GamepadInvocationHandle class abstract
Opaque handle to a runtime-owned ListenerInvocation built from a
single gamepad record. Use this to dispatch the same invocation to
multiple StateMachine instances without rebuilding it each time.
The handle owns native memory — call dispose exactly once after the
final dispatch in a batch. dispose() is idempotent.
Constructors
Properties
- hashCode → int
-
The hash code for this object.
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
dispose(
) → void -
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
Static Methods
-
make(
{required int kind, required int deviceId, required int buttonMask, required List< double> buttonValues, required List<double> axes, required int mapping, int changeKind = 0, int changeIndex = 0, double changeValue = 0}) → GamepadInvocationHandle -
Create a handle from raw fields.
kindis 0 (connected), 1 (event), or 2 (disconnected).changeKind,changeIndex, andchangeValueare only consumed whenkindis 1.