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library
Classes
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Aabb2
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AnchorEffect
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An effect that animates an AnchorOwner's anchor over time.
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AnchorOwner
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Something with an anchor.
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AngleOwner
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Something with an angle.
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BoxNode
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Claims a region, optionally at a fixed size, and places every child inside
it under a shared padding and alignment.
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Cache
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Storage for arbitrary assets.
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Canvas
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An interface for recording graphical operations.
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Circle
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ColliderNode
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A hitbox that reports overlaps against other colliders registered to the
same CollisionDetectionNode.
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CollisionDetection
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A sweep-and-prune collision arena, run once per tick.
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CollisionDetectionNode
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Steps a CollisionDetection arena once per tick.
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ColorFilterOpacityEffect
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An effect that fades a color in or out on a Paint by animating a
ColorFilter, varying color's alpha with progress.
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ColorOpacityEffect
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An effect that animates a Paint's opacity by mutating its alpha.
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ColumnNode
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Lays its children out vertically, equivalent to Flutter's
Column.
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CombinedEffect
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A node that runs effects together, exposing onFinish once every one
of them has finished.
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ControlledEffect
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An effect driven by an EffectController.
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DragEndEvent
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DragInput
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A hit area that recognizes drags by delegating to an ImmediateMultiDragGestureRecognizer.
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DragStartEvent
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DragUpdateEvent
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DurationEffectController
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Progresses from 0 to 1 over duration, shaped by curve.
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EffectController
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Drives a ControlledEffect's timing and progress.
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EffectNode
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A Node with a concept of being finished. Also called
effect.
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EffectTarget<T>
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Resolves to the nearest ancestor implementing
T.
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FlexNode
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Lays its children out along direction, giving each child a share of the
leftover space by its
LayoutNode.flex.
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FollowEffect
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An effect that moves a PositionOwner toward following at speed.
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FpsNode
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HoverEvent
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HoverInput
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A hit area that recognizes mouse hover.
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Ignis
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Namespace for global Ignis objects.
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ImageLoader
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InfiniteEffectController
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Runs child forever, restarting it from the beginning after each run.
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InputNode
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A pointer hit area.
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IntersectionSystem
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JsonLoader
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LayoutConstraints
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The range of sizes a layout item may choose from when it lays itself out.
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LayoutEngine
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A standalone set of layout algorithms, operating on LayoutItem items.
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LayoutFlex
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The share of a flex layout's leftover main-axis space an item asks for,
and what it does with the space it gets.
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LayoutItem
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Something a layout algorithm can lay out, position, and allocate space to.
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LayoutNode
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A SizedNode whose size is computed via constraint propagation, rather
than being intrinsic to its content.
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Loader
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LoadingContext
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Represents a context in which an asset is loaded.
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LoadingFilter
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LocalAssetBundle
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The
dart:io-free stand-in for LocalAssetBundle.
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MAabb2
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Matrix3
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MeasurableEffect
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An effect with a well-defined "distance".
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MMatrix3
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MoveEffect
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An effect that animates a PositionOwner's position over time.
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MVector2
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Node
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The humble node.
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NoopLoader
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OnceEffectController
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Runs child once; ignored after that, whether reversing or repeating.
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Paint
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A description of the style to use when drawing on a Canvas.
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Palette
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A managed, ordered collection of named Paints.
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PaletteEntry
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A named Paint entry, registered with a Palette via Palette.add.
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PositionOwner
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Something with a position.
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Preload
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A registry of Loaders, and the pool that runs them.
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PreloadRequest
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A single Preload.load in flight.
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Rectangle
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RepeatEffectController
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Runs child times times before finishing, restarting it from the
beginning after each completed run.
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RotateEffect
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An effect that animates an AngleOwner's angle over time.
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RoundtripEffectController
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Plays child forward, then back down to its start, using it as a single
shared instance for both legs.
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RowNode
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Lays its children out horizontally, equivalent to Flutter's
Row.
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ScaleEffect
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An effect that animates a ScaleOwner's scale over time.
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ScaleOwner
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Something with a scale.
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Scene<T extends Node>
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A controller for a mounted Node tree.
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SceneWidget
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SequenceEffectController
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Runs children one after another, advancing to the next once the
current one finishes.
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SequentialEffect
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A node that chains effects one after another, adding the next only
once the previous one finishes.
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Shape
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The geometry drawn or hit-tested for a node, in its own local space.
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ShapeNode
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SheetRow<T>
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One row of a SpriteSheet's grid, and how it plays.
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Signal
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A named, type-safe message emitter.
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Signal0
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A primitive that sends messages to watchers.
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Signal1<A>
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A primitive that sends messages to watchers. See Signal0 for details.
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Signal2<A, B>
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A primitive that sends messages to watchers. See Signal0 for details.
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Signal3<A, B, C>
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A primitive that sends messages to watchers. See Signal0 for details.
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SineCurve
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Oscillates as a sine wave between -1 and 1, completing one full cycle as
t runs from 0 to 1.
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SizedNode
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A TransformNode with a size, defining an area for shapes,
hit-testing, rendering, and other systems to work against.
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SpeedEffectController
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SpeedOwner
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Something with a speed.
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SpinEffect
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An effect that spins an AngleOwner by speed, every tick, forever.
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Sprite<T>
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The frames a SpriteNode draws, and how long each is held.
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SpriteGroup<T>
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Several Sprites laid end to end, addressed as one run of rows.
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SpriteImage<T>
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One image, drawn whole.
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SpriteNode<T>
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Draws one frame of a Sprite at a time, and animates along its row.
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SpriteSheet<T>
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An image cut into a grid of equally sized frames.
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StandardIntersectionSystem
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TapDownEvent
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TapInput
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A hit area that recognizes taps by delegating to a TapGestureRecognizer.
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TapUpEvent
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TerminalEffectController
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Always finished, at progress 1, consuming no time.
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TextNode
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TimerNode
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A node that emits onTrigger every interval seconds.
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TransformNode
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Vector2
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VelocityEffect
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An effect that moves a PositionOwner by velocity, every tick, forever.
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WaitEffectController
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Holds progress at 1 for duration, without moving it. Used as a generic
mid-sequence pause.
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ZigzagCurve
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Oscillates as a triangle wave between -1 and 1, completing one full cycle
as
t runs from 0 to 1.
Extension Types
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Anchor
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Represents a relative position inside some 2D object with a rectangular
size or bounding box.
Typedefs
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Cleanup
= void Function()
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Call to undo whatever was set up.
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DebugDraw
= void Function(Canvas canvas)
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Paints a node's debug overlay, in the same space as a Draw.
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Draw
= void Function(Canvas canvas)
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Paints a node to the canvas, in its own coordinate space.
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Painter
= void Function(Canvas canvas, Paint paint)
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Paints one of a Palette's entries to the canvas.
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Tick
= void Function(double dt)
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Advances a node by the seconds elapsed since the last frame.