RebindRequest class final

What ActionBindingsSection.onRebind is asked: start listening for action's new control (or for part of it, on a composite), or stop.

An object, so a request can grow. It was two positional arguments, and the next thing a rebinding screen wants to say (which device the player is on, say) would have broken every handler; a field added here does not.

Constructors

RebindRequest({required InputAction<Object> action, CompositePart? part})
Listening for action, or for part of it.
const

Properties

action → InputAction<Object>?
The action to listen for; null when this is cancel.
final
hashCode → int
The hash code for this object.
no setteroverride
isCancel → bool
Whether this stops listening rather than starting: what a game's own handler asks before it reads action.
no setter
part → CompositePart?
Which part of action, for an axis or dual axis bound to keys; null for the whole action.
final
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

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.
override

Constants

cancel → const RebindRequest
Stop listening: the waiting row was tapped again.