';
import 'package:flutter/widgets.dart';
import 'package:universal_gamepad/universal_gamepad.dart';
import 'package:window_manager/window_manager.dart';
import '../utils/app_logger.dart';
import '../utils/key_event_simulator.dart' as key_sim;
/// Service that bridges gamepad input to Flutter's focus navigation system.
///
/// Listens to gamepad events from the `universal_gamepad` package and translates
/// them into focus navigation actions and key events that integrate with the
/// existing keyboard navigation system.
class GamepadService with WindowListener {
static GamepadService? _instance;
StreamSubscription<GamepadEvent>? _subscription;
/// Callback to switch InputModeTracker to keyboard mode.
/// Set by InputModeTracker when it initializes.
static VoidCallback? onGamepadInput;
/// Callback for L1 bumper press (previous tab).
/// Screens with tabs can listen to this.
static VoidCallback? onL1Pressed;
/// Callback for R1 bumper press (next tab).
/// Screens with tabs can listen to this.
static VoidCallback? onR1Pressed;
// Deadzone for analog sticks (0.0 to 1.0)
static const double _stickDeadzone = 0.5;
// Auto-repeat timing for held directional inputs (D-pad / stick)
static const Duration _repeatInitialDelay = Duration(milliseconds: 400);
static const Duration _repeatInterval = Duration(milliseconds: 80);
Timer? _repeatTimer;
// Track stick state to detect deadzone crossings
bool _leftStickUp = false;
bool _leftStickDown = false;
bool _leftStickLeft = false;
bool _leftStickRight = false;
// Track button states to prevent repeated events from button holds
final Set<GamepadButton> _pressedButtons = {};
// Whether the app window is currently focused — ignore gamepad input when false
bool _windowFocused = true;
GamepadService._();
/// Get the singleton instance.
static GamepadService get instance {
_instance ??= GamepadService._();
return _instance!;
}
/// Start listening to gamepad events.
/// Only active on desktop platforms (macOS, Windows, Linux).
static bool get _isDesktop => Platform.isMacOS || Platform.isWindows || Platform.isLinux;
void start() async {
appLogger.i('GamepadService: Starting on ${Platform.operatingSystem}');
// List connected gamepads
try {
final gamepads = await Gamepad.instance.listGamepads();
appLogger.i('GamepadService: Found ${gamepads.length} gamepad(s)');
for (final gamepad in gamepads) {
appLogger.i(' - ${gamepad.name} (id: ${gamepad.id})');
}
} catch (e) {
appLogger.e('GamepadService: Error listing gamepads', error: e);
}
// Track window focus so we ignore gamepad input when another app is active
// (window_manager is desktop-only)
if (_isDesktop) {
windowManager.addListener(this);
_windowFocused = await windowManager.isFocused();
}
_subscription?.cancel();
_subscription = Gamepad.instance.events.listen(
_handleGamepadEvent,
onError: (e) => appLogger.e('GamepadService: Stream error', error: e),
);
appLogger.i('GamepadService: Listening for gamepad events');
}
/// Stop listening to gamepad events.
void stop() {
_stopDirectionRepeat();
_subscription?.cancel();
_subscription = null;
if (_isDesktop) {
windowManager.removeListener(this);
}
Gamepad.instance.dispose();
}
@override
void onWindowFocus() {
_windowFocused = true;
Gamepad.instance.resume();
}
@override
void onWindowBlur() {
_windowFocused = false;
_stopDirectionRepeat();
// Send key-up for any face buttons that are mid-hold so widgets
// waiting for the release (e.g. long-press timers) don't get stuck.
if (_pressedButtons.contains(GamepadButton.a)) {
_simulateKeyUp(LogicalKeyboardKey.enter);
}
if (_pressedButtons.contains(GamepadButton.x)) {
_simulateKeyUp(LogicalKeyboardKey.gameButtonX);
}
_pressedButtons.clear();
// Reset analog stick state so re-focus doesn't inherit stale direction
_leftStickUp = false;
_leftStickDown = false;
_leftStickLeft = false;
_leftStickRight = false;
// Release native device handles so other apps can use the gamepad.
Gamepad.instance.pause();
}
void _handleGamepadEvent(GamepadEvent event) {
switch (event) {
case GamepadConnectionEvent e:
appLogger.i('GamepadService: Gamepad ${e.connected ? "connected" : "disconnected"}: ${e.info.name}');
case GamepadButtonEvent e:
_handleButton(e);
case GamepadAxisEvent e:
_handleAxis(e);
}
}
void _handleButton(GamepadButtonEvent event) {
if (!_windowFocused) return;
// Switch to keyboard mode on any button press
if (event.pressed) {
onGamepadInput?.call();
_setTraditionalFocusHighlight();
}
// Ensure a frame is scheduled so addPostFrameCallback-based key
// simulation fires promptly. Without this, key-up events can be
// delayed indefinitely when the app is idle, causing the long-press
// timer to fire before the release is delivered.
key_sim.scheduleFrameIfIdle();
final wasPressed = _pressedButtons.contains(event.button);
if (event.pressed && !wasPressed) {
_pressedButtons.add(event.button);
// D-pad — navigate with auto-repeat while held
switch (event.button) {
case GamepadButton.dpadUp:
_startDirectionRepeat(TraversalDirection.up);
return;
case GamepadButton.dpadDown:
_startDirectionRepeat(TraversalDirection.down);
return;
case GamepadButton.dpadLeft:
_startDirectionRepeat(TraversalDirection.left);
return;
case GamepadButton.dpadRight:
_startDirectionRepeat(TraversalDirection.right);
return;
// Face buttons — send KeyDown on press, KeyUp on release
// so widget-level long-press timers work naturally
case GamepadButton.a:
_simulateKeyDown(LogicalKeyboardKey.enter);
case GamepadButton.x:
_simulateKeyDown(LogicalKeyboardKey.gameButtonX);
// Immediate actions on press
case GamepadButton.b:
_simulateKeyPress(LogicalKeyboardKey.escape);
case GamepadButton.leftShoulder:
onL1Pressed?.call();
case GamepadButton.rightShoulder:
onR1Pressed?.call();
default:
break;
}
} else if (!event.pressed && wasPressed) {
_pressedButtons.remove(event.button);
switch (event.button) {
// D-pad release — stop repeat
case GamepadButton.dpadUp:
case GamepadButton.dpadDown:
case GamepadButton.dpadLeft:
case GamepadButton.dpadRight:
_stopDirectionRepeat();
// Face button release — send KeyUp
case GamepadButton.a:
_simulateKeyUp(LogicalKeyboardKey.enter);
case GamepadButton.x:
_simulateKeyUp(LogicalKeyboardKey.gameButtonX);
default:
break;
}
}
}
void _handleAxis(GamepadAxisEvent event) {
if (!_windowFocused) return;
// Switch to keyboard mode on significant axis input
if (event.value.abs() > 0.3) {
onGamepadInput?.call();
_setTraditionalFocusHighlight();
SchedulerBinding.instance.ensureVisualUpdate();
}
switch (event.axis) {
case GamepadAxis.leftStickY:
_handleLeftStickY(event.value);
case GamepadAxis.leftStickX:
_handleLeftStickX(event.value);
default:
break;
}
}
void _moveFocus(TraversalDirection direction) {
// Convert direction to arrow key and simulate a key press
// This allows widgets like HubSection that intercept key events to handle navigation
final logicalKey = _directionToKey(direction);
_simulateKeyPress(logicalKey);
}
/// Fire [direction] immediately, then auto-repeat after an initial delay.
void _startDirectionRepeat(TraversalDirection direction) {
_stopDirectionRepeat();
_moveFocus(direction);
_repeatTimer = Timer(_repeatInitialDelay, () {
_repeatTimer = Timer.periodic(_repeatInterval, (_) {
_moveFocus(direction);
});
});
}
void _stopDirectionRepeat() {
_repeatTimer?.cancel();
_repeatTimer = null;
}
LogicalKeyboardKey _directionToKey(TraversalDirection direction) {
switch (direction) {
case TraversalDirection.up:
return LogicalKeyboardKey.arrowUp;
case TraversalDirection.down:
return LogicalKeyboardKey.arrowDown;
case TraversalDirection.left:
return LogicalKeyboardKey.arrowLeft;
case TraversalDirection.right:
return LogicalKeyboardKey.arrowRight;
}
}
/// Simulate a full key press (down + up) in a single frame.
void _simulateKeyPress(LogicalKeyboardKey logicalKey) {
SchedulerBinding.instance.addPostFrameCallback((_) {
_dispatchKeyDown(logicalKey);
_dispatchKeyUp(logicalKey);
});
}
/// Simulate only key down — pair with [_simulateKeyUp] on release
/// so widget-level long-press timers see real hold duration.
void _simulateKeyDown(LogicalKeyboardKey logicalKey) {
SchedulerBinding.instance.addPostFrameCallback((_) {
_dispatchKeyDown(logicalKey);
});
}
/// Simulate only key up — the release half of [_simulateKeyDown].
void _simulateKeyUp(LogicalKeyboardKey logicalKey) {
SchedulerBinding.instance.addPostFrameCallback((_) {
_dispatchKeyUp(logicalKey);
});
}
void _dispatchKeyDown(LogicalKeyboardKey logicalKey) {
final focusNode = FocusManager.instance.primaryFocus;
if (focusNode == null) return;
final event = KeyDownEvent(
physicalKey: _getPhysicalKey(logicalKey),
logicalKey: logicalKey,
timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
);
FocusNode? node = focusNode;
while (node != null) {
if (node.onKeyEvent != null) {
if (node.onKeyEvent!(node, event) == KeyEventResult.handled) break;
}
node = node.parent;
}
}
void _dispatchKeyUp(LogicalKeyboardKey logicalKey) {
final focusNode = FocusManager.instance.primaryFocus;
if (focusNode == null) return;
final event = KeyUpEvent(
physicalKey: _getPhysicalKey(logicalKey),
logicalKey: logicalKey,
timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
);
FocusNode? node = focusNode;
while (node != null) {
if (node.onKeyEvent != null) {
if (node.onKeyEvent!(node, event) == KeyEventResult.handled) break;
}
node = node.parent;
}
}
PhysicalKeyboardKey _getPhysicalKey(LogicalKeyboardKey logicalKey) {
if (logicalKey == LogicalKeyboardKey.gameButtonA) {
return PhysicalKeyboardKey.gameButtonA;
} else if (logicalKey == LogicalKeyboardKey.gameButtonB) {
return PhysicalKeyboardKey.gameButtonB;
} else if (logicalKey == LogicalKeyboardKey.gameButtonX) {
return PhysicalKeyboardKey.gameButtonX;
} else if (logicalKey == LogicalKeyboardKey.arrowUp) {
return PhysicalKeyboardKey.arrowUp;
} else if (logicalKey == LogicalKeyboardKey.arrowDown) {
return PhysicalKeyboardKey.arrowDown;
} else if (logicalKey == LogicalKeyboardKey.arrowLeft) {
return PhysicalKeyboardKey.arrowLeft;
} else if (logicalKey == LogicalKeyboardKey.arrowRight) {
return PhysicalKeyboardKey.arrowRight;
} else if (logicalKey == LogicalKeyboardKey.escape) {
return PhysicalKeyboardKey.escape;
}
return PhysicalKeyboardKey.enter;
}
// W3C: leftStickY -1.0 = up, 1.0 = down
void _handleLeftStickY(double value) {
if (value > _stickDeadzone && !_leftStickDown) {
_leftStickDown = true;
_leftStickUp = false;
_startDirectionRepeat(TraversalDirection.down);
} else if (value < -_stickDeadzone && !_leftStickUp) {
_leftStickUp = true;
_leftStickDown = false;
_startDirectionRepeat(TraversalDirection.up);
} else if (value.abs() <= _stickDeadzone) {
if (_leftStickUp || _leftStickDown) _stopDirectionRepeat();
_leftStickUp = false;
_leftStickDown = false;
}
}
void _handleLeftStickX(double value) {
if (value < -_stickDeadzone && !_leftStickLeft) {
_leftStickLeft = true;
_leftStickRight = false;
_startDirectionRepeat(TraversalDirection.left);
} else if (value > _stickDeadzone && !_leftStickRight) {
_leftStickRight = true;
_leftStickLeft = false;
_startDirectionRepeat(TraversalDirection.right);
} else if (value.abs() <= _stickDeadzone) {
if (_leftStickLeft || _leftStickRight) _stopDirectionRepeat();
_leftStickLeft = false;
_leftStickRight = false;
}
}
// Ensure Material uses traditional (keyboard) focus highlights when navigating
// via gamepad. Synthetic key events we dispatch below don't go through the
// platform key pipeline, so Flutter won't automatically flip highlight mode.
void _setTraditionalFocusHighlight() {
if (FocusManager.instance.highlightStrategy != FocusHighlightStrategy.alwaysTraditional) {
FocusManager.instance.highlightStrategy = FocusHighlightStrategy.alwaysTraditional;
}
}
}