The (new, not yet used) code gen for iOS was setting up a std::map from key codes to logical and physical key codes, but it was using uint32_t, which isn't big enough to hold the Flutter key codes.
Also, iOS needs to be able to filter out function keys, so I added a function key set.
This PR updates the ID used by logical keyboard keys.
The logical key ID is still composed of 2 parts: 32 bits of value, and 8 bits of plane. But the assignment of planes has been drastically changed. HID plane is removed, and unprintable plane and Flutter plane are added. This is to reflect the new generation method for logical key IDs. Now keys that are defined by Flutter but not by dom_key_data are placed into the Flutter plane, including numpad keys, sided modifier keys, and gamepad keys. The values for platform planes have also been adjusted.
The generation script and README have been updated accordingly as well.
A new file, test_utils/key_codes.h is now generated to assist engine unit testing.
All lists generated by the script are now sorted by the key.
This adds iOS key map generation that uses std::maps. It uses std::maps because on iOS if we use NSDictionaries, then when XCode loads the dylib, the initialization of those status NSDictionaries hasn't yet occurred, and it crashes the app. std::maps have a well-defined static behavior, and are correctly initialized.
I also made the naming of variables, fields, etc. consistent for macOS. We variously had macosFoo, macOSFoo, and macOsFoo. I eliminated macOsFoo and macosFoo, since the rest of the repo uses macOSFoo for lowerCamelCase names (with only a few exceptions). I used iOSFoo for iOS.