feat: Implement host shortcut system for desktop window management and input suppression
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -29,6 +29,7 @@ void main() async {
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);
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}
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/// Whether desktop window-management APIs should be initialized for this host.
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bool get _supportsDesktopWindowing {
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if (kIsWeb) {
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return false;
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@@ -8,6 +8,7 @@ import 'package:flutter/material.dart';
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import 'package:flutter/services.dart';
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import 'package:window_manager/window_manager.dart';
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import 'package:wolf_3d_dart/wolf_3d_engine.dart';
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import 'package:wolf_3d_dart/wolf_3d_input.dart';
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import 'package:wolf_3d_dart/wolf_3d_renderer.dart';
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import 'package:wolf_3d_flutter/wolf_3d_flutter.dart';
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import 'package:wolf_3d_flutter/wolf_3d_input_flutter.dart';
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@@ -16,11 +17,92 @@ import 'package:wolf_3d_renderer/wolf_3d_flutter_renderer.dart';
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import 'package:wolf_3d_renderer/wolf_3d_glsl_renderer.dart';
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enum RendererMode {
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/// Software pixel renderer presented via decoded framebuffer images.
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software,
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/// Text-mode renderer for debugging and retro terminal aesthetics.
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ascii,
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/// GLSL renderer with optional CRT-style post processing.
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hardware,
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}
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/// Semantic actions that host-level shortcuts can trigger.
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///
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/// These intents are intentionally UI-host focused (windowing, app shell), not
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/// engine gameplay actions. The engine continues to receive input through
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/// [Wolf3dFlutterInput].
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enum HostShortcutIntent {
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/// Toggle desktop fullscreen on/off.
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toggleFullscreen,
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}
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/// Declarative mapping from a key pattern to a host shortcut intent.
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///
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/// [matches] identifies whether a key event should trigger this binding.
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/// [suppressedActions] are one-frame engine actions that should be blocked
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/// when the binding is consumed (for example, blocking `interact` on Alt+Enter
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/// so Enter does not activate menu selections).
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class HostShortcutBinding {
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/// Predicate that returns true when this shortcut should fire.
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final bool Function(KeyEvent event) matches;
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/// Host operation to perform when [matches] succeeds.
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final HostShortcutIntent intent;
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/// Engine actions to suppress for a single input update tick.
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final Set<WolfInputAction> suppressedActions;
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/// Creates a host shortcut binding with optional suppressed engine actions.
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const HostShortcutBinding({
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required this.matches,
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required this.intent,
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this.suppressedActions = const <WolfInputAction>{},
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});
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}
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/// Ordered set of host shortcut bindings.
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///
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/// The first binding whose [HostShortcutBinding.matches] returns true wins.
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/// This keeps behavior deterministic when multiple shortcuts could overlap.
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class HostShortcutRegistry {
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/// Ordered bindings consulted for each incoming key-down event.
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final List<HostShortcutBinding> bindings;
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/// Creates a registry with explicit [bindings].
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const HostShortcutRegistry({
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required this.bindings,
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});
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/// Returns the first binding that matches [event], or null when none do.
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HostShortcutBinding? match(KeyEvent event) {
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for (final HostShortcutBinding binding in bindings) {
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if (binding.matches(event)) {
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return binding;
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}
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}
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return null;
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}
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/// Default host shortcuts used by [GameScreen].
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///
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/// Alt+Enter toggles fullscreen and suppresses the engine `interact` action
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/// for one frame so Enter does not also activate menu/game interactions.
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static const HostShortcutRegistry defaults = HostShortcutRegistry(
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bindings: <HostShortcutBinding>[
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HostShortcutBinding(
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matches: _isAltEnterShortcut,
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intent: HostShortcutIntent.toggleFullscreen,
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suppressedActions: <WolfInputAction>{WolfInputAction.interact},
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),
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],
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);
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}
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/// Optional imperative host shortcut override.
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///
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/// Return true when the event was fully handled. The handler receives the
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/// shared [Wolf3dFlutterInput] so it can suppress engine actions as needed.
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typedef HostShortcutHandler =
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bool Function(
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KeyEvent event,
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@@ -39,10 +121,14 @@ class GameScreen extends StatefulWidget {
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/// engine update loop.
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final HostShortcutHandler? hostShortcutHandler;
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/// Declarative host shortcut registry used when [hostShortcutHandler] is null.
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final HostShortcutRegistry hostShortcutRegistry;
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/// Creates a gameplay screen driven by [wolf3d].
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const GameScreen({
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required this.wolf3d,
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this.hostShortcutHandler,
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this.hostShortcutRegistry = HostShortcutRegistry.defaults,
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super.key,
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});
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@@ -52,8 +138,14 @@ class GameScreen extends StatefulWidget {
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class _GameScreenState extends State<GameScreen> {
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late final WolfEngine _engine;
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/// Current active renderer implementation.
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RendererMode _rendererMode = RendererMode.hardware;
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/// Active ASCII glyph theme used by [RendererMode.ascii].
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AsciiTheme _asciiTheme = AsciiThemes.blocks;
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/// Whether CRT post-processing is enabled in [RendererMode.hardware].
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bool _glslEffectsEnabled = false;
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@override
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@@ -174,6 +266,8 @@ class _GameScreenState extends State<GameScreen> {
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return;
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}
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// Host shortcuts must be processed before game actions so they can
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// suppress overlapping keys (for example Alt+Enter consuming Enter).
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if (_handleHostShortcut(event)) {
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return;
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}
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@@ -245,34 +339,35 @@ class _GameScreenState extends State<GameScreen> {
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bool _handleHostShortcut(KeyEvent event) {
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final HostShortcutHandler? customHandler = widget.hostShortcutHandler;
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if (customHandler != null) {
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// Custom handlers take full precedence to support future menu-driven
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// rebinding/override systems without modifying this screen.
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return customHandler(event, widget.wolf3d.input);
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}
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if (_isAltEnter(event)) {
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// Consume Enter so fullscreen toggling does not also activate menu items.
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widget.wolf3d.input.suppressInteractOnce();
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final HostShortcutBinding? binding = widget.hostShortcutRegistry.match(
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event,
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);
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if (binding == null) {
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return false;
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}
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// Suppress conflicting gameplay/menu actions for one update frame.
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for (final WolfInputAction action in binding.suppressedActions) {
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widget.wolf3d.input.suppressActionOnce(action);
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}
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switch (binding.intent) {
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case HostShortcutIntent.toggleFullscreen:
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unawaited(_toggleFullscreen());
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}
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return true;
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}
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return false;
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}
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bool _isAltEnter(KeyEvent event) {
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final bool isEnter =
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event.logicalKey == LogicalKeyboardKey.enter ||
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event.logicalKey == LogicalKeyboardKey.numpadEnter;
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if (!isEnter) {
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return false;
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}
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final Set<LogicalKeyboardKey> pressedKeys =
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HardwareKeyboard.instance.logicalKeysPressed;
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return pressedKeys.contains(LogicalKeyboardKey.altLeft) ||
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pressedKeys.contains(LogicalKeyboardKey.altRight) ||
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pressedKeys.contains(LogicalKeyboardKey.alt);
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}
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/// Toggles desktop fullscreen state when supported by the host platform.
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///
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/// This no-ops on unsupported targets and safely ignores missing plugin
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/// hosts to keep gameplay input resilient in embedded/test environments.
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Future<void> _toggleFullscreen() async {
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if (!_supportsDesktopWindowing) {
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return;
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@@ -286,6 +381,7 @@ class _GameScreenState extends State<GameScreen> {
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}
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}
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/// Whether runtime desktop window management APIs are expected to work.
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bool get _supportsDesktopWindowing {
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if (kIsWeb) {
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return false;
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@@ -299,3 +395,19 @@ class _GameScreenState extends State<GameScreen> {
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};
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}
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}
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/// Returns true when [event] is Enter/NumpadEnter while Alt is pressed.
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bool _isAltEnterShortcut(KeyEvent event) {
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final bool isEnter =
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event.logicalKey == LogicalKeyboardKey.enter ||
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event.logicalKey == LogicalKeyboardKey.numpadEnter;
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if (!isEnter) {
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return false;
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}
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final Set<LogicalKeyboardKey> pressedKeys =
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HardwareKeyboard.instance.logicalKeysPressed;
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return pressedKeys.contains(LogicalKeyboardKey.altLeft) ||
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pressedKeys.contains(LogicalKeyboardKey.altRight) ||
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pressedKeys.contains(LogicalKeyboardKey.alt);
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}
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@@ -95,6 +95,9 @@ class Wolf3dFlutterInput extends Wolf3dInput {
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double _mouseDeltaY = 0.0;
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bool _previousMouseRightDown = false;
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bool _queuedBack = false;
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// One-frame suppression lets host shortcuts (for example Alt+Enter) consume
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// overlapping gameplay keys before the engine reads keyboard state.
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final Set<WolfInputAction> _suppressedActionsOnce = <WolfInputAction>{};
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// Mouse-look is optional so touch or keyboard-only hosts can keep the same
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@@ -155,6 +158,9 @@ class Wolf3dFlutterInput extends Wolf3dInput {
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}
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/// Suppresses [action] for the next [update] tick only.
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///
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/// This is primarily used by host-level shortcuts that share physical keys
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/// with gameplay/menu actions.
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void suppressActionOnce(WolfInputAction action) {
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_suppressedActionsOnce.add(action);
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}
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@@ -166,6 +172,7 @@ class Wolf3dFlutterInput extends Wolf3dInput {
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/// Returns whether any bound key for [action] is currently pressed.
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bool _isActive(WolfInputAction action, Set<LogicalKeyboardKey> pressedKeys) {
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// Host-consumed actions should appear inactive for exactly one update.
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if (_suppressedActionsOnce.contains(action)) {
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return false;
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}
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@@ -177,6 +184,7 @@ class Wolf3dFlutterInput extends Wolf3dInput {
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WolfInputAction action,
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Set<LogicalKeyboardKey> newlyPressed,
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) {
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// Suppressed actions also block edge-triggered press detection.
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if (_suppressedActionsOnce.contains(action)) {
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return false;
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}
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@@ -240,6 +248,8 @@ class Wolf3dFlutterInput extends Wolf3dInput {
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_previousKeys = Set.from(pressedKeys);
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_previousMouseRightDown = isMouseRightDown;
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_queuedBack = false;
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// Clear one-shot suppression so the action behaves normally next frame.
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_suppressedActionsOnce.clear();
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}
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}
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