Files
plezy/lib/focus/dpad_navigator.dart
T
edde746 e3703892b3 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.
2026-08-07 13:23:53 +02:00

151 lines
6.0 KiB
Dart

import 'dart:ui' as ui;
import 'package:flutter/services.dart';
extension KeyEventActionable on KeyEvent {
bool get isActionable => this is KeyDownEvent || this is KeyRepeatEvent;
bool get isPhysicalKeyboardEvent => deviceType == ui.KeyEventDeviceType.keyboard;
// Only true keyboard submit keys belong here. LogicalKeyboardKey.select is
// a TV-remote / dpad-center key (Android DPAD_CENTER, tvOS UIPressTypeSelect)
// — USB keyboards never emit it. The custom Flutter tvOS engine reports its
// synthesized Siri Remote presses with deviceType=keyboard, so classifying
// select-with-keyboard-deviceType as a "keyboard enter" would route center
// dpad through TextField submit and skip the TV virtual keyboard.
bool get isPhysicalKeyboardEnter =>
deviceType == ui.KeyEventDeviceType.keyboard &&
(logicalKey == LogicalKeyboardKey.enter || logicalKey == LogicalKeyboardKey.numpadEnter);
bool get isTvSelectEvent {
// Dpad-center / gamepad-A are TV-remote-only — always treat as TV select,
// regardless of the deviceType claim from the engine.
if (logicalKey == LogicalKeyboardKey.select || logicalKey == LogicalKeyboardKey.gameButtonA) return true;
if (isPhysicalKeyboardEvent) return false;
return logicalKey == LogicalKeyboardKey.enter || logicalKey == LogicalKeyboardKey.numpadEnter;
}
}
final _dpadDirectionKeys = {
LogicalKeyboardKey.arrowUp,
LogicalKeyboardKey.arrowDown,
LogicalKeyboardKey.arrowLeft,
LogicalKeyboardKey.arrowRight,
};
final _selectKeys = {
LogicalKeyboardKey.select,
LogicalKeyboardKey.enter,
LogicalKeyboardKey.numpadEnter,
LogicalKeyboardKey.gameButtonA,
};
final _backKeys = {
LogicalKeyboardKey.escape,
LogicalKeyboardKey.goBack,
LogicalKeyboardKey.browserBack,
LogicalKeyboardKey.gameButtonB,
};
final _contextMenuKeys = {LogicalKeyboardKey.contextMenu, LogicalKeyboardKey.gameButtonX};
extension DpadKeyExtension on LogicalKeyboardKey {
bool get isDpadDirection => _dpadDirectionKeys.contains(this);
bool get isSelectKey => _selectKeys.contains(this);
bool get isBackKey => _backKeys.contains(this);
bool get isContextMenuKey => _contextMenuKeys.contains(this);
/// Whether this key is a shell / remote control key rather than a text
/// character — D-pad direction, select, back, context menu, or Tab.
///
/// Use it to decide "is this a printable character?" and "must this route
/// consume the key so it cannot leak to the route below?". It is NOT evidence
/// that the viewer wants to navigate by focus — `eventRequestsFocusNavigation`
/// in focus_navigation_intent.dart answers that, and conflating the two is what
/// made a plain Enter switch the whole app into keyboard mode.
bool get isReservedControlKey =>
isDpadDirection || isSelectKey || isBackKey || isContextMenuKey || this == LogicalKeyboardKey.tab;
bool get isLeftKey => this == LogicalKeyboardKey.arrowLeft;
bool get isRightKey => this == LogicalKeyboardKey.arrowRight;
bool get isUpKey => this == LogicalKeyboardKey.arrowUp;
bool get isDownKey => this == LogicalKeyboardKey.arrowDown;
}
/// Base class for suppressing key-up events after a key category triggers an
/// action (e.g. opening a sheet). While suppressed, all events for the matched
/// key category are consumed; suppression auto-clears on [KeyUpEvent].
class _KeyUpSuppressor {
final bool Function(LogicalKeyboardKey) _keyMatcher;
_KeyUpSuppressor(this._keyMatcher);
bool _suppressed = false;
void suppress() => _suppressed = true;
void clearSuppression() => _suppressed = false;
/// Returns `true` (consumed) when the event belongs to the matched key
/// category and suppression is active. Clears suppression on [KeyUpEvent].
bool consumeIfSuppressed(KeyEvent event) {
if (!_suppressed) return false;
if (_keyMatcher(event.logicalKey)) {
if (event is KeyUpEvent) _suppressed = false;
return true;
}
return false;
}
}
/// Global helper to suppress the next SELECT key-up event.
class SelectKeyUpSuppressor {
static final _instance = _KeyUpSuppressor((k) => k.isSelectKey);
static void suppressSelectUntilKeyUp() => _instance.suppress();
static void clearSuppression() => _instance.clearSuppression();
static bool consumeIfSuppressed(KeyEvent event) => _instance.consumeIfSuppressed(event);
}
/// Global helper to suppress the next BACK key-up event.
///
/// Armed when a modal (dialog, sheet) closes while a back key is still held —
/// e.g. by [BackKeySuppressorObserver] when a route pops mid-press — so the
/// in-flight key-up doesn't propagate to the underlying screen's back handler.
class BackKeyUpSuppressor {
static final _instance = _KeyUpSuppressor((k) => k.isBackKey);
static void suppressBackUntilKeyUp() => _instance.suppress();
/// Clear any pending suppression. Call when opening a new modal
/// to ensure stale suppression from previous closes doesn't affect it.
static void clearSuppression() => _instance.clearSuppression();
static bool consumeIfSuppressed(KeyEvent event) => _instance.consumeIfSuppressed(event);
}
/// Tracks whether a back key is currently physically pressed.
///
/// Used by [BackKeySuppressorObserver] to detect when a route pop was
/// caused by a back key press (e.g. Flutter's built-in DismissAction,
/// DismissAction on KeyRepeat, or Android TV system back gesture) so it
/// can automatically suppress the stray KeyUp that follows.
class BackKeyPressTracker {
static bool _isBackKeyDown = false;
/// Whether a back key is currently held down.
///
/// Also checks [HardwareKeyboard.instance.logicalKeysPressed] as a
/// fallback in case our tracking drifted out of sync.
static bool get isBackKeyDown {
if (_isBackKeyDown) return true;
return HardwareKeyboard.instance.logicalKeysPressed.any((key) => key.isBackKey);
}
static bool handleKeyEvent(KeyEvent event) {
if (event.logicalKey.isBackKey) {
// KeyDown and KeyRepeat both mean the key is physically held.
_isBackKeyDown = event is! KeyUpEvent;
}
return false; // Never consume
}
}