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

GamepadInvocationHandle()

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. kind is 0 (connected), 1 (event), or 2 (disconnected). changeKind, changeIndex, and changeValue are only consumed when kind is 1.