GameWidget<T extends Game> class
The GameWidget is a Flutter widget which is used to insert a Game instance into the Flutter widget tree.
The GameWidget
is sufficiently feature-rich to run as the root of your
Flutter application. Thus, the simplest way to use GameWidget
is like
this:
void main() {
runApp(
GameWidget(game: MyGame()),
);
}
At the same time, GameWidget
is a regular Flutter widget, and can be
inserted arbitrarily deep into the widget tree, including the possibility
of having multiple GameWidget
s within a single app.
The layout behavior of this widget is that it will expand to fill all available space. Thus, when used as a root widget it will make the app full-screen. Inside any other layout widget it will take as much space as possible.
In addition to hosting a Game instance, the GameWidget
also provides
some structural support, with the following features:
- loadingBuilder to display something while the game is loading;
- errorBuilder which will be shows if the game throws an error;
- backgroundBuilder to draw some decoration behind the game;
- overlayBuilderMap to draw one or more widgets on top of the game.
It should be noted that GameWidget
does not clip the content of its
canvas, which means the game can potentially draw outside of its boundaries
(not always, depending on which camera is used). If this is not desired,
then consider wrapping the widget in Flutter's ClipRect.
- Inheritance
-
- Object
- DiagnosticableTree
- Widget
- StatefulWidget
- GameWidget
Constructors
-
GameWidget({required T game, TextDirection? textDirection, GameLoadingWidgetBuilder? loadingBuilder, GameErrorWidgetBuilder? errorBuilder, WidgetBuilder? backgroundBuilder, Map<
String, OverlayWidgetBuilder< ? overlayBuilderMap, List<T> >String> ? initialActiveOverlays, FocusNode? focusNode, bool autofocus = true, MouseCursor? mouseCursor, bool addRepaintBoundary = true, Key? key}) -
Renders the provided
game
instance. -
GameWidget.controlled({required GameFactory<
T> gameFactory, TextDirection? textDirection, GameLoadingWidgetBuilder? loadingBuilder, GameErrorWidgetBuilder? errorBuilder, WidgetBuilder? backgroundBuilder, Map<String, OverlayWidgetBuilder< ? overlayBuilderMap, List<T> >String> ? initialActiveOverlays, FocusNode? focusNode, bool autofocus = true, MouseCursor? mouseCursor, bool addRepaintBoundary = true, Key? key}) -
A
GameWidget
which will create and own aGame
instance, using the providedgameFactory
.const
Properties
- addRepaintBoundary → bool
-
Whether the game should assume the behavior of a RepaintBoundary,
defaults to
true
.final - autofocus → bool
-
Whether the focusNode requests focus once the game is mounted.
Defaults to true.
final
- backgroundBuilder → WidgetBuilder?
-
Builder to provide a widget tree to be built between the game elements and
the background color provided via Game.backgroundColor.
final
- errorBuilder → GameErrorWidgetBuilder?
-
If set, errors during the game loading will be caught and this widget
will be shown. If not provided, errors are propagated normally.
final
- focusNode → FocusNode?
-
The FocusNode to control the games focus to receive event inputs.
If omitted, defaults to an internally controlled focus node.
final
- game → T?
-
The game instance which this widget will render, if it was provided with
the default constructor. Otherwise, if the GameWidget.controlled
constructor was used, this will always be
null
.final -
gameFactory
→ GameFactory<
T> ? -
A function that creates a Game that this widget will render.
final
- hashCode → int
-
The hash code for this object.
no setterinherited
-
initialActiveOverlays
→ List<
String> ? -
The list of overlays that will be shown when the game starts (but after
it was loaded).
final
- key → Key?
-
Controls how one widget replaces another widget in the tree.
finalinherited
- loadingBuilder → GameLoadingWidgetBuilder?
-
Builder to provide a widget which will be displayed while the game is
loading. By default this is an empty
Container
.final - mouseCursor → MouseCursor?
-
The shape of the mouse cursor when it is hovering over the game canvas.
This property can be changed dynamically via Game.mouseCursor.
final
-
overlayBuilderMap
→ Map<
String, OverlayWidgetBuilder< ?T> > -
A collection of widgets that can be displayed over the game's surface.
These widgets can be turned on-and-off dynamically from within the game
via the Game.overlays property.
final
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- textDirection → TextDirection?
-
The text direction to be used in text elements in a game.
final
Methods
-
createElement(
) → StatefulElement -
Creates a StatefulElement to manage this widget's location in the tree.
inherited
-
createState(
) → GameWidgetState< T> -
Renders a game in a flutter widget tree alongside widgets overlays.
override
-
debugDescribeChildren(
) → List< DiagnosticsNode> -
Returns a list of DiagnosticsNode objects describing this node's
children.
inherited
-
debugFillProperties(
DiagnosticPropertiesBuilder properties) → void -
Add additional properties associated with the node.
inherited
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toDiagnosticsNode(
{String? name, DiagnosticsTreeStyle? style}) → DiagnosticsNode -
Returns a debug representation of the object that is used by debugging
tools and by DiagnosticsNode.toStringDeep.
inherited
-
toString(
{DiagnosticLevel minLevel = DiagnosticLevel.info}) → String -
A string representation of this object.
inherited
-
toStringDeep(
{String prefixLineOne = '', String? prefixOtherLines, DiagnosticLevel minLevel = DiagnosticLevel.debug, int wrapWidth = 65}) → String -
Returns a string representation of this node and its descendants.
inherited
-
toStringShallow(
{String joiner = ', ', DiagnosticLevel minLevel = DiagnosticLevel.debug}) → String -
Returns a one-line detailed description of the object.
inherited
-
toStringShort(
) → String -
A short, textual description of this widget.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited