ignis library

Classes

Aabb2
AnchorEffect
An effect that animates an AnchorOwner's anchor over time.
AnchorOwner
Something with an anchor.
AngleOwner
Something with an angle.
BoxNode
Claims a region, optionally at a fixed size, and places every child inside it under a shared padding and alignment.
Cache
Storage for arbitrary assets.
Canvas
An interface for recording graphical operations.
Circle
ColliderNode
A hitbox that reports overlaps against other colliders registered to the same CollisionDetectionNode.
CollisionDetection
A sweep-and-prune collision arena, run once per tick.
CollisionDetectionNode
Steps a CollisionDetection arena once per tick.
ColorFilterOpacityEffect
An effect that fades a color in or out on a Paint by animating a ColorFilter, varying color's alpha with progress.
ColorOpacityEffect
An effect that animates a Paint's opacity by mutating its alpha.
ColumnNode
Lays its children out vertically, equivalent to Flutter's Column.
CombinedEffect
A node that runs effects together, exposing onFinish once every one of them has finished.
ControlledEffect
An effect driven by an EffectController.
DragEndEvent
DragInput
A hit area that recognizes drags by delegating to an ImmediateMultiDragGestureRecognizer.
DragStartEvent
DragUpdateEvent
DurationEffectController
Progresses from 0 to 1 over duration, shaped by curve.
EffectController
Drives a ControlledEffect's timing and progress.
EffectNode
A Node with a concept of being finished. Also called effect.
EffectTarget<T>
Resolves to the nearest ancestor implementing T.
FlexNode
Lays its children out along direction, giving each child a share of the leftover space by its LayoutNode.flex.
FollowEffect
An effect that moves a PositionOwner toward following at speed.
FpsNode
HoverEvent
HoverInput
A hit area that recognizes mouse hover.
Ignis
Namespace for global Ignis objects.
ImageLoader
InfiniteEffectController
Runs child forever, restarting it from the beginning after each run.
InputNode
A pointer hit area.
IntersectionSystem
JsonLoader
LayoutConstraints
The range of sizes a layout item may choose from when it lays itself out.
LayoutEngine
A standalone set of layout algorithms, operating on LayoutItem items.
LayoutFlex
The share of a flex layout's leftover main-axis space an item asks for, and what it does with the space it gets.
LayoutItem
Something a layout algorithm can lay out, position, and allocate space to.
LayoutNode
A SizedNode whose size is computed via constraint propagation, rather than being intrinsic to its content.
Loader
LoadingContext
Represents a context in which an asset is loaded.
LoadingFilter
LocalAssetBundle
The dart:io-free stand-in for LocalAssetBundle.
MAabb2
Matrix3
MeasurableEffect
An effect with a well-defined "distance".
MMatrix3
MoveEffect
An effect that animates a PositionOwner's position over time.
MVector2
Node
The humble node.
NoopLoader
OnceEffectController
Runs child once; ignored after that, whether reversing or repeating.
Paint
A description of the style to use when drawing on a Canvas.
Palette
A managed, ordered collection of named Paints.
PaletteEntry
A named Paint entry, registered with a Palette via Palette.add.
PositionOwner
Something with a position.
Preload
A registry of Loaders, and the pool that runs them.
PreloadRequest
A single Preload.load in flight.
Rectangle
RepeatEffectController
Runs child times times before finishing, restarting it from the beginning after each completed run.
RotateEffect
An effect that animates an AngleOwner's angle over time.
RoundtripEffectController
Plays child forward, then back down to its start, using it as a single shared instance for both legs.
RowNode
Lays its children out horizontally, equivalent to Flutter's Row.
ScaleEffect
An effect that animates a ScaleOwner's scale over time.
ScaleOwner
Something with a scale.
Scene<T extends Node>
A controller for a mounted Node tree.
SceneWidget
SequenceEffectController
Runs children one after another, advancing to the next once the current one finishes.
SequentialEffect
A node that chains effects one after another, adding the next only once the previous one finishes.
Shape
The geometry drawn or hit-tested for a node, in its own local space.
ShapeNode
SheetRow<T>
One row of a SpriteSheet's grid, and how it plays.
Signal
A named, type-safe message emitter.
Signal0
A primitive that sends messages to watchers.
Signal1<A>
A primitive that sends messages to watchers. See Signal0 for details.
Signal2<A, B>
A primitive that sends messages to watchers. See Signal0 for details.
Signal3<A, B, C>
A primitive that sends messages to watchers. See Signal0 for details.
SineCurve
Oscillates as a sine wave between -1 and 1, completing one full cycle as t runs from 0 to 1.
SizedNode
A TransformNode with a size, defining an area for shapes, hit-testing, rendering, and other systems to work against.
SpeedEffectController
SpeedOwner
Something with a speed.
SpinEffect
An effect that spins an AngleOwner by speed, every tick, forever.
Sprite<T>
The frames a SpriteNode draws, and how long each is held.
SpriteGroup<T>
Several Sprites laid end to end, addressed as one run of rows.
SpriteImage<T>
One image, drawn whole.
SpriteNode<T>
Draws one frame of a Sprite at a time, and animates along its row.
SpriteSheet<T>
An image cut into a grid of equally sized frames.
StandardIntersectionSystem
TapDownEvent
TapInput
A hit area that recognizes taps by delegating to a TapGestureRecognizer.
TapUpEvent
TerminalEffectController
Always finished, at progress 1, consuming no time.
TextNode
TimerNode
A node that emits onTrigger every interval seconds.
TransformNode
Vector2
VelocityEffect
An effect that moves a PositionOwner by velocity, every tick, forever.
WaitEffectController
Holds progress at 1 for duration, without moving it. Used as a generic mid-sequence pause.
ZigzagCurve
Oscillates as a triangle wave between -1 and 1, completing one full cycle as t runs from 0 to 1.

Enums

HitBehavior
Governs whether an InputNode blocks nodes behind it once it claims an event, or lets the search continue regardless.
InputResult
Whether an InputNode claimed an event routed to it.

Extension Types

Anchor
Represents a relative position inside some 2D object with a rectangular size or bounding box.

Extensions

AxisToVector2 on Axis
AxisVector2 on Vector2
BuiltInFilters on Loader
Mount on T
Mounts a node as the root of a new Scene.
NearestTransformNode on Iterable<T>
OffsetToVector2 on Offset
SizeToVector2 on Size

Typedefs

Cleanup = void Function()
Call to undo whatever was set up.
DebugDraw = void Function(Canvas canvas)
Paints a node's debug overlay, in the same space as a Draw.
Draw = void Function(Canvas canvas)
Paints a node to the canvas, in its own coordinate space.
Painter = void Function(Canvas canvas, Paint paint)
Paints one of a Palette's entries to the canvas.
Tick = void Function(double dt)
Advances a node by the seconds elapsed since the last frame.