ScenePropSpec class

What an editor needs to know about an animatable property without a switch on its name: what it is, where it rests, how it reads, and where a slider would mean something.

The metadata earns its place by deciding two things elsewhere — which control a number gets (a bounded range is a slider, an angle is a dial, everything else is a drag) and how much one pixel of that drag is worth, which is what makes the same gesture sensible on a property running 0..1 and one running 0..64.

Constructors

ScenePropSpec(String name, TrackKind kind, {double? identity, String? unit, double? softMin, double? softMax, bool angular = false, double? entrance})
const

Properties

angular → bool
Stored in degrees and shown in degrees, but a dial rather than a number: degrees answer "how far", only a dial answers "which way".
final
entrance → double?
Where a newly created track starts, arriving at identity. An entrance is the common case, and landing on the resting value means the scene is correct at the end of a track the moment you make one.
final
hashCode → int
The hash code for this object.
no setterinherited
identity → double?
The value the property has when nothing animates it — where a track should land so the scene looks right at the end.
final
kind → TrackKind
final
name → String
final
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited
softMax → double?
final
softMin → double?
Where a slider should sit. A hint, not a clamp: a scale of 40 is legitimate, it just is not what the drag should make easy.
final
unit → String?
Shown beside the number, never parsed.
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