Files
plezy/lib/services/gamepad_service.dart
T
2025-12-15 02:29:03 +01:00

334 lines
11 KiB
Dart

import 'dart:async';
import 'dart:io';
import 'package:flutter/scheduler.dart';
import 'package:flutter/widgets.dart';
import 'package:flutter/services.dart';
import 'package:gamepads/gamepads.dart';
import '../utils/app_logger.dart';
/// Service that bridges gamepad input to Flutter's focus navigation system.
///
/// Listens to gamepad events from the `gamepads` package and translates them
/// into focus navigation actions and key events that integrate with the
/// existing keyboard navigation system.
class GamepadService {
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;
// Track D-pad state to avoid repeated navigation events
bool _dpadUp = false;
bool _dpadDown = false;
bool _dpadLeft = false;
bool _dpadRight = false;
// Track stick state to avoid repeated navigation events
bool _leftStickUp = false;
bool _leftStickDown = false;
bool _leftStickLeft = false;
bool _leftStickRight = false;
// Track button states to prevent repeated events from button holds
final Set<String> _pressedButtons = {};
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).
void start() async {
// Only enable on desktop platforms
if (!Platform.isMacOS && !Platform.isWindows && !Platform.isLinux) return;
appLogger.i('GamepadService: Starting on ${Platform.operatingSystem}');
// List connected gamepads
try {
final gamepads = await Gamepads.list();
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);
}
_subscription?.cancel();
_subscription = Gamepads.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() {
_subscription?.cancel();
_subscription = null;
}
void _handleGamepadEvent(GamepadEvent event) {
final key = event.key.toLowerCase();
final value = event.value;
// Switch to keyboard mode on any significant gamepad input
if (value.abs() > 0.3) {
onGamepadInput?.call();
_setTraditionalFocusHighlight();
_scheduleFrameIfIdle();
}
// Handle D-pad (reported as axes on macOS)
if (_isDpadYAxis(key)) {
_handleDpadY(value);
return;
}
if (_isDpadXAxis(key)) {
_handleDpadX(value);
return;
}
// Handle face buttons
final isPressed = value > 0.5;
final wasPressed = _pressedButtons.contains(key);
if (isPressed && !wasPressed) {
_pressedButtons.add(key);
if (_isButtonA(key)) {
// Use enter instead of gameButtonA so it works with Flutter's built-in
// widgets (buttons, list tiles, etc.) which listen for enter
_simulateKeyPress(LogicalKeyboardKey.enter);
} else if (_isButtonB(key)) {
// Use escape instead of gameButtonB so it works with Flutter's built-in
// widgets (bottom sheets, dialogs, menus) which only listen for escape
_simulateKeyPress(LogicalKeyboardKey.escape);
} else if (_isButtonX(key)) {
_simulateKeyPress(LogicalKeyboardKey.gameButtonX);
} else if (_isL1(key)) {
onL1Pressed?.call();
} else if (_isR1(key)) {
onR1Pressed?.call();
}
} else if (!isPressed && wasPressed) {
_pressedButtons.remove(key);
}
// Handle left analog stick
if (_isLeftStickY(key)) {
_handleLeftStickY(value);
return;
}
if (_isLeftStickX(key)) {
_handleLeftStickX(value);
return;
}
}
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);
}
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;
}
}
void _simulateKeyPress(LogicalKeyboardKey logicalKey) {
// Schedule on next frame to ensure we're on the main thread
SchedulerBinding.instance.addPostFrameCallback((_) {
final focusNode = FocusManager.instance.primaryFocus;
if (focusNode == null) return;
// Create a synthetic key down event
final keyDownEvent = KeyDownEvent(
physicalKey: _getPhysicalKey(logicalKey),
logicalKey: logicalKey,
timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
);
// Dispatch through the focus system by walking up the focus tree
// and calling each node's onKeyEvent handler
FocusNode? node = focusNode;
KeyEventResult result = KeyEventResult.ignored;
while (node != null && result != KeyEventResult.handled) {
// The Focus widget stores its handler in onKeyEvent
if (node.onKeyEvent != null) {
result = node.onKeyEvent!(node, keyDownEvent);
}
node = node.parent;
}
// Send key up event
final keyUpEvent = KeyUpEvent(
physicalKey: _getPhysicalKey(logicalKey),
logicalKey: logicalKey,
timeStamp: Duration(milliseconds: DateTime.now().millisecondsSinceEpoch),
);
node = focusNode;
while (node != null) {
if (node.onKeyEvent != null) {
final upResult = node.onKeyEvent!(node, keyUpEvent);
if (upResult == 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;
}
// macOS DualSense key matching
// D-pad reports as axes: dpad - xaxis, dpad - yaxis
bool _isDpadYAxis(String key) => key == 'dpad - yaxis';
bool _isDpadXAxis(String key) => key == 'dpad - xaxis';
// Face buttons - macOS uses SF Symbol names for PlayStation controllers
bool _isButtonA(String key) => key == 'xmark.circle'; // Cross/X button (bottom)
bool _isButtonB(String key) => key == 'circle.circle'; // Circle/O button (right)
bool _isButtonX(String key) => key == 'square.circle'; // Square button (left)
// Analog sticks
bool _isLeftStickX(String key) => key == 'l.joystick - xaxis';
bool _isLeftStickY(String key) => key == 'l.joystick - yaxis';
// Bumper buttons
bool _isL1(String key) => key == 'l1.rectangle.roundedbottom';
bool _isR1(String key) => key == 'r1.rectangle.roundedbottom';
// D-pad Y axis: -1 = down (visually up on controller), 1 = up (visually down)
// Inverted because macOS reports opposite of expected
void _handleDpadY(double value) {
if (value < -0.5 && !_dpadDown) {
_dpadDown = true;
_dpadUp = false;
_moveFocus(TraversalDirection.down);
} else if (value > 0.5 && !_dpadUp) {
_dpadUp = true;
_dpadDown = false;
_moveFocus(TraversalDirection.up);
} else if (value == 0) {
_dpadUp = false;
_dpadDown = false;
}
}
// D-pad X axis: -1 = left, 1 = right, 0 = released
void _handleDpadX(double value) {
if (value < -0.5 && !_dpadLeft) {
_dpadLeft = true;
_dpadRight = false;
_moveFocus(TraversalDirection.left);
} else if (value > 0.5 && !_dpadRight) {
_dpadRight = true;
_dpadLeft = false;
_moveFocus(TraversalDirection.right);
} else if (value == 0) {
_dpadLeft = false;
_dpadRight = false;
}
}
// Left stick Y axis - inverted like D-pad
void _handleLeftStickY(double value) {
if (value < -_stickDeadzone && !_leftStickDown) {
_leftStickDown = true;
_leftStickUp = false;
_moveFocus(TraversalDirection.down);
} else if (value > _stickDeadzone && !_leftStickUp) {
_leftStickUp = true;
_leftStickDown = false;
_moveFocus(TraversalDirection.up);
} else if (value.abs() <= _stickDeadzone) {
_leftStickUp = false;
_leftStickDown = false;
}
}
void _handleLeftStickX(double value) {
if (value < -_stickDeadzone && !_leftStickLeft) {
_leftStickLeft = true;
_leftStickRight = false;
_moveFocus(TraversalDirection.left);
} else if (value > _stickDeadzone && !_leftStickRight) {
_leftStickRight = true;
_leftStickLeft = false;
_moveFocus(TraversalDirection.right);
} else if (value.abs() <= _stickDeadzone) {
_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;
}
}
// Force a frame when the engine is idle so focus visuals update immediately
// on gamepad input (desktop may not wake up without mouse/keyboard activity).
void _scheduleFrameIfIdle() {
final scheduler = SchedulerBinding.instance;
if (scheduler.schedulerPhase == SchedulerPhase.idle) {
scheduler.scheduleFrame();
}
}
}