AdvancedGraphviewFlame class
AdvancedGraphviewFlame uses flame engine to render the tree and its children
Constructors
- AdvancedGraphviewFlame({required double nodePadding, required double nodeSize, required GraphDataStructure graphDataStructure, required BuildContext context, required bool isDebug, required Paint? onDrawLine(GraphNode lineFrom, GraphNode lineTwo)?, required AdvancedGraphviewController? advancedGraphviewController, required Color? flameBackgroundColor, required double? pixelRatio, required dynamic onNodeTap(GraphNode)?})
- AdvancedGraphviewFlame uses flame engine to render the tree and its children
Properties
- advancedGraphviewController → AdvancedGraphviewController?
-
advancedGraphviewController will manage the state of the graphview
final
- assets ↔ AssetsCache
-
The cache of all (non-image) assets loaded into the game. This defaults to
the global
Flame.assets
cache, but you can replace this with another instance if needed.getter/setter pairinherited - buildContext → BuildContext?
-
Currently attached build context. Can be null if not attached.
no setterinherited
- camera ↔ CameraComponent
-
The component that is responsible for rendering your
world
.getter/setter pairinherited - canvasSize → Vector2
-
no setterinherited
- children → ComponentSet
-
The children components of this component.
no setterinherited
-
collisionDetection
↔ CollisionDetection<
ShapeHitbox, Broadphase< ShapeHitbox> > -
getter/setter pairinherited
- context → BuildContext
-
contextso widget can be rendered
final
- debugColor ↔ Color
-
The color that the debug output should be rendered with.
getter/setter pairinherited
- debugCoordinatesPrecision ↔ int?
-
How many decimal digits to print when displaying coordinates in the
debug mode. Setting this to null will suppress all coordinates from
the output.
getter/setter pairinherited
- debugMode ↔ bool
-
isDebug default is false and debug mode will show wireframe on tree
getter/setter pairinherited-setter
- debugPaint → Paint
-
The
debugColor
represented as a Paint object.no setterinherited - debugTextPaint → TextPaint
-
Returns a
TextPaint
object with thedebugColor
set as color for the text.no setterinherited - flameBackgroundColor → Color?
-
flameBackgroundColor sets background color to the canvas
final
- focusPoint ↔ FocusPointImpl
-
focusPoint will focus the center of canvas
getter/setter pair
-
game
↔ FlameGame<
World> -
Reference to the top-level Game instance that owns this component.
getter/setter pairinherited
-
gameRef
→ FlameGame<
World> -
Equivalent to the
game
property.no setterinherited -
gameStateListeners
→ List<
VoidCallback> -
finalinherited
- gestureDetectors → GestureDetectorBuilder
-
Used internally by various mixins that need to use gesture detection
functionality in Flutter.
latefinalinherited
- graphDataStructure → GraphDataStructure
-
graphDataStructure takes care of handling the tree, like traversing
tree to list etc,
final
- hasChildren → bool
-
no setterinherited
- hashCode → int
-
The hash code for this object.
no setterinherited
- hasLayout → bool
-
Indicates if this game instance is connected to a GameWidget that is live
in the flutter widget tree.
Once this is true, the game is ready to have its size used or in the case
of a FlameGame, to receive components.
no setterinherited
- hasLifecycleEvents → bool
-
no setterinherited
- images ↔ Images
-
The cache of all images loaded into the game. This defaults to the global
Flame.images
cache, but you can replace it with a new cache instance if needed.getter/setter pairinherited - isAttached → bool
-
Whether the game widget was attached to the Flutter tree.
no setterinherited
- isDebug → bool
-
isDebug default is false and debug mode will show wireframe on tree
final
- isLoaded → bool
-
Whether this component has completed its
onLoad
step.no setterinherited - isLoading → bool
-
Whether the component is currently executing its
onLoad
step.no setterinherited - isMounted → bool
-
Whether this component is currently added to a component tree.
no setterinherited
- isMounting → bool
-
no setterinherited
- isRemoved → bool
-
Whether the component has been removed. Originally this flag is
false
, but it becomestrue
after the component was mounted and then removed from its parent. The flag becomesfalse
again when the component is mounted to a new parent.no setterinherited - isRemoving → bool
-
Whether the component is scheduled to be removed.
no setterinherited
- key → ComponentKey?
-
A key that can be used to identify this component in the tree.
finalinherited
-
lifecycleEventsProcessed
→ Future<
void> -
A future that will complete once all lifecycle events have been
processed.
no setterinherited
-
loaded
→ Future<
void> -
A future that completes when this component finishes loading.
no setterinherited
-
mounted
→ Future<
void> -
A future that will complete once the component is mounted on its parent.
no setterinherited
- mouseCursor ↔ MouseCursor
-
Used to change the mouse cursor of the GameWidget running this game.
Setting the value to null will make the GameWidget defer the choice
of the cursor to the closest region available on the tree.
getter/setter pairinherited
- mouseDetector ↔ void Function(PointerHoverEvent event)?
-
Set by the PointerMoveDispatcher to receive mouse events from the
game widget.
getter/setter pairinherited
- nodePadding → double
-
nodePadding padding of between 2 nodes
final
- nodeSize → double
-
nodeSize size of the tree node in canvas
final
-
notifiers
→ List<
ComponentsNotifier< Component> > -
latefinalinherited
- onDrawLine → Paint? Function(GraphNode lineFrom, GraphNode lineTwo)?
-
draws a line between 2 nodes return paint so paint can be used to
give color to the line, etc.
final
- onNodeTap → dynamic Function(GraphNode)?
-
onNodeTap when we tap a node in the tree this action will be
triggered
final
- overlays → OverlayManager
-
A property that stores an
OverlayManager
latefinalinherited - parent ↔ Component?
-
Who owns this component in the component tree.
getter/setter pairinherited
- paused ↔ bool
-
Returns is the engine if currently paused or running
getter/setter pairinherited
- pauseWhenBackgrounded ↔ bool
-
Whether the game should pause when the app is backgrounded.
getter/setter pairinherited
- pixelRatio → double?
-
pixelRatio gives the resolution to the widget after rendering
final
- priority ↔ int
-
Render priority of this component. This allows you to control the order in
which your components are rendered.
getter/setter pairinherited
-
removed
→ Future<
void> -
A future that completes when this component is removed from its parent.
no setterinherited
- renderBox → GameRenderBox
-
Just a reference back to the render box that is kept up to date by the
engine.
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- size → Vector2
-
This is overwritten to consider the viewport transformation.
no setterinherited
- world ↔ World
-
The
World
that thecamera
is rendering. Inside of this world is where most of your components should be added.getter/setter pairinherited
Methods
-
add(
Component component) → FutureOr< void> -
Schedules
component
to be added as a child to this component.inherited -
addAll(
Iterable< Component> components) → Future<void> -
A convenience method to
add
multiple children at once.inherited -
addGameStateListener(
VoidCallback callback) → void -
inherited
-
addToParent(
Component parent) → FutureOr< void> -
Adds this component as a child of
parent
(seeadd
for details).inherited -
ancestors(
{bool includeSelf = false}) → Iterable< Component> -
An iterator producing this component's parent, then its parent's parent,
then the great-grand-parent, and so on, until it reaches a component
without a parent.
inherited
-
assertHasLayout(
) → void -
inherited
-
attach(
PipelineOwner owner, GameRenderBox gameRenderBox) → void -
Marks game as attached to any Flutter widget tree.
inherited
-
backgroundColor(
) → Color - background color for canvas
-
componentsAtLocation<
T> (T locationContext, List< T> ? nestedContexts, T? transformContext(CoordinateTransform, T), bool checkContains(Component, T)) → Iterable<Component> -
This is a generic implementation of
componentsAtPoint
; refer to those docs for context.inherited -
componentsAtPoint(
Vector2 point, [List< Vector2> ? nestedPoints]) → Iterable<Component> -
An iterable of descendant components intersecting the given point. The
point
is in the local coordinate space.inherited -
componentsNotifier<
T extends Component> () → ComponentsNotifier< T> -
Returns a
ComponentsNotifier
for the given typeW
.inherited -
contains(
Component c) → bool -
Whether the children list contains the given component.
inherited
-
containsLocalPoint(
Vector2 point) → bool -
Whether a point is within the boundaries of the visible part of the game.
inherited
-
containsPoint(
Vector2 point) → bool -
Same as
containsLocalPoint
, but for a "global"point
.inherited -
convertGlobalToLocalCoordinate(
Vector2 point) → Vector2 -
Converts a global coordinate (i.e. w.r.t. the app itself) to a local
coordinate (i.e. w.r.t. he game widget).
If the widget occupies the whole app ("full screen" games), or is not
attached to Flutter, this operation is the identity.
inherited
-
convertLocalToGlobalCoordinate(
Vector2 point) → Vector2 -
Converts a local coordinate (i.e. w.r.t. the game widget) to a global
coordinate (i.e. w.r.t. the app itself).
If the widget occupies the whole app ("full screen" games), or is not
attached to Flutter, this operation is the identity.
inherited
-
createComponentSet(
) → ComponentSet -
This method creates the children container for the current component.
Override this method if you need to have a custom
ComponentSet
within a particular class.inherited -
currentTime(
) → double -
Returns the current time in seconds with microseconds precision.
inherited
-
dequeueAdd(
Component child, Component parent) → void -
inherited
-
dequeueRemove(
Component child) → void -
inherited
-
descendants(
{bool includeSelf = false, bool reversed = false}) → Iterable< Component> -
Recursively enumerates all nested
children
.inherited -
detach(
) → void -
Marks game as no longer attached to any Flutter widget tree.
inherited
-
enqueueAdd(
Component child, Component parent) → void -
inherited
-
enqueueMove(
Component child, Component newParent) → void -
inherited
-
enqueueRebalance(
Component parent) → void -
inherited
-
enqueueRemove(
Component child, Component parent) → void -
inherited
-
finalizeRemoval(
) → void -
inherited
-
findByKey<
T extends Component> (ComponentKey key) → T? -
inherited
-
findByKeyName<
T extends Component> (String name) → T? -
inherited
-
findGame(
) → FlameGame< World> ? -
Fetches the nearest
FlameGame
ancestor to the component.inherited -
findParent<
T extends Component> ({bool includeSelf = false}) → T? -
Returns the closest parent further up the hierarchy that satisfies type=T,
or null if no such parent can be found.
inherited
-
findRootGame(
) → FlameGame< World> ? -
Fetches the root
FlameGame
ancestor to the component.inherited -
firstChild<
T extends Component> () → T? -
Returns the first child that matches the given type
T
, or null if there are no such children.inherited -
handleLifecycleEventAdd(
Component parent) → LifecycleEventStatus -
inherited
-
handleLifecycleEventMove(
Component newParent) → LifecycleEventStatus -
inherited
-
handleLifecycleEventRemove(
Component parent) → LifecycleEventStatus -
inherited
-
handleResize(
Vector2 size) → void -
inherited
-
lastChild<
T extends Component> () → T? -
Returns the last child that matches the given type
T
, or null if there are no such children.inherited -
lifecycleStateChange(
AppLifecycleState state) → void -
This is the lifecycle state change hook; every time the game is resumed,
paused or suspended, this is called.
inherited
-
load(
) → FutureOr< void> -
inherited
-
loadSprite(
String path, {Vector2? srcSize, Vector2? srcPosition}) → Future< Sprite> -
Utility method to load and cache the image for a sprite based on its
options.
inherited
-
loadSpriteAnimation(
String path, SpriteAnimationData data) → Future< SpriteAnimation> -
Utility method to load and cache the image for a sprite animation based on
its options.
inherited
-
mount(
) → void -
inherited
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
onAttach(
) → void -
Called when the game has been attached. This can be overridden
to add logic that requires the game to already be attached
to the widget tree.
inherited
-
onChildrenChanged(
Component child, ChildrenChangeType type) → void -
This method will be invoked from lifecycle if
child
has been added to or removed from its parent children list.inherited -
onDetach(
) → void -
Called after the game has left the widget tree.
This can be overridden to add logic that requires the game
not be on the flutter widget tree anymore.
inherited
-
onDispose(
) → void -
Called when the GameWidget is disposed by Flutter.
inherited
-
onGameResize(
Vector2 size) → void -
This passes the new size along to every component in the tree via their
Component.onGameResize
method, enabling each one to make their decision of how to handle the resize event.inherited -
onKeyEvent(
KeyEvent event, Set< LogicalKeyboardKey> keysPressed) → KeyEventResult -
inherited
-
onLoad(
) → Future< void> -
Late initialization method for
Component
. -
onMount(
) → void -
inherited
-
onParentResize(
Vector2 maxSize) → void -
Called whenever the parent of this component changes size; and also once
before
onMount
.inherited -
onRemove(
) → void -
Called when the game is about to be removed from the Flutter widget tree,
but before it is actually removed. See the docs for an example on how to
do cleanups to avoid memory leaks.
inherited
-
pauseEngine(
) → void -
Pauses the engine game loop execution.
inherited
-
processLifecycleEvents(
) → void -
inherited
-
processRebalanceEvents(
) → void -
inherited
-
propagateToApplicableNotifiers(
Component component, void callback(ComponentsNotifier< Component> )) → void -
inherited
-
propagateToChildren<
T extends Component> (bool handler(T), {bool includeSelf = false}) → bool -
This method first calls the passed handler on the leaves in the tree,
the children without any children of their own.
Then it continues through all other children. The propagation continues
until the handler returns false, which means "do not continue", or when
the handler has been called with all children.
inherited
-
ready(
) → Future< void> -
Ensure that all pending tree operations finish.
inherited
-
refreshWidget(
{bool isInternalRefresh = true}) → void -
When a Game is attached to a
GameWidget
, this method will force that widget to be rebuilt. This can be used when updating any property which is implemented within the Flutter tree.inherited -
registerKey(
ComponentKey key, Component component) → void -
inherited
-
remove(
Component component) → void -
Removes a component from the component tree.
inherited
-
removeAll(
Iterable< Component> components) → void -
Removes all the children in the list and calls
onRemove
for all of them and their children.inherited -
removeFromParent(
) → void -
Remove the component from its parent in the next tick.
inherited
-
removeGameStateListener(
VoidCallback callback) → void -
inherited
-
removeWhere(
bool test(Component component)) → void -
Removes all the children for which the
test
function returns true.inherited -
render(
Canvas canvas) → void -
This implementation of render renders each component, making sure the
canvas is reset for each one.
inherited
-
renderDebugMode(
Canvas canvas) → void -
inherited
-
renderTree(
Canvas canvas) → void -
inherited
-
resumeEngine(
) → void -
Resumes the engine game loop execution.
inherited
-
setLoaded(
) → void -
Used by the
FlameGame
to set the loaded state of the component, since the game isn't going through the whole normal component life cycle.inherited -
setMounted(
) → void -
Used by the
FlameGame
to set the mounted state of the component, since the game isn't going through the whole normal component life cycle.inherited -
setRemoved(
) → void -
Used by the
FlameGame
to set the removed state of the component, since the game isn't going through the whole normal component life cycle.inherited -
stepEngine(
{double stepTime = 1 / 60}) → void -
Steps the engine game loop by one frame. Works only if the engine is in
paused state. By default step time is assumed to be 1/60th of a second.
inherited
-
toBeLoaded(
) → FutureOr< void> -
To be used for tests that needs to evaluate the game after it has been
loaded by the game widget.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
-
unregisterKey(
ComponentKey key) → void -
inherited
-
update(
double dt) → void - This method is called periodically by the game engine to request that your component updates itself.
-
updateTree(
double dt) → void -
This method traverses the component tree and calls update on all its
children according to their priority order, relative to the
priority of the direct siblings, not the children or the ancestors.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited