menu
- ignis
- ignis.dart
ignis
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.
-
Backdrop
-
Describes how a route treats the route it is pushed over.
-
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
-
-
ClipNode
-
Clips its subtree to its shape.
-
ColliderNode
-
A hitbox that reports overlaps against other colliders registered to the
same CollisionArenaNode.
-
CollisionArena
-
A sweep-and-prune collision arena, run once per tick.
-
CollisionArenaNode
-
Steps a CollisionArena once per tick.
-
CollisionSet
-
The colliders a ColliderNode currently overlaps.
-
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.
-
ControlDevice
-
A source of control events.
-
ControlEvent
-
Something a device emits: a key going down, a button pressed, a stick moved.
-
Controls
-
Routes events emitted by control devices to the handlers bound to them.
-
CurtainTransition
-
Fades a veil above everything to full opacity at swapAt, swaps the
sides under it, and fades it back out.
-
CutTransition
-
Swaps instantly with no visuals, finishing on the first tick.
-
Debug
-
Holds debug settings used across all Ignis scenes.
-
DebugControlsNode
-
Wires the engine's own debug controls to the keyboard for as long as this
node is mounted.
-
DragEndEvent
-
-
DragInput
-
A hit area that recognizes drags by delegating to an ImmediateMultiDragGestureRecognizer.
-
DragStartEvent
-
-
DragUpdateEvent
-
-
DurationTimeline
-
Progresses from 0 to 1 over duration, shaped by curve.
-
EffectNode
-
A Node with a concept of being finished. Also called
effect.
-
FadeTransition
-
Fades the incoming side in over the still-painting outgoing one.
-
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
-
-
FrozenBackdrop
-
Keeps painting, frozen in place.
-
HiddenBackdrop
-
Paints during navigation, and then not at all.
-
HoverEvent
-
-
HoverInput
-
A hit area that recognizes mouse hover.
-
Ignis
-
Namespace for global Ignis objects.
-
ImageLoader
-
The built-in loader for images.
-
InfiniteTimeline
-
Runs child forever, restarting it from the beginning after each run.
-
InputNode
-
A pointer hit area.
-
IntersectionEngine
-
-
JsonLoader
-
The built-in loader for JSON files.
-
KeyboardDevice
-
The hardware keyboard, as a control device.
-
KeyPress
-
A pressed keyboard key and its modifier state.
-
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
-
An item's factor share of a flex's leftover main-axis space, and the
fit it takes that share at.
-
LayoutItem
-
Something a layout algorithm can lay out, position, and allocate space to.
-
LayoutNode
-
A SpatialNode whose size is computed via constraint propagation, rather
than being intrinsic to its content.
-
LiveBackdrop
-
Keeps updating and rendering throughout, as if nothing were over it.
-
Loader
-
-
LoadingContext
-
Represents a context in which an asset is loaded.
-
LoadingEffect
-
An effect that finishes once its preload request lands successfully.
-
LoadingFilter
-
-
LocalAssetBundle
-
The
dart:io-free stand-in for LocalAssetBundle.
-
MAabb2
-
-
Matrix3
-
-
Matrix4
-
-
MeasurableEffect
-
An effect with a well-defined "distance".
-
MMatrix3
-
-
MMatrix4
-
-
MoveEffect
-
An effect that animates a PositionOwner's position over time.
-
MQuad
-
-
MVector2
-
-
MVector3
-
-
Node
-
Overview
-
NoopLoader
-
A loader that does nothing. Useful for stubbing and testing.
-
OnceTimeline
-
Runs child once; ignored after that, whether reversing or repeating.
-
OpacityEffect
-
Animates an OpacityOwner's opacity, fading its whole subtree as one image.
-
OpacityNode
-
Fades its subtree as one image.
-
OpacityOwner
-
Something with an opacity.
-
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.
-
PreloadSnapshot
-
One
PreloadRequest's state at a point in time.
-
Quad
-
-
Rectangle
-
-
RepeatTimeline
-
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.
-
RoundtripTimeline
-
Plays child forward, then back to its start.
-
RouteNode
-
One entry on a RouterNode's stack.
-
RouterNode
-
A stack of RouteNodes.
-
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
-
-
SequenceTimeline
-
Runs children one after another, advancing to the next once the current
one finishes.
-
SequentialEffect
-
A node that chains effects one after another.
-
Shape
-
The geometry drawn or hit-tested for a node, in its own local space.
-
ShapeNode
-
-
ShapeTarget
-
Resolves the shape a node inherits, per a ShapeInheritance.
-
SheetRow
-
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.
-
SlideTransition
-
Slides the incoming side in and the outgoing side out, as if being shoved.
-
SpatialNode
-
A Node with a transform and a shape.
-
SpeedOwner
-
Something with a speed.
-
SpeedTimeline
-
Progresses at speed units per second over the distance it is fit to,
shaped by curve.
-
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.
-
SpriteAnimation
-
A run of frames, played.
-
SpriteEntry<T>
-
One entry of a Sprite: the frames it draws, and how it plays them.
-
SpriteGroup
-
Several Sprites laid end to end, addressed as one run of entries.
-
SpriteImage
-
One region, drawn still.
-
SpriteMap<T>
-
Several Sprites under names of your choosing.
-
SpriteNode<T>
-
Draws one frame of a Sprite at a time, and animates along its entry.
-
SpriteRegion
-
Which piece of which asset a sprite draws.
-
SpriteSheet
-
A grid measured over an image, and the pieces you can take from it.
-
SpriteState<T>
-
What a SpriteNode is drawing.
-
StandardIntersectionEngine
-
-
StandardLayoutEngine
-
-
TapDownEvent
-
-
TapInput
-
A hit area that recognizes taps by delegating to a TapGestureRecognizer.
-
TapUpEvent
-
-
Target<T>
-
Resolves to the nearest ancestor implementing
T.
-
TerminalTimeline
-
Always finished, at progress 1, consuming no time.
-
TextNode
-
-
TextStyleNode
-
Holds the base TextStyle every descendant
TextNode extends.
-
Timeline
-
A run of progress over time: how long it takes, how it is shaped, and how
it composes. Drives a
TimelineEffect or a Transition.
-
TimelineEffect
-
An effect driven by a Timeline.
-
TimerNode
-
A node that emits onTrigger every interval seconds.
-
Transition
-
Describes a navigation between two routes.
-
Vector2
-
-
Vector3
-
-
VelocityEffect
-
An effect that moves a PositionOwner by velocity, every tick, forever.
-
WaitTimeline
-
Holds progress at 1 for duration, without moving it. Used as a generic
mid-sequence pause.
-
WipeTransition
-
A hard-edged panel sweeps in from the leading edge to full cover, trades
the sides, then exits the trailing edge.
-
ZigzagCurve
-
Oscillates as a triangle wave between -1 and 1, completing one full cycle
as
t runs from 0 to 1.
Extension Types
-
Activity
-
What a node takes part in, as bits: ticking, rendering, and hearing input.
-
Anchor
-
Represents a relative position inside some 2D object with a rectangular
size or bounding box.
Typedefs
-
Cleanup
= void Function()
-
Call to undo whatever was set up.
-
ControlHandler
= void Function(ControlEvent event)
-
Responds to an event a device emitted.
-
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.