import 'package:flutter/foundation.dart' show kIsWeb, defaultTargetPlatform, TargetPlatform; import 'package:flutter/material.dart'; import 'package:flutter/scheduler.dart' show SchedulerBinding, SchedulerPhase; import 'package:flutter/services.dart' show KeyDownEvent, LogicalKeyboardKey; import 'package:asciineverdie/data/game_text_l10n.dart' as game_l10n; import 'package:asciineverdie/src/core/engine/iap_service.dart'; import 'package:asciineverdie/src/core/model/treasure_chest.dart'; import 'package:asciineverdie/data/story_data.dart'; import 'package:asciineverdie/l10n/app_localizations.dart'; import 'package:asciineverdie/src/shared/animation/ascii_animation_type.dart'; import 'package:asciineverdie/src/core/engine/story_service.dart'; import 'package:asciineverdie/src/core/model/game_state.dart'; import 'package:asciineverdie/src/core/notification/notification_service.dart'; import 'package:asciineverdie/src/features/game/game_session_controller.dart'; import 'package:asciineverdie/src/features/hall_of_fame/hall_of_fame_screen.dart'; import 'package:asciineverdie/src/features/game/widgets/cinematic_view.dart'; import 'package:asciineverdie/src/features/game/widgets/death_overlay.dart'; import 'package:asciineverdie/src/features/game/widgets/desktop_character_panel.dart'; import 'package:asciineverdie/src/features/game/widgets/desktop_equipment_panel.dart'; import 'package:asciineverdie/src/features/game/widgets/desktop_quest_panel.dart'; import 'package:asciineverdie/src/features/game/widgets/victory_overlay.dart'; import 'package:asciineverdie/src/features/game/widgets/notification_overlay.dart'; import 'package:asciineverdie/src/features/game/widgets/task_progress_panel.dart'; import 'package:asciineverdie/src/features/game/widgets/return_rewards_dialog.dart'; import 'package:asciineverdie/src/features/game/layouts/mobile_carousel_layout.dart'; import 'package:asciineverdie/src/features/settings/settings_screen.dart'; import 'package:asciineverdie/src/features/game/widgets/statistics_dialog.dart'; import 'package:asciineverdie/src/features/game/widgets/help_dialog.dart'; import 'package:asciineverdie/src/core/storage/settings_repository.dart'; import 'package:asciineverdie/src/core/audio/audio_service.dart'; import 'package:asciineverdie/src/features/game/controllers/combat_log_controller.dart'; import 'package:asciineverdie/src/features/game/controllers/game_audio_controller.dart'; import 'package:asciineverdie/src/shared/retro_colors.dart'; /// 게임 진행 화면 (Main.dfm 기반 3패널 레이아웃) /// /// Phase 7: colorTheme 제거됨, 고정 4색 팔레트 사용 class GamePlayScreen extends StatefulWidget { const GamePlayScreen({ super.key, required this.controller, this.audioService, this.forceCarouselLayout = false, this.forceDesktopLayout = false, }); final GameSessionController controller; /// 오디오 서비스 (BGM/SFX 재생) final AudioService? audioService; /// 테스트 모드: 웹에서도 모바일 캐로셀 레이아웃 강제 사용 final bool forceCarouselLayout; /// 테스트 모드: 모바일에서도 데스크톱 3패널 레이아웃 강제 사용 final bool forceDesktopLayout; @override State createState() => _GamePlayScreenState(); } class _GamePlayScreenState extends State with WidgetsBindingObserver { AsciiAnimationType? _specialAnimation; // Phase 8: 알림 서비스 (Notification Service) late final NotificationService _notificationService; // Phase 9: 스토리 서비스 (Story Service) late final StoryService _storyService; StoryAct _lastAct = StoryAct.prologue; bool _showingCinematic = false; // 이전 상태 추적 (레벨업/퀘스트/Act 완료 감지용) int _lastLevel = 0; int _lastQuestCount = 0; int _lastPlotStageCount = 0; // Phase 2.4: 오디오 컨트롤러 late final GameAudioController _audioController; // Phase 2.5: 전투 로그 컨트롤러 late final CombatLogController _combatLogController; void _checkSpecialEvents(GameState state) { // Phase 8: 태스크 변경 시 로그 추가 _combatLogController.onTaskChanged(state.progress.currentTask.caption); // 전투 이벤트 처리 (Combat Events) _combatLogController.processCombatEvents(state.progress.currentCombat); // 오디오: TaskType 변경 시 BGM 전환 (애니메이션과 동기화) _audioController.updateBgmForTaskType(state); // 레벨업 감지 if (state.traits.level > _lastLevel && _lastLevel > 0) { _specialAnimation = AsciiAnimationType.levelUp; _notificationService.showLevelUp(state.traits.level); _combatLogController.addLevelUpLog(state.traits.level); // 오디오: 레벨업 SFX (플레이어 채널) _audioController.playLevelUpSfx(); _resetSpecialAnimationAfterFrame(); // Phase 9: Act 변경 감지 (레벨 기반) final newAct = getActForLevel(state.traits.level); if (newAct != _lastAct && !_showingCinematic) { _lastAct = newAct; // 엔딩은 controller.isComplete 상태에서 VictoryOverlay로 처리 // 일반 Act 전환 시에만 시네마틱 표시 if (newAct != StoryAct.ending) { WidgetsBinding.instance.addPostFrameCallback((_) { if (mounted) _showCinematicForAct(newAct); }); } } } _lastLevel = state.traits.level; // 퀘스트 완료 감지 if (state.progress.questCount > _lastQuestCount && _lastQuestCount > 0) { _specialAnimation = AsciiAnimationType.questComplete; // 완료된 퀘스트 이름 가져오기 final completedQuest = state.progress.questHistory .where((q) => q.isComplete) .lastOrNull; if (completedQuest != null) { _notificationService.showQuestComplete(completedQuest.caption); _combatLogController.addQuestCompleteLog(completedQuest.caption); } // 오디오: 퀘스트 완료 SFX (플레이어 채널) _audioController.playQuestCompleteSfx(); _resetSpecialAnimationAfterFrame(); } _lastQuestCount = state.progress.questCount; // Act 완료 감지 (plotStageCount 증가) // plotStageCount: 1=프롤로그 진행, 2=프롤로그 완료, 3=Act1 완료... // 완료된 스테이지 인덱스 = plotStageCount - 2 (0=프롤로그, 1=Act1, ...) if (state.progress.plotStageCount > _lastPlotStageCount && _lastPlotStageCount > 0) { _specialAnimation = AsciiAnimationType.actComplete; _notificationService.showActComplete(state.progress.plotStageCount - 2); _resetSpecialAnimationAfterFrame(); } _lastPlotStageCount = state.progress.plotStageCount; // 사망/엔딩 BGM 전환 (Death/Ending BGM Transition) _audioController.updateDeathEndingBgm( state, isGameComplete: widget.controller.isComplete, ); } /// Phase 9: Act 시네마틱 표시 (Show Act Cinematic) Future _showCinematicForAct(StoryAct act) async { if (_showingCinematic) return; _showingCinematic = true; // 게임 일시 정지 await widget.controller.pause(saveOnStop: false); // 시네마틱 BGM 재생 _audioController.playCinematicBgm(); if (mounted) { await showActCinematic(context, act); } // 게임 재개 (BGM은 _updateBgmForTaskType에서 복원됨) if (mounted) { await widget.controller.resume(); } _showingCinematic = false; } /// VictoryOverlay 완료 후 명예의 전당 화면으로 이동 void _handleVictoryComplete() { Navigator.of(context).pushReplacement( MaterialPageRoute(builder: (context) => const HallOfFameScreen()), ); } void _resetSpecialAnimationAfterFrame() { // 다음 프레임에서 리셋 (AsciiAnimationCard가 값을 받은 후) WidgetsBinding.instance.addPostFrameCallback((_) { if (mounted) { setState(() { _specialAnimation = null; }); } }); } @override void initState() { super.initState(); _notificationService = NotificationService(); _storyService = StoryService(); // 오디오 컨트롤러 초기화 _audioController = GameAudioController( audioService: widget.audioService, getSpeedMultiplier: () => widget.controller.loop?.speedMultiplier ?? 1, ); // 전투 로그 컨트롤러 초기화 _combatLogController = CombatLogController( onCombatEvent: (event) => _audioController.playCombatEventSfx(event), ); widget.controller.addListener(_onControllerChanged); WidgetsBinding.instance.addObserver(this); // 초기 상태 설정 final state = widget.controller.state; if (state != null) { _lastLevel = state.traits.level; _lastQuestCount = state.progress.questCount; _lastPlotStageCount = state.progress.plotStageCount; _lastAct = getActForLevel(state.traits.level); // 초기 BGM 재생 (TaskType 기반) _audioController.playInitialBgm(state); } else { // 상태가 없으면 기본 마을 BGM widget.audioService?.playBgm('town'); } // 누적 통계 로드 widget.controller.loadCumulativeStats(); // 오디오 볼륨 초기화 _audioController.initVolumes(); // Phase 7: 복귀 보상 콜백 설정 widget.controller.onReturnRewardAvailable = _showReturnRewardsDialog; } @override void didChangeDependencies() { super.didChangeDependencies(); // 로케일 변경 시 게임 l10n 동기화 (시네마틱 번역 등에 필수) final locale = Localizations.localeOf(context); game_l10n.setGameLocale(locale.languageCode); } @override void dispose() { _notificationService.dispose(); _storyService.dispose(); WidgetsBinding.instance.removeObserver(this); widget.controller.removeListener(_onControllerChanged); widget.controller.onReturnRewardAvailable = null; // Phase 7: 콜백 정리 super.dispose(); } @override void didChangeAppLifecycleState(AppLifecycleState appState) { super.didChangeAppLifecycleState(appState); // 모바일 환경 확인 (iOS/Android) final isMobile = !kIsWeb && (defaultTargetPlatform == TargetPlatform.iOS || defaultTargetPlatform == TargetPlatform.android); // 앱이 백그라운드로 가거나 비활성화될 때 if (appState == AppLifecycleState.paused || appState == AppLifecycleState.inactive || appState == AppLifecycleState.detached) { // 저장 _saveGameState(); // 모바일: 게임 일시정지 + 전체 오디오 정지 if (isMobile) { widget.controller.pause(saveOnStop: false); _audioController.pauseAll(); } } // 모바일: 앱이 포그라운드로 돌아올 때 전체 재로드 // (광고 표시 중 또는 최근 광고 시청 후에는 reload 건너뛰기) if (appState == AppLifecycleState.resumed && isMobile) { _audioController.resumeAll(); if (!widget.controller.isShowingAd && !widget.controller.isRecentlyShowedAd) { _reloadGameScreen(); } else { // 광고 직후: 게임 재개만 (reload 없이 상태 유지) widget.controller.resume(); } } } /// 모바일 재진입 시 전체 화면 재로드 Future _reloadGameScreen() async { // 세이브 파일에서 다시 로드 (치트 모드는 저장된 상태에서 복원) await widget.controller.loadAndStart(); if (!mounted) return; // 화면 재생성 (상태 초기화) Navigator.of(context).pushReplacement( MaterialPageRoute( builder: (_) => GamePlayScreen( controller: widget.controller, audioService: widget.audioService, ), ), ); } Future _saveGameState() async { final currentState = widget.controller.state; if (currentState == null || !widget.controller.isRunning) return; await widget.controller.saveManager.saveState( currentState, cheatsEnabled: widget.controller.cheatsEnabled, ); } /// 뒤로가기 시 저장 확인 다이얼로그 Future _onPopInvoked() async { final l10n = L10n.of(context); final shouldPop = await showDialog( context: context, builder: (context) => AlertDialog( title: Text(l10n.exitGame), content: Text(l10n.saveProgressQuestion), actions: [ TextButton( onPressed: () => Navigator.of(context).pop(false), child: Text(l10n.cancel), ), TextButton( onPressed: () { Navigator.of(context).pop(true); }, child: Text(l10n.exitWithoutSaving), ), FilledButton( onPressed: () async { await _saveGameState(); if (context.mounted) { Navigator.of(context).pop(true); } }, child: Text(l10n.saveAndExit), ), ], ), ); return shouldPop ?? false; } void _onControllerChanged() { final state = widget.controller.state; if (state != null) { _checkSpecialEvents(state); } // WASM 안정성: 프레임 빌드 중이면 다음 프레임까지 대기 if (SchedulerBinding.instance.schedulerPhase == SchedulerPhase.persistentCallbacks) { SchedulerBinding.instance.addPostFrameCallback((_) { if (mounted) { setState(() {}); } }); } else { setState(() {}); } } /// 캐로셀 레이아웃 사용 여부 판단 /// /// - forceDesktopLayout (테스트 모드) 활성화 시 데스크톱 레이아웃 사용 /// - forceCarouselLayout (테스트 모드) 활성화 시 캐로셀 레이아웃 사용 /// - 실제 모바일 플랫폼 (iOS/Android) 시 캐로셀 사용 bool _shouldUseCarouselLayout(BuildContext context) { // 테스트 모드: 데스크톱 레이아웃 강제 if (widget.forceDesktopLayout) return false; // 테스트 모드: 캐로셀 레이아웃 강제 if (widget.forceCarouselLayout) return true; // 웹에서는 3패널 레이아웃 사용 (테스트 모드가 아닌 경우) if (kIsWeb) return false; // 모바일 플랫폼(iOS/Android)에서는 캐로셀 사용 final platform = defaultTargetPlatform; return platform == TargetPlatform.iOS || platform == TargetPlatform.android; } /// 복귀 보상 다이얼로그 표시 (Phase 7) void _showReturnRewardsDialog(ReturnChestReward reward) { // 잠시 후 다이얼로그 표시 (게임 시작 후) WidgetsBinding.instance.addPostFrameCallback((_) { if (!mounted) return; final state = widget.controller.state; if (state == null) return; ReturnRewardsDialog.show( context, reward: reward, playerLevel: state.traits.level, onClaim: (rewards) { widget.controller.applyReturnReward(rewards); }, ); }); } /// 통계 다이얼로그 표시 void _showStatisticsDialog(BuildContext context) { StatisticsDialog.show( context, session: widget.controller.sessionStats, cumulative: widget.controller.cumulativeStats, ); } /// 설정 화면 표시 void _showSettingsScreen(BuildContext context) { final settingsRepo = SettingsRepository(); SettingsScreen.show( context, settingsRepository: settingsRepo, onLocaleChange: (locale) async { // 안전한 언어 변경: 전체 화면 재생성 final navigator = Navigator.of(this.context); await widget.controller.pause(saveOnStop: true); game_l10n.setGameLocale(locale); if (mounted) { await widget.controller.resume(); navigator.pushReplacement( MaterialPageRoute( builder: (_) => GamePlayScreen( controller: widget.controller, audioService: widget.audioService, ), ), ); } }, onBgmVolumeChange: (volume) { _audioController.setBgmVolume(volume); setState(() {}); }, onSfxVolumeChange: (volume) { _audioController.setSfxVolume(volume); setState(() {}); }, onCreateTestCharacter: () async { final navigator = Navigator.of(context); final success = await widget.controller.createTestCharacter(); if (success && mounted) { // 프론트 화면으로 이동 navigator.popUntil((route) => route.isFirst); } }, ); } /// 부활 처리 핸들러 Future _handleResurrect() async { // 1. 부활 애니메이션 먼저 설정 (DeathOverlay 사라지기 전에) setState(() { _specialAnimation = AsciiAnimationType.resurrection; }); // 2. 부활 처리 (HP/MP 회복, 장비 구매 - 게임 재개 없음) // 이 시점에서 isDead가 false가 되고 DeathOverlay가 사라지지만, // _specialAnimation이 이미 설정되어 있어 부활 애니메이션이 표시됨 await widget.controller.resurrect(); // 3. 애니메이션 종료 후 게임 재개 final duration = getSpecialAnimationDuration( AsciiAnimationType.resurrection, ); Future.delayed(Duration(milliseconds: duration), () async { if (mounted) { // 먼저 게임 재개 (status를 running으로 변경) // 이렇게 해야 setState 시 UI가 '일시정지' 상태로 보이지 않음 await widget.controller.resumeAfterResurrection(); if (mounted) { setState(() { _specialAnimation = null; }); } } }); } /// 광고 부활 핸들러 (HP 100% + 아이템 복구 + 10분 자동부활) Future _handleAdRevive() async { // 1. 부활 애니메이션 먼저 설정 (DeathOverlay 사라지기 전에) setState(() { _specialAnimation = AsciiAnimationType.resurrection; }); // 2. 광고 부활 처리 (HP 100%, 아이템 복구, 10분 자동부활 버프) await widget.controller.adRevive(); // 3. 애니메이션 종료 후 게임 재개 final duration = getSpecialAnimationDuration( AsciiAnimationType.resurrection, ); Future.delayed(Duration(milliseconds: duration), () async { if (mounted) { await widget.controller.resumeAfterResurrection(); if (mounted) { setState(() { _specialAnimation = null; }); } } }); } /// 속도 부스트 활성화 핸들러 (Phase 6) Future _handleSpeedBoost() async { final activated = await widget.controller.activateSpeedBoost(); if (activated && mounted) { _notificationService.show( GameNotification( type: NotificationType.info, title: game_l10n.speedBoostActive, duration: const Duration(seconds: 2), ), ); setState(() {}); } } @override Widget build(BuildContext context) { final state = widget.controller.state; if (state == null) { return const Scaffold(body: Center(child: CircularProgressIndicator())); } final localeKey = ValueKey(game_l10n.currentGameLocale); if (_shouldUseCarouselLayout(context)) { return _buildMobileLayout(context, state, localeKey); } return _buildDesktopLayout(context, state, localeKey); } /// 모바일 캐로셀 레이아웃 Widget _buildMobileLayout( BuildContext context, GameState state, ValueKey localeKey, ) { return NotificationOverlay( key: localeKey, notificationService: _notificationService, child: PopScope( canPop: false, onPopInvokedWithResult: (didPop, result) async { if (didPop) return; final shouldPop = await _onPopInvoked(); if (shouldPop && context.mounted) { await widget.controller.pause(saveOnStop: false); if (context.mounted) { Navigator.of(context).pop(); } } }, child: Stack( children: [ MobileCarouselLayout( state: state, combatLogEntries: _combatLogController.entries, speedMultiplier: widget.controller.loop?.speedMultiplier ?? 1, onSpeedCycle: () { widget.controller.loop?.cycleSpeed(); setState(() {}); }, onSetSpeed: (speed) { widget.controller.loop?.setSpeed(speed); setState(() {}); }, isPaused: !widget.controller.isRunning && _specialAnimation == null, onPauseToggle: () async { await widget.controller.togglePause(); setState(() {}); }, onSave: _saveGameState, onExit: () async { final shouldExit = await _onPopInvoked(); if (shouldExit && context.mounted) { await widget.controller.pause(saveOnStop: false); if (context.mounted) { Navigator.of(context).pop(); } } }, notificationService: _notificationService, specialAnimation: _specialAnimation, onLanguageChange: (locale) async { final navigator = Navigator.of(context); await widget.controller.pause(saveOnStop: true); game_l10n.setGameLocale(locale); if (context.mounted) { await widget.controller.resume(); navigator.pushReplacement( MaterialPageRoute( builder: (_) => GamePlayScreen( controller: widget.controller, audioService: widget.audioService, ), ), ); } }, onDeleteSaveAndNewGame: () async { await widget.controller.pause(saveOnStop: false); await widget.controller.saveManager.deleteSave(); if (context.mounted) { Navigator.of(context).pop(); } }, bgmVolume: _audioController.bgmVolume, sfxVolume: _audioController.sfxVolume, onBgmVolumeChange: (volume) { _audioController.setBgmVolume(volume); setState(() {}); }, onSfxVolumeChange: (volume) { _audioController.setSfxVolume(volume); setState(() {}); }, onShowStatistics: () => _showStatisticsDialog(context), onShowHelp: () => HelpDialog.show(context), cheatsEnabled: widget.controller.cheatsEnabled, onCheatTask: () => widget.controller.loop?.cheatCompleteTask(), onCheatQuest: () => widget.controller.loop?.cheatCompleteQuest(), onCheatPlot: () => widget.controller.loop?.cheatCompletePlot(), onCreateTestCharacter: () async { final navigator = Navigator.of(context); final success = await widget.controller.createTestCharacter(); if (success && mounted) { navigator.popUntil((route) => route.isFirst); } }, autoReviveEndMs: widget.controller.monetization.autoReviveEndMs, speedBoostEndMs: widget.controller.monetization.speedBoostEndMs, isPaidUser: widget.controller.monetization.isPaidUser, onSpeedBoostActivate: _handleSpeedBoost, isSpeedBoostActive: widget.controller.isSpeedBoostActive, adSpeedMultiplier: widget.controller.adSpeedMultiplier, has2xUnlocked: widget.controller.has2xUnlocked, ), ..._buildOverlays(state), ], ), ), ); } /// 데스크톱 3패널 레이아웃 Widget _buildDesktopLayout( BuildContext context, GameState state, ValueKey localeKey, ) { return NotificationOverlay( key: localeKey, notificationService: _notificationService, child: PopScope( canPop: false, onPopInvokedWithResult: (didPop, result) async { if (didPop) return; final shouldPop = await _onPopInvoked(); if (shouldPop && context.mounted) { await widget.controller.pause(saveOnStop: false); if (context.mounted) { Navigator.of(context).pop(); } } }, child: Focus( autofocus: true, onKeyEvent: (node, event) => _handleKeyboardShortcut(event, context), child: Scaffold( backgroundColor: RetroColors.deepBrown, appBar: _buildDesktopAppBar(context, state), body: Stack( children: [ _buildDesktopMainContent(state), ..._buildOverlays(state), ], ), ), ), ), ); } /// 데스크톱 앱바 PreferredSizeWidget _buildDesktopAppBar( BuildContext context, GameState state, ) { return AppBar( backgroundColor: RetroColors.darkBrown, title: Text( L10n.of(context).progressQuestTitle(state.traits.name), style: const TextStyle( fontFamily: 'PressStart2P', fontSize: 15, color: RetroColors.gold, ), ), actions: [ if (widget.controller.cheatsEnabled) ...[ IconButton( icon: const Text('L+1'), tooltip: L10n.of(context).levelUp, onPressed: () => widget.controller.loop?.cheatCompleteTask(), ), IconButton( icon: const Text('Q!'), tooltip: L10n.of(context).completeQuest, onPressed: () => widget.controller.loop?.cheatCompleteQuest(), ), IconButton( icon: const Text('P!'), tooltip: L10n.of(context).completePlot, onPressed: () => widget.controller.loop?.cheatCompletePlot(), ), ], IconButton( icon: const Icon(Icons.bar_chart), tooltip: game_l10n.uiStatistics, onPressed: () => _showStatisticsDialog(context), ), IconButton( icon: const Icon(Icons.help_outline), tooltip: game_l10n.uiHelp, onPressed: () => HelpDialog.show(context), ), IconButton( icon: const Icon(Icons.settings), tooltip: game_l10n.uiSettings, onPressed: () => _showSettingsScreen(context), ), ], ); } /// 데스크톱 메인 컨텐츠 (3패널) Widget _buildDesktopMainContent(GameState state) { return Column( children: [ TaskProgressPanel( progress: state.progress, speedMultiplier: widget.controller.loop?.speedMultiplier ?? 1, onSpeedCycle: () { widget.controller.loop?.cycleSpeed(); setState(() {}); }, isPaused: !widget.controller.isRunning && _specialAnimation == null, onPauseToggle: () async { await widget.controller.togglePause(); setState(() {}); }, specialAnimation: _specialAnimation, weaponName: state.equipment.weapon, shieldName: state.equipment.shield, characterLevel: state.traits.level, monsterLevel: state.progress.currentTask.monsterLevel, monsterGrade: state.progress.currentTask.monsterGrade, monsterSize: state.progress.currentTask.monsterSize, latestCombatEvent: state.progress.currentCombat?.recentEvents.lastOrNull, raceId: state.traits.raceId, ), Expanded( child: Row( crossAxisAlignment: CrossAxisAlignment.stretch, children: [ Expanded(flex: 2, child: DesktopCharacterPanel(state: state)), Expanded( flex: 3, child: DesktopEquipmentPanel( state: state, combatLogEntries: _combatLogController.entries, ), ), Expanded(flex: 2, child: DesktopQuestPanel(state: state)), ], ), ), ], ); } /// 공통 오버레이 (사망, 승리) List _buildOverlays(GameState state) { return [ if (state.isDead && state.deathInfo != null) DeathOverlay( deathInfo: state.deathInfo!, traits: state.traits, onResurrect: _handleResurrect, onAdRevive: _handleAdRevive, isPaidUser: IAPService.instance.isAdRemovalPurchased, ), if (widget.controller.isComplete) VictoryOverlay( traits: state.traits, stats: state.stats, progress: state.progress, elapsedMs: state.skillSystem.elapsedMs, onComplete: _handleVictoryComplete, ), ]; } /// 키보드 단축키 핸들러 (웹/데스크톱) /// Space: 일시정지/재개, S: 속도 변경, H: 도움말, Esc: 설정 KeyEventResult _handleKeyboardShortcut(KeyEvent event, BuildContext context) { // KeyDown 이벤트만 처리 if (event is! KeyDownEvent) return KeyEventResult.ignored; final key = event.logicalKey; // Space: 일시정지/재개 if (key == LogicalKeyboardKey.space) { widget.controller.togglePause(); setState(() {}); return KeyEventResult.handled; } // S: 속도 변경 if (key == LogicalKeyboardKey.keyS) { widget.controller.loop?.cycleSpeed(); setState(() {}); return KeyEventResult.handled; } // H 또는 F1: 도움말 if (key == LogicalKeyboardKey.keyH || key == LogicalKeyboardKey.f1) { HelpDialog.show(context); return KeyEventResult.handled; } // Escape: 설정 if (key == LogicalKeyboardKey.escape) { _showSettingsScreen(context); return KeyEventResult.handled; } // I: 통계 if (key == LogicalKeyboardKey.keyI) { _showStatisticsDialog(context); return KeyEventResult.handled; } return KeyEventResult.ignored; } }