GLFW key events set modifier flags based on what the modifier state was before the event, unlike every other platform. This modifies the GLFW key support to take that into account.
As a small cleanup, I fixed a documentation macro reference for the modifier flags that was duplicate
This removes TextRange from the framework and moves it to the engine, in preparation for using it to return text ranges from the text extent APIs, and updates the APIs that use Paragraph.getWordBoundary (there was only one) to expect a TextRange or a pair of ints temporarily until the engine side returns TextRanges, so that I can convert over without breaking the builds.
This adds support for the fn key on macOS. It adds it to the key mappings as a supplemental mapping that overwrites the one from the Chrome headers, since the chrome headers have a TODO, but no implementation of the key.
Also, ignore the fn key entirely on macOS. This is because On macOS laptop keyboards, the fn key is used to generate home/end and f1-f12, but it ALSO generates a separate down/up event for the fn key itself. Other platforms hide the fn key, and just produce the key that it is combined with, so to keep it possible to write cross platform code that looks at which keys are pressed, the fn key is ignored.
Currently, we listen to keyboard events to find out which keys should be represented in RawKeyboard.instance.keysPressed, but that's not sufficient to represent the physical state of the keys, since modifier keys could have been pressed when the overall app did not have keyboard focus (especially on desktop platforms).
This PR synchronizes the list of modifier keys in keysPressed with the modifier key flags that are present in the raw key event so that they can be relied upon to represent the current state of the keyboard. When synchronizing these states, we don't send any new key events, since they didn't happen when the app had keyboard focus, but if you ask "is this key down", we'll give the right answer
* Adding handling of TextInputClient.onConnectionClosed messages handling to Framework
* Adding more test cases for closing connection to editable_text_test
* fixing analyze error.
* Fixing analyze error in the test file
* Fixing comments on the new method
* Adding more closing connection examples.
* Indentation change
* Remove auto-add white space
* Changing the oncloseconnection behaviour to stop editing. Updating the tests
* Addressing PR comments. Added explicit log for method channnels to the tests. Added comments to the interfaces.
* add more documentation
* Add structured errors in Animations, TabView, ChangeNotifier
* Add structured error on MaterialPageRoute, BoxBorder, DecorationImagePainter, TextSpan
* Add structured errors in Debug
* Fix test errors
* Add structured errors in Scaffold and Stepper
* Add structured errors in part of Rendering Layer
* Fix failing test due to FloatingPoint precision
* Fix failing tests due to precision error and not using final
* Fix failing test due to floating precision error with RegEx instead
* Add structured error in CustomLayout and increase test coverage
* Add structured error & its test in ListBody
* Add structured error in ProxyBox and increase test coverage
* Add structured error message in Viewport
* Fix styles and add more assertions on ErrorHint and DiagnosticProperty
* Add structured error in scheduler/binding and scheduler/ticker
Signed-off-by: Albertus Angga Raharja <albertusangga@google.com>
* Add structured error in AssetBundle and TextInput
Signed-off-by: Albertus Angga Raharja <albertusangga@google.com>
* Add structured errors in several widgets #1
Signed-off-by: Albertus Angga Raharja <albertusangga@google.com>
* Remove unused import
Signed-off-by: Albertus Angga Raharja <albertusangga@google.com>
* Add assertions on hint messages
Signed-off-by: Albertus Angga Raharja <albertusangga@google.com>
* Fix catch spacing
Signed-off-by: Albertus Angga Raharja <albertusangga@google.com>
* Add structured error in several widgets part 2 and increase code coverage
Signed-off-by: Albertus Angga Raharja <albertusangga@google.com>
* Add structured error in flutter_test/widget_tester
* Fix floating precision accuracy by using RegExp
Signed-off-by: Albertus Angga Raharja <albertusangga@google.com>
* Remove todo to add tests in Scaffold showBottomSheet
Signed-off-by: Albertus Angga Raharja <albertusangga@google.com>
* Fix reviews by indenting lines and fixing the assertion orders
Signed-off-by: Albertus Angga Raharja <albertusangga@google.com>
* Fix failing tests due to renaming class
Signed-off-by: Albertus Angga Raharja <albertusangga@google.com>
* Try skipping the NetworkBundleTest
Signed-off-by: Albertus Angga Raharja <albertusangga@google.com>
* Remove leading space in material/debug error hint
Signed-off-by: Albertus Angga Raharja <albertusangga@google.com>
* Add repeatCount to RawKeyEventDataAndroid
Adds a new field to RawKeyEventDataAndroid and sets it to the value
passed from the engine. It is the value returned by
KeyEvent.getRepeatCount(). This allows us to differentiate between
events generated by a new keypress and repeated events when a key is
held down.
* Add test for RawKeyEventDataAndroid.repeatCount
This PR adds a new property on RawKeyEventDataAndroid to hold the deviceId from which that event was generated. The deviceId is been sent from the engine on the changes from this PR: flutter/engine#12958
With this, we will be able to identify from where the event came from, adding the ability to support local multiplayer games, with multiple gamepads.
This re-implements keyboard text selection so that it will work on platforms other than Android (e.g. macOS, Linux, etc.).
Also, fixed a number of bugs in editing selection via a hardware keyboard (unable to select backwards, incorrect conversion to ASCII when cutting to clipboard, lack of support for CTRL-SHIFT-ARROW word selection, etc.).
Did not address the keyboard locale issues that remain, or add platform specific switches for the bindings. All that will need some more design work before implementing them.
Related Issues
Fixes#31951
* Carrying last size and transform information to TextInputConnection. Doing this we are making sure that the size/transform information from the previous connection will be removed, when connection changes.
* remove unused lastsize and lasttransform values
* Adding unit tests. Adressing comments.
There were four or five different implementations in various tests for sendFakeKeyEvent, which roughly all did the same thing. I was going to add yet another one, and decided that it needed to be generalized and centralized. This replaces those instances with something that just takes a LogicalKeyboardKey so that it's self-documenting, and can be used with multiple platforms.
This adds two functions to widget tester: sendKeyDownEvent and sendKeyUpEvent which simulate key up/down from a physical keyboard. It also adds global functions simulateKeyDownEvent and simulateKeyUpEvent that can be called without a widget tester. All are async functions protected by the async guard.
This reverts commit b12bdd0ea13619903b9a56164c69e7e62410b723 as it
breaks existing tests that expect image loaded after certaing number of
pupms. With image loading done on separate isolate pumping is not
guaranteed to get image loaded.
This updates the keyboard maps to use updated HID codes for game controller buttons (from Chrome), and to encode that GLFW "super" keys are what we call "meta" keys (i.e. Windows key or Command key).
In the build of PlatformViewLink, Added a FocusNode wrapping around the surface widget.
The focus node will ask platform view to clear its focus when necessary through [PlatformViewController.clearFocus].
The platform view can notify the framework it wants to gain focus by calling [PlatformViewCreationParams.onFocusChanged]
* Moved the default BinaryMessenger instance to ServicesBinding
This reverts commit 821602aef36983d416836e5d6fcc78fe9d3facb1.
* Added assertion in defaultBinaryMessenger. Also fixed the devicelab tests.
* Broadcasting popRoute and pushRoute methods via SystemChannels.navigation. These messages will be used in flutter_web to detect the route
* Broadcasting popRoute and pushRoute methods via SystemChannels.navigation. These messages will be used in flutter_web to detect the route
* Reverting all unrelated formatting changes.
* Adding unit tests. Adding more comments.
* Changing string method names with constant strings.
* Fixing a constant strings.
* Fixing analyzer error.
* Fixing more white space.
* Changing the method names. Adding comments to the SystemChannels
* Comment and code name fixes
* replacing the comment with reviewer suggestion.
* addinf systemchannels.navigation mock to test bindings
* Adding a new class for sending route change notrifications. The nottifications are only sent on web. This should fix breaking android/ios
* using new class RouteNotificationMessages in navigator
* Fixing analyzer issues.
* fixing cycle dependency
* fixing github analyze error
* dartfmt two new classes. trying to fix anayze errors
* Update route_notification_messages.dart
* trying to fix white space errors
This reverts commit 92ef2b9ce1d4e54d5efb3e6a962e9e724dc7efeb.
This requires either runApp() or
WidgetsFlutterBinding.ensureInitialized() to have been called before
using any MethodChannels. Plugins broadly rely on MethodChannels and
right now there's no general requirements that they be constructed
within the runApp call, so the ecosystem breakages from this are broader
than originally thought. Reverting for now.
* painting and semantics
* more comments
* fixing ci
* review fixes
* add assert for id
* rename custom layer factory to layer builder
* review updates
* partial review fixes
* some doc updates
* more doc updates
* only expose getter for id in PlatformViewController
* doc updates/removing all the references
* remove extra
* more doc updates
* some doc updates
* more doc fixes
* review fixes
When an AndroidView gains focus we invoke the(newly introduced)
'TextInput.setPlatformViewClient' text_input system channel method
which sets the platform view as the text input target.
When the AndroidView loses focus we send a clearFocus message to
platform views system channel(so the engine can clear the focus from
the platform view).
This PR is going to land before the engine implementation is rolled to
the framework, we swallow MissingPluginException for the newly
introduced method channel methods so this is a no-op before the engine
is ready(after the engine is rolled with the corresponding change I'll
remove the logic to swallow the exceptions).
The engine counterpart is in: flutter/engine#9203
This adds support for game controller buttons. It adds some supplemental USB HID codes that aren't available from the Chromium source code, and maps those on Android to the game pad buttons that Android supports. Other platforms are not supported yet.
This implements the keyboard shortcut handling and action invocation in order to provide a place in the infrastructure for keyboard events to trigger actions. This will allow binding of key events to actions like "move the focus to the next widget" and "activate button".