SceneAnnouncement class final

One object as the application knows it, before anything is projected.

The split from SemanticObject is the split between what the scene knows and what the glass knows: an application has a node and a name for it, and only the widget knows how big the viewport turned out to be.

Annotations

Constructors

SceneAnnouncement({required Object id, required String label, required SceneNode node, String? hint, bool selected = false, VoidCallback? onTap})
const

Properties

hashCode → int
The hash code for this object.
no setterinherited
hint → String?
final
id → Object
final
label → String
final
node → SceneNode
What to announce. Its subtreeBounds is the box that gets projected, so a group announces as the extent of everything under it, which is what a person exploring by touch expects of a group.
final
onTap → VoidCallback?
final
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited
selected → bool
final

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited