roy_casual_kit library

Stable public entrypoint for the Roy Casual Kit package.

Consumers should prefer this library for supported APIs. Internal files under core/ and presentation/ remain available for advanced migration cases, but are not part of the recommended import surface.

Classes

AccessibilityPreviewPanel
In-app accessibility preview. Text scaling and target outlines are confined to the preview subtree; this panel never changes app-wide settings.
AchievementRoadmapCard
Long-term achievement roadmap with caller-owned progress and reward claims.
AchievementRoadmapItem
Caller-provided progress for one long-term achievement milestone.
AchievementService
Local achievement/badge progress tracker (no Game Center/Play Games integration — that's a later, separate task).
AchievementSyncCoordinator
Pulls remote progress, merges it into service with max(local, remote) per achievement, then pushes the merged map back. Progress only grows, so two devices converge without losing either side's data. Resetting or lowering progress is not supported by this merge.
AchievementSyncSeam
Platform-neutral achievement-sync seam — the package ships no Play Games / Game Center client. The consuming app registers its own adapter via Get.put<AchievementSyncSeam>(myAdapter, permanent: true), same pattern as LeaderboardSyncSeam-style seams. Progress is a plain achievementId -> progress map; thresholds stay in the app.
AchievementUnlockListener
Wraps child and shows a ToastBanner every time AchievementService.onUnlock fires (IDEA-43) — the ready-to-use on-screen counterpart to AchievementService, which the rest of the kit had no widget consuming at all before this.
AdaptiveGameHud
Places HUD content (HudSlot.topStart/topCenter/topEnd/bottom/ side/overlay) so a game doesn't have to hand-roll safe-area, notch, keyboard-inset, text-scale, RTL, and orientation handling itself every time it adds a HUD element (FEAT-52).
AdRewardSeam
Platform-neutral rewarded ad seam — this package ships no third-party ads SDK. A consuming app registers its own adapter (e.g. backed by applovin_admob_sdk) via Get.put<AdRewardSeam>(myAdapter, permanent: true), mirroring PurchaseSeam/CrashReporter/AnalyticsProvider.
AnalyticsProvider
Platform-neutral analytics/event-tracking seam — the package pulls in no analytics SDK (no Firebase Analytics, no Amplitude, …); a consuming app registers its own adapter via Get.put<AnalyticsProvider>(myAdapter, permanent: true).
AnalyticsQueueAudit
AnalyticsQueueSnapshot
AnalyticsQueueStatusCard
Aggregate-only analytics queue status. The caller maps queue audit counts to snapshot and runs onFlush; this card never accepts events, event names, parameters or a queue instance.
AnalyticsSamplingAudit
Bounded, always-consistent counters — never resets on its own, so a health/debug surface can read cumulative drop counts for the process lifetime.
AnimatedInventoryGrid
Animated variant of InventoryGrid with pop-in scale for newly added items and smooth sliding transitions on slot reorders.
AnnouncementPreviewCard
Shows the exact, already-resolved announcement text a screen reader would receive. The caller resolves it (locale, interpolation) and triggers the real announcement through its own GameAccessibilityAnnouncer; this widget never takes the event bus, announcer or translation map.
AppSessionTracker
Session id, install/session counters, and foreground duration — one place every feature reads instead of each hand-rolling its own "first open"/"session count" bookkeeping.
AppTranslations
Minimal seed translations for the base project — 2 locales with key parity. Copy this file's pattern (one Map<String,String> per locale code) when a new game needs more languages or more keys.
AppVersionGateConfig
Immutable version-gate policy — from a bundled asset default, a remote override (via AppVersionGateController), or built directly for a pure evaluateVersionGate call/test.
AppVersionGateController
Reads version-gate policy from a RemoteConfigService (which already gives "asset default, remote merges in, remote fail/corrupt keeps last-good" for free — see ENH-58) and evaluates it — no separate cache of its own, since RemoteConfigService already is the last-known-good cache. Keys read: appVersionMinimum, appVersionRecommended, appVersionMaintenanceActive, appVersionMaintenanceMessage, appVersionStoreUrl.
AppVersionGateOverlay
Wraps child with a blocking/dismissible overlay driven by decision — takes plain data (same "widgets take data, caller owns the service" convention as EnergyBar/LevelSelectGrid), never reads AppVersionGateController itself.
AssetLicenseEntry
One tracked asset's provenance. All 5 string fields are required — empty-string is treated the same as missing by validateAssetLicenses (an entry that exists but has an empty license is exactly as unpublishable as no entry at all).
AssetLicenseIssue
AssetLicenseManifest
A parsed asset/LICENSES.json-shaped document — {schemaVersion, entries: [...]}.
AssetManifestItem
One entry in a scene's asset manifest.
AssetPreloadCoordinator
Preloads a scene's assets against a typed, dependency-aware manifest — no concrete Flame/audio/Flutter-asset/shader API baked in; a consuming app injects loader (dispatching on AssetManifestItem.kind) and optionally unloader.
AsyncActionGuard
Coordinates asynchronous actions by logical key.
AsyncCommonButton
A CommonButton wrapper that drives itself through AsyncButtonStatus.loading/success/error around an async onPressed callback — the state machine BackupRestorePanel and similar hand-rolled per-widget before this existed (FEAT-50). Ignores a tap while not AsyncButtonStatus.idle (a rapid double-tap can't start a second onPressed call, and a tap during the success/error cooldown is ignored too, not queued).
AudioManager
Manages the background music: a single track (asset/audio/bkg.ogg) + mute.
AuditBaseline
A parsed baseline file — every AuditViolation this baseline suppresses is dropped from a scan's reported results, but never silently: AuditSuppression.reason stays readable in the baseline source file itself as the paper trail for "why this one's accepted".
AuditRule
One heuristic: if triggerPattern matches a file's source, the file is expected to also match requiredPattern somewhere — if it doesn't, that's a violation. null requiredPattern means any triggerPattern match is itself always a violation (no "opt out" companion pattern makes sense for that rule).
AuditSuppression
One pre-approved exception — reason must be non-empty (enforced by AuditBaseline.fromJson, which silently drops any entry missing one rather than let a reason-less suppression through).
AuditViolation
One reported violation — file is whatever path the caller passed in (typically repo-relative), not validated against the filesystem by this pure function.
AuroraBgLayer
I16: dải aurora phủ lên nền, chỉ world cuối. Cùng hạ tầng FragmentProgram.fromAsset + fallback ẩn hẳn khi load lỗi như neon_aura_layer.dart (không viết lại logic phát hiện hỗ trợ shader).
AvatarFrame
Circular avatar wrapping an arbitrary child (typically an Image, Icon, or initials Text) with a decorative colored ring around it — for player profile displays.
AvatarFrameOption
One selectable avatar frame. Ownership and unlock rules stay with the caller.
AvatarFrameSelector
Lazy grid of avatar frames to pick from, each previewed on the caller's own avatar. Presentation-only: the caller owns the option list, unlock state and persistence of the choice.
BackupRestorePanel
UI for the save-backup flow StorageService.exportAll()/importAll() and save_integrity.dart's HMAC sign/verify already support at the core layer but have no widget to drive them from.
BadgeDot
Small round dot signaling "something's new"/"unclaimed reward" — placed inside a Stack wrapping the caller's own icon/widget. Does not position itself. Animation is opt-in through pulse and radar.
BadgeShowcaseItem
Caller-supplied badge content to showcase on a player profile.
BadgeShowcaseStrip
Fixed number of badge showcase slots. Empty slots let the caller open a badge picker; ownership and persistence remain outside this widget.
BatterySaverCoordinator
Proactively forces performanceTier down to PerformanceTier.low when the device's battery drops below lowBatteryThreshold — unlike PerformanceTierService's own FPS hysteresis (which only reacts AFTER frame times already suffer), this acts on battery level directly, so a device that's still rendering smoothly but running low still backs off decorative shader/ticker work before it gets hot or the OS throttles it.
BatterySaverIndicator
Presentation-only banner shown while the caller holds performance reduced for low battery (for example BatterySaverCoordinator.isForcingLow). Renders nothing when active is false.
BattlePassMilestone
BattlePassMilestoneStatusView
BattlePassRoad
BattlePassRoadState
BoosterSlot
Single booster slot definition (FEAT-129).
BoosterSlotBar
A compact casual game power-up bar showing 1 to 5 booster slots (FEAT-129).
BottomSheetPanel
Candy-styled panel for the bottom of a sheet: rounded top corners, a drag handle bar, NeonTheme.card background. Pure visual container — pair it with showCommonBottomSheet to actually present it.
BouncingOrb
Bounces around the viewport and reverses off its edges — the collision-detection counterpart (IDEA-65) to SparkleParticle's pooling demo: on touching TappableCircle, both components flash NeonTheme.gold, proving Flame's CollisionCallbacks/hitbox wiring actually fires through a real GameWidget, not just a unit test constructing CircleHitbox in isolation.
BoundedFrameSamples
BudgetPolicy
One budget rule a named metric must satisfy.
CandyCheckboxTile
CandyFilter<T>
CandyRadioGroup<T>
CandyRadioOption<T>
CandySearchBar
CandySlider
CandyTextField
Candy-styled text input — NeonTheme.card background, rounded border, glow when focused — for player-name entry, redeem codes, feedback forms, etc. Fills the "Buttons & Interactive" category's one remaining gap (every other control there has a candy-styled equivalent; text entry previously had none, forcing a bare Material TextField).
CandyToggleSwitch
A candy-styled on/off switch: pill track + a round thumb that slides left/right, replacing Material's default Switch/SwitchListTile when visual style needs to match the candy widget kit.
CardFlip3D
3D Card flip with perspective transformation, automatic face switching, and optional gleam sweep effect on reward reveal.
CardFlip3DController
Controller to trigger card flip imperatively.
ChallengeMilestone
A reward milestone on a WeeklyChallengeCard progress track (FEAT-136). The caller supplies display data; the widget does not grant rewards.
CharacterCollectionGrid
Lazy three-column character collection grid with caller-owned unlock and selection state.
CharacterCollectionItem
Caller-supplied character presentation and unlock/selection state.
CheckpointCoordinator
Coalesces multiple game systems' state into one atomic, versioned save checkpoint on top of StorageService — one JSON blob under one key, so a commit is never observably "half applied" across participants (unlike each participant writing its own separate key, where a kill between 2 writes leaves a mixed save).
CheckpointResumeCard
CheckpointSummary
CircleTappedEvent
Fires whenever TappableCircle is tapped — the one demo GameEvent this starter template ships, so GameDemoScreen has something concrete to subscribe to (FEAT-88). A real game defines its own event types (EntityDefeated, LevelCompleted, ...) the same way, outside this package.
CircularProgressRing
Ring-shaped progress indicator (custom-painted, not the default CircularProgressIndicator) — used for a countdown timer / daily quest ring, with a label/icon centered inside it. Animates the arc when progress changes via TweenAnimationBuilder.
ClanChatPreviewBar
ClockSample
A wall-clock reading paired with a monotonic, boot/process-relative reading taken at the same instant — see TrustedClockService for why TrustedClockService.nowMsTrusted needs both together, not just one.
CloudSaveProvider
Platform-neutral cloud save/account-linking seam. Without this, StorageService is 100% local SharedPreferences — a lost/reinstalled device loses all progress. The package pulls in no cloud SDK; a consuming app implements this against Google Play Games Services / Game Center / Firebase Auth+Firestore and passes it to VersionedJsonStore.syncWith.
CloudSaveStatusCard
CoinFlyOverlay
N icon "coins" fly from a source point to a target's current on-screen position — read from a GlobalKey via RenderBox.localToGlobal, the same technique used elsewhere in Flutter for this — staggered slightly so they read as individual coins instead of one blob. FEAT-12's "coin fly to CurrencyCounter" reward juice.
CoinMultiplierWheel
Symmetrical victory multiplier needle wheel (FEAT-132).
CoinMultiplierWheelController
Controller to drive CoinMultiplierWheel externally from buttons (e.g. "Stop" or "Spin again") (FEAT-132).
CollectionAlbumItem
Caller-provided view of one collectible in a collection album.
CollectionAlbumPanel
Collection album with caller-owned item/quantity state and a lazy 3-column grid.
ComboHeatBackground
Reactive background that lerps between a "cool" and "hot" color as heat rises (IDEA-08) — the caller computes heat from whatever combo/ streak mechanic it has (e.g. min(1.0, comboCount / 10)); this widget has no idea what a "combo" is, matching VictoryCardTemplate's convention of taking caller-computed values rather than inventing game-specific mechanics.
ComboMeterBar
A compact, dynamic combo HUD meter (FEAT-128).
ComebackBundleCard
Presentation-only return-player offer with caller-supplied rewards and eligibility/expiry state (FEAT-151).
CommonButton
Shared button widget, with more variants than NeonButton (NeonButton stays as-is, this doesn't replace it). primary/secondary/danger are rounded pills with a label (secondary = outline/light background instead of a solid gradient, danger = red tone); icon is a round icon-only button (settings/close/...).
CommonListTile
Styled list row for a settings row / leaderboard row / etc — candy-themed replacement for the default Material ListTile. When filled is true the row gets a NeonTheme.card background + rounded corners (a standalone "card row"); when false the background is transparent (for rows already inside a PanelCard or other container, e.g. a divided list).
CommunityLeaderboardCard
Caller-ordered community leaderboard with optional current-player highlight.
CommunityLeaderboardEntry
One caller-ordered community leaderboard entry.
CompiledWeightedTable<T>
Pre-validates a weighted loot table ONCE at construction — compiling it into cumulative weights so repeated pick calls (e.g. every enemy spawn, every loot roll) don't re-validate and re-sum the whole table every time the way a bare weightedRandomPick call does.
ConfettiOverlay
Full-screen confetti burst — N colored paper pieces rain down from the top, sway, spin, and fade out; the effect stops and hides itself after duration (unlike NeonBg/AuroraBgLayer, which run forever). Drop it in a Stack over a win/level-complete screen; give it a fresh key each time you want to retrigger it (a new key mounts a fresh particle set and ticker instead of reusing a finished one).
ConfettiParticle
One confetti piece's fixed randomized traits, generated once at spawn. Motion at any time t is a pure function of these traits (see confettiOffsetAt/confettiRotationAt/confettiOpacityAt) so the simulation is deterministic and unit-testable without building a widget.
ConformanceReport
Result of running one adapter's checklist — a plain Dart report (same shape as RoyCasualKitContractReport) so a consumer can use it from any test runner and turn failures into their own preferred matcher.
ConnectivityCoordinator
Reactive Internet-reachability coordinator with a bounded, idempotent retry queue for tasks an app wants to run once back online.
ConnectivitySignal
Raw OS-level "does a network interface exist" signal (WiFi/cellular up) — deliberately separate from actual Internet reachability. An interface can be up with zero real connectivity (captive portal, DNS failure), which is exactly what ReachabilityProbe below is for.
ConnectivityStatusCard
Read-only connectivity summary. The coordinator owns the retry queue and drains automatically once reachability is online; this card never receives queued tasks or claims that work has drained.
ConsentBanner
Wraps child and shows a one-time GDPR/CCPA-style consent banner (IDEA-69) before any ConsentCategory the app might gate analytics or personalization behind is ever decided — ConsentStateService has the state (grant/deny/reset) and ConsentGatedAnalyticsProvider has the enforcement, but nothing in the kit actually asked the player until this widget.
ConsentGatedAnalyticsProvider
Decorator over a real AnalyticsProvider that only forwards logEvent while ConsentCategory.analytics is ConsentStatus.granted — a consuming app registers this instead of its real provider (Get.put with ConsentGatedAnalyticsProvider(realProvider), permanent: true) so every call site automatically respects consent without individually checking it.
ConsentPreferenceItem
ConsentPreferencesPanel
Presentation-only, ongoing consent preferences (the first-run prompt is ConsentBanner). Allow and Don't allow have equal visual weight; the button matching the current choice is disabled. The caller applies the change (for example ConsentStateService.grant/deny). A callback that returns without throwing is shown as saved, so throw when it did not apply.
ConsentRecord
Immutable point-in-time read of one category's consent.
ConsentStateService
SSOT for privacy consent, gating which providers (analytics, personalization) are allowed to run.
ContentPackHistoryEntry
One verified, previously-applied content revision (ENH-96) — metadata only, by design: never the content body itself. Exposed via RemoteContentPack.history / RemoteContentPack.diagnosticsSummary so a support/live-ops investigation can answer "which content version was active when this happened" without ever handing back a player's actual game data (a level layout, a shop catalog, whatever T represents).
ContentPackStatusCard
ContentRevisionHistoryPanel
ContentRevisionSummary
ContrastCheck
One pair to check — pure data, no NeonTheme dependency, so a caller (or a widget-fixture test, see this file's test) can validate arbitrary colors, not just the live theme.
ContrastIssue
A ContrastCheck that failed its threshold — ratio is either a WCAG contrast ratio (text/uiComponent/disabled) or an RGB Euclidean distance (gemPalette); both share the same "lower is worse" direction so a single < threshold comparison produces every issue.
ContrastPreviewCard
Reusable contrast preview for one caller-supplied foreground/background pair. It does not change NeonTheme, save colors or run a global audit.
CooldownActionButton
Button gated by a caller-read cooldown. While remaining is positive the button is disabled and a countdown chip is shown; when the chip reaches zero onReady fires so the caller re-reads the service and passes Duration.zero. The caller still re-checks the service inside onTap: this gate is UI only, not an anti-cheat boundary.
CooldownCountdownChip
Adapter over CountdownChip for a keyed cooldown read from PersistentCooldownService — takes plain remaining data rather than reaching into the service directly (same convention as EnergyBar/ LevelSelectGrid: widgets take data, callers own the GetX service).
CooldownSnapshot
Immutable point-in-time read of one cooldown's state.
CountdownChip
Chip that live-counts down to target, formatted through the shared fmtDur (no reimplemented duration formatting). Ticks every second via an internal Timer.periodic, cancels it in dispose (and on reaching zero) so it never lingers past unmount, and calls onDone exactly once when the countdown reaches zero.
CraftingIngredient
Caller-provided ingredient status for one recipe.
CraftingRecipeCard
Presentation-only crafting recipe card. Caller owns inventory mutation, recipe eligibility beyond ingredient counts, and crafted-item granting.
CrashReporter
Platform-neutral crash/error reporting seam — dlog() is debug-only (tree-shaken out of release builds), so without this, every runtime error in production is silent. The package itself pulls in no crash SDK; a consuming app registers its own adapter (Crashlytics, Sentry, …) via Get.put<CrashReporter>(myAdapter, permanent: true).
CurrencyCounter
Icon + a currency amount, smoothly counting up/down when value changes (instead of jumping instantly) — a generic replacement for the old CoinChip (removed because it was tightly bound to specific game state). Doesn't know what coins/gems are itself, it just displays a number.
CurrencyCounterState
DailyLoginCalendarWidget
Read-only 7-day (configurable via cycleLength) login-streak calendar — a pure display widget, it holds no streak state of its own. The caller reads DailyLoginService and hands in currentStreakDay/ claimedDaysInCycle/canClaimToday, matching this kit's convention (see LevelSelectGrid) of widgets taking plain data rather than reaching into a GetX service directly.
DailyLoginClaimResult
Result of a DailyLoginService.claimToday call.
DailyLoginService
Tracks the daily-login streak: last claimed day, current position (1..7, cycling) in the reward cycle, and which days of the current cycle have already been claimed.
DailyOffer
Data for one daily/live-ops offer (presentation-only).
DailyOfferStack
Caller-ordered stack of daily/live-ops offers.
DailyQuestService
Caller-declared daily/weekly quest tracker — the third reset-cadence mechanism alongside AchievementService (permanent, never resets) and DailyLoginService (fixed login-streak calendar, not arbitrary objectives). Quests ("win 3 matches", "use 1 booster") are declared up front via register (id, target, reset period), same "caller owns the declaration, service only tracks progress" convention as AchievementService.register.
DataErasureReceipt
Result of PlayerDataRightsService.requestErasure — confirms the local storage wipe completed, plus which best-effort erasure hooks (if any were registered) succeeded or failed, so a support/compliance flow has a concrete receipt to show or log rather than just "trust me, it's deleted".
DataExportReceipt
Result of PlayerDataRightsService.requestExport — everything currently in StorageService plus metadata identifying when/what schema it was captured under, ready to hand to a player who asked "give me my data" (GDPR/CCPA-style export request).
DebugQaOverlay
Hidden debug/QA overlay — a small long-press trigger in a screen corner that opens a panel with 2 tabs: a read-only dump of live internal package state (every StorageService key/value, audio mute, current locale, clock diagnostics), and a Playground tab (IDEA-39) that lets a QA tester/designer live-preview a CommonButton with adjustable label/variant/color right on-device — no rebuild needed to answer "what would this button look like in red with this label?".
DeepLinkCommand
Immutable, already-validated deep link — path params and query params merged into one map (a query key never overrides a path param of the same name, since path params are captured first).
DeepLinkCommandRouter
Parses deep links into typed DeepLinkCommands and dispatches them to registered handlers — no concrete deep-link plugin dependency (app_links, uni_links, ...); a consuming app feeds its own URI stream into handleUri.
DeepLinkHandleResult
DeepLinkHandlerResult
One handler's result for a single dispatch — diagnostic only, never aborts the rest of the dispatch loop.
DeepLinkResultCard
Generic deep-link outcome card. It never receives or renders the URI, query parameters, router rejection message or handler exception, since those can carry user data or tokens. Map DeepLinkHandleResult to status in caller code: dispatched with all handlers succeeded -> DeepLinkResultStatus.dispatched; dispatched with a failed handler -> DeepLinkResultStatus.handlerFailed; queuedUntilReady -> queued; duplicateIgnored -> duplicate; rejected -> rejected.
DeepLinkRoute
One allowlisted route: scheme/host/path shape → a typed command. A path segment starting with : captures that segment as a param (e.g. ['level', ':id'] matches /level/42 and captures id: '42').
DependencyEntry
One resolved package from pubspec.lock.
DeprecatedApi
A single deprecated public API entry: pairs with a real @Deprecated(...) annotation on the code itself, but adds the structured, machine-checkable removal-version/grace-period data a plain annotation string can't carry.
DeprecationCheckResult
DeprecationRegistry
Immutable registry of an SDK's deprecated APIs, checked against a released version to find which ones are past their removal version.
DiagnosticsBundleView
Read-only parsed view of an exported bundle. Parsing NEVER writes to StorageService or any registered service — this is FEAT-70's "import chỉ read-only" contract: opening a diagnostics bundle a player/QA sent you can never mutate your own app's state, unlike VersionedJsonStore import (which is meant to restore state) or StorageService.importAll.
DiagnosticsExportBundle
Packages an SdkHealthReport snapshot (FEAT-39), a ReplayCapsule (IDEA-42), a redacted config slice, and recent log lines into one support-artifact JSON Map — {schemaVersion, generatedAtMs, appVersion, sections, errors, truncated}.
DisasterRecoverySaveExport
Multi-slot disaster-recovery export/restore, composing 3 already- shipped primitives rather than inventing new ones: SaveSlotManager (which slots exist, and SaveSlotManager.keyFor's per-slot key prefix), StorageService.exportWithPrefix/ StorageService.importWithPrefix (the actual data movement — whose existing rollback-on-failure guarantee, see storage_service.dart's importAll, is exactly what makes applyRestore crash-safe: a SharedPreferences write has no transaction primitive, so importAll snapshots the WHOLE store first and re-applies that snapshot if the replace throws, meaning a slot that never got reached keeps its pre-restore data, and a slot whose own import failed mid-way rolls back to what IT had before that one call, not a half-written mix), and save_integrity.dart's HMAC sign/verify (the same convention ReplayCapsule.exportSigned already uses).
DisposedWatchdogEntry
A WatchdogEntry that was properly released, kept in a short bounded history for debugging ("did X actually get disposed, and when") — separate from MemoryWatchdog.orphans, which only ever looks at still-live entries.
EconomyCertificate
Combines a save-integrity signature (save_integrity.dart's signExport/verifyAndStrip), a TrustedClockService judgement, and an EconomyWallet/PurchaseLedgerService snapshot into 1 "certificate" a backend (or another device) can verify with a single call, instead of re-implementing all 3 checks itself (FEAT-91).
EconomyCertificateStatusCard
Verification result only. It never accepts balances, certificate JSON, signatures or secrets; the caller maps EconomyCertificateVerification to status and supplies any safe summary text.
EconomyCertificateVerification
Typed result of EconomyCertificate.verify.
EconomyWallet
EmptyStatePlaceholder
Centered icon + message for "no data yet" states (empty leaderboard, no achievements unlocked, ...). Icon sits in a soft circular badge, mirroring the icon treatment in NeonDialog.panel (neon_dialog.dart).
EnergyBar
Row of maxEnergy heart pips (filled up to currentEnergy, dimmed beyond), plus a live-ticking mm:ss countdown to the next regen point — a pure display widget, it holds no energy state of its own. The caller reads EnergyService and hands in currentEnergy/maxEnergy/ timeUntilNextEnergy/hasInfiniteLives, matching this kit's convention (see LevelSelectGrid/DailyLoginCalendarWidget) of widgets taking plain data rather than reaching into a GetX service directly.
EnergyRegenResult
Result of one regenEnergy tick computation.
EnergyService
Energy/lives system that refills over time (Candy Crush-style "hearts").
EventAuditRecord
One SdkEventSchemaRegistry.validate call's outcome, kept in a bounded history — same ring-buffer convention MemoryWatchdog/RemoteKillSwitchController already use in this package.
EventCalendarCard
Week event calendar with caller-supplied labels, status and ordering.
EventCalendarItem
One event on a caller-authored calendar.
EventParamSchema
One declared param — pii means "this key, if present, is ALWAYS stripped before the event reaches a real AnalyticsProvider," full stop, independent of required/type (see EventSchema's constructor for why a param can never be both required and pii).
EventSchema
One event's contract — name, param shape, and how to handle an unrecognized field. migrate upgrades an older client's raw params to what THIS (current) schema version expects, applied before validation — same "migrate on read" convention VersionedJsonStore.migrate already uses in this package, so an app that can't ship a client update immediately still has its old-shaped events validated correctly against the newest schema.
EventSchemaAuditCard
Aggregate schema-validation diagnostics only. The caller maps registry results to counts; this card never accepts event or parameter details.
EventSchemaAuditSnapshot
EventValidationResult
The outcome of validating one logEvent call — sanitizedParams is what's actually safe to forward to a real provider (empty when accepted is false: a rejected event is never partially sent).
ExpandablePanel
ExpandablePanelState
ExperimentBucketingService
Stable A/B-test variant assignment on top of RemoteConfigService's flat key/value remote config — that service has no notion of "always put this same player in the same bucket for this experiment", which is exactly what a real A/B test needs. Getting this wrong (re-rolling the bucket every session instead of once per device) silently invalidates every measurement an experiment collects.
ExperimentVariantAssignmentCard
Read-only experiment assignments. The caller maps variantFor results to rows; the per-device anonymous id never enters or leaves this widget. The override controls only appear in debug or profile builds, matching ExperimentBucketingService.debugSetVariantOverride, which is a no-op in release; in release the card stays read-only even if onSelectOverride is passed.
ExperimentVariantRow
FakeAdRewardSeam
Minimal, correct in-memory reference AdRewardSeam — showRewardedAd always completes successfully with reward earned.
FakeCloudSaveProvider
Minimal, correct in-memory reference CloudSaveProvider — passes its own conformance suite and doubles as an example implementation.
FakeConnectivitySignal
In-memory test double — a consuming app's own tests (or this kit's) can push interface transitions directly via setHasInterface instead of depending on a real platform channel.
FakeCrashReporter
Minimal, correct in-memory reference CrashReporter — records every call instead of actually reporting anywhere, for tests/examples.
FakePurchaseSeam
Minimal, correct in-memory reference PurchaseSeam — buy always succeeds and marks the product owned, for tests/examples.
FakeSecureStorageAdapter
In-memory SecureStorageAdapter for consumer contract tests — never touches a real keystore/Keychain. Register it with Get.put<SecureStorageAdapter>(FakeSecureStorageAdapter()) in a test that needs SecureStorage to actually succeed instead of failing with "no adapter registered".
FilterChipRow<T>
FlameTrackedOverlay
Bridges a Flame FlameGame's world-space entity position to a Flutter widget that lives in the same Stack as the game's GameWidget — a TooltipBubble, a damage-number Text, an HP-bar-style widget that should visually track a moving/resizing/panning entity.
FlashSaleOfferCard
A high-urgency Flash Sale / Starter Pack offer card (FEAT-127).
FloatingComboText
Combo/score text ("+10", "Combo x3") that floats up and fades out in place, then removes itself — the FEAT-12 coin-fly widget flies to a target, this one just pops where it appears (cheap but effective "game-feel" juice).
FloatingEmojiBurst
FloatingEmojiBurstState
FloatingEmojiParticle
FocusTrapScope
Standard "modal focus trap" for an in-tree overlay panel — wraps child (the modal's own content) in a FocusScope that autofocuses as soon as this widget mounts (i.e. exactly when the overlay it belongs to appears, matching this package's "always mounted, panel nullable" convention — NeonDialog.overlaySlot, PauseOverlay), and restores focus to whatever had it right BEFORE this widget mounted, the moment it's removed from the tree again (the overlay closing).
FrameBudgetTracker
Pure FPS tracker: no dependency on SchedulerBinding/Flutter bindings at all, so it can be driven with synthetic frame durations in a plain unit test. Keeps a rolling window of the last windowSize frame durations (ms); once the window fills, averages it into an FPS figure and applies hysteresis — a lower downgradeFpsThreshold and a higher upgradeFpsThreshold — so a device hovering right around one cutoff doesn't flap between tiers every window.
FriendInviteMilestone
Caller-owned view of a referral reward milestone.
FriendInviteProgressCard
Referral progress card. Eligibility, invite attribution and reward grants remain caller-owned; this widget only presents supplied state and callbacks.
FriendRequestItem
FriendRequestTile
GameAccessibilityAnnouncer
Bridges GameAccessibilityEvents from a GameEventBus to a screen reader — the piece this kit was missing (widgets carry their own Semantics, but nothing announced a fast state CHANGE like "level up" or "+50 gems").
GameAccessibilityEvent
A gameplay moment worth announcing to a screen reader — fired on a GameEventBus like any other GameEvent (FEAT-88's pattern), so a consumer's own service (progression, reward pipeline, energy) emits one of these at the point it already changes that state, without needing to know GameAccessibilityAnnouncer exists.
GameClock
Pure gameplay clock: no dependency on Flutter/Flame bindings, wall clock, or any timer — every advance is driven by a caller-supplied delta, so the exact same sequence of advance calls always produces the exact same elapsed/step count (see PerformanceTierService's FrameBudgetTracker for the same "pure core, thin binding-aware wrapper" split this mirrors).
GameEvent
Base type for every event flowing through a GameEventBus. Extend this to add a new gameplay event — the bus itself never needs to change. Deliberately a plain abstract class, not sealed: a sealed hierarchy must live entirely inside this package, but a consuming game needs to define its own event subtypes (e.g. EntityDefeated, LevelCompleted) outside it.
GameEventBus
Lightweight typed pub/sub bus bridging gameplay events (fired from a Flame Component/game loop) to business-logic services (EconomyWallet, AchievementService, AnalyticsProvider, ...) that want to react to them — without every new event type requiring a manual wire-up at each interested service.
GameJoystick
Caller-owned virtual joystick. Direction and unit vector reset to neutral on pointer release or cancellation.
GameOverCardTemplate
Pre-built "game over" card — the loss/retry counterpart to PanelCard-based VictoryCardTemplate for a level-complete moment. Deliberately smaller: no avatar/QR/share wiring (a losing moment has no invite-link/share use case), just a headline, optional message and stat lines, plus one or two action buttons (typically "Retry" and "Home").
GameSessionController
Single source of truth for a game's session lifecycle.
GameSessionSnapshot
GameSessionTimelineEntry
ENH-96: one recorded phase transition in a GameSessionController's timeline — offsetMs is elapsed time since the session's own Stopwatch started (see GameSessionController.withTimeline's doc), never a wall-clock timestamp, so a recorded/exported timeline never leaks when (in real-world time) a session was played, only its internal pacing — same anti-fingerprinting posture ReplayRecorder already documents for its own offsets.
GameSessionTimelineExport
ENH-96: a full, exportable snapshot of one session's recorded GameSessionTimelineEntry list — see GameSessionController.exportTimeline.
GameTimeController
Bridges GameClock to Flame's per-frame update(dt) loop (via tick) and to Flutter via elapsed (Rx, safe to read from Obx for a countdown/HUD timer) — both sides observe the exact same clock instance, so there's no separate synchronization step for them to drift apart on.
GiftLivesRequest
Caller-supplied life request; the widget never owns inventory or cooldowns.
GiftLivesRequestCard
One friend/clan "send me a life" row with a guarded Send action.
GoalItem
Single level goal model representing one objective in a level HUD (FEAT-125).
GoldenShimmerText
Golden highlight sweep over StrokeText. Honors Reduced Motion and inherited TickerMode so scrolling/offstage routes can pause the ticker.
GuardrailDefinition
A min/max threshold on 1 named metric — a violation of either bound is what ShadowActivationController treats as "this shadow-activated feature/event is misbehaving, roll it back now". Either bound can be null (no lower/upper check) — but not BOTH; that invariant is enforced by ShadowActivationController.registerGuardrail (ENH-89), not here — a runtime assert on this const-constructible class would be stripped from release builds anyway, and a genuine if/throw here would force every const guardrail list in consumers off const.
GuardrailStatusPanel
Read-only guardrail status. ShadowActivationController exposes no read API, so the caller supplies rows from its own definitions and readings.
GuardrailStatusRow
GuildContributionCard
Guild goal progress with member contribution and caller-owned actions.
GuildContributionMilestone
One community contribution milestone supplied by the caller.
HapticChoreographer
Schedules and plays back a HapticPattern pulse by pulse, through fireHaptic (so every existing hapticsEnabled/hapticSoftMode contract already applies to every pulse, for free — this never calls HapticFeedback.* directly).
HapticPattern
A small, caller-declarable haptic sequence — "1 buzz then a pause then 2 buzzes" instead of a consumer wiring up individual fireHaptic calls by hand for every combo/reward/error moment.
HapticPatternOption
One named, caller-supplied haptic pattern.
HapticPatternPicker
Select and preview a short haptic pattern. The caller owns preference state and playback; the widget never constructs a HapticChoreographer.
HapticPulse
One step of a HapticPattern: fire level, then wait delayAfter before the next pulse (ignored on the pattern's last pulse).
HealthCollectorSpec
One named section of an SdkHealthReport — collect gathers whatever diagnostic data this section wants, and allowedKeys is the ONLY thing that actually reaches the report: any key collect returns that isn't in allowedKeys is silently dropped, never the other way around (default-deny, not default-allow) — a collector that starts returning one extra field by mistake (or a copy-pasted token/secret key) can't leak it into a report a QA/support person might screenshot or paste into a ticket.
HoldToConfirmButton
A button that only fires onConfirm after being held down for duration — for a reset/delete/purchase action a stray tap shouldn't be able to trigger.
IconBadgeButton
Round icon button (e.g. settings/shop) that can carry a small badge in its corner — a plain notification dot (showBadge), or a count (badgeCount) when a number is needed.
InboxAttachment
One reward attached to an inbox message (presentation-only).
InboxMessageCard
Presentation-only system/event mail card (FEAT-146): unread badge, attachments, self-ticking expiry countdown and a Claim action.
InventoryGrid
A data-driven grid over an InventorySnapshot — like QuestViewModel/ LeaderboardEntry, this widget holds no game logic or catalog of its own; itemBuilder is the caller's own renderer (item icon, rarity frame, stack count, equipped badge — this package doesn't ship a concrete item catalog, see ItemDefinition's doc), and a tap never mutates anything here — the caller's own tap handler is expected to call InventoryService.consume/setEquipped/moveSlot itself.
InventoryLine
One {itemId, quantity} request line inside a InventoryService.grant/ InventoryService.consume call — several lines under one call apply atomically (see those methods' doc).
InventoryService
Generic slot-based inventory (consumables + equipment) — item stack rules and rarity live in the caller-supplied itemCatalog; this service only knows about slots/quantities/equipped flags and the invariants around them. grant/consume follow the same idempotent-ledger pattern as EconomyWallet (FEAT-31)/RewardTransactionPipeline (FEAT-42): a transactionId repeated (even across a restart) is a no-op, and every mutating call runs under AsyncActionGuard.runExclusive so concurrent calls serialize instead of racing.
InventorySlot
One stack inside an inventory. slotId is a stable identity assigned once at creation — it's what InventoryService.setEquipped/moveSlot target, so it survives a grant/consume elsewhere in the inventory changing the list's indices.
InventorySnapshot
Immutable view of one inventory — display order is slots' list order.
InviteFriendCoordinator
(IDEA-70) Ties together 3 pieces of already-existing kit infrastructure into a referral/invite-friend loop: fnv1aHash (a stable per-player invite code), share_helper.dart's shareText (sending it), and DeepLinkCommandRouter (recognizing a friend opening the invite link).
ItemDefinition
Static catalog entry for one item id — InventoryService is generic over whatever catalog a consumer app supplies; it has no concrete item list of its own.
ItemFlyOverlay
JuicyFeedback
Starts a consumer-owned SFX and its matching haptic as one feedback event. Audio stays optional until the consuming app registers AudioManager, while haptics continue to honor the player's stored haptic preferences.
KillSwitchItem
KillSwitchState
One feature's current kill-switch decision — reason/version are the audit trail ("why was this killed, and which rollout"), populated from the remote payload when it's the richer {killed, reason, version} shape (a bare bool leaves them at their defaults, ''/0).
LeaderboardEntry
One caller-supplied leaderboard row — rank, name and score are already formatted/localized strings (same convention as VictoryCardTemplate's statLines: this widget never invents ranking or number formatting).
LeaderboardList
Pure, data-driven leaderboard display (rank + name + score + optional avatar), candy-styled to match the rest of common/. Composes AvatarFrame for the avatar slot; ranking/scoring logic and data all come from the consumer app.
LeaderboardSyncCoordinator
Optional orchestrator wiring LocalScoreboardService (always-on, local cache) together with a LeaderboardSyncSeam (a real backend, when registered). Neither service has to be used directly — this exists for the common case of "submit to both, read from the backend but never go blank when it's unreachable".
LeaderboardSyncSeam
Platform-neutral leaderboard-sync seam — mirrors PurchaseSeam/ CloudSaveProvider's design: the package pulls in no leaderboard SDK (no Play Games Services, no Game Center, no custom backend client); a consuming app registers its own adapter via Get.put<LeaderboardSyncSeam>(myAdapter, permanent: true).
LevelDefinition
One rung of the XP curve. level is 1-based; the LAST entry in a curve must have xpToNext == 0 — that's what marks it the max level (nothing further to grind toward). Every other entry needs xpToNext > 0, and the curve must be non-decreasing (a later level never costs less XP to clear than an earlier one) — see validateLevelCurve.
LevelGoalTracker
A compact, candy-styled HUD showing 1–4 level goals (FEAT-125).
LevelNodeButton
One round level node — the world-map/level-select building block. Shows the level number, or a lock glyph (and blocks tap) when state is locked, plus a mini StarRating badge underneath once completed.
LevelPathMap
S-curve winding saga path container holding 1 to N LevelPathNodes (FEAT-133).
LevelPathMapTile
A single level map node representing a level button on a saga path (FEAT-133).
LevelPathNode
Data model for one level node along a LevelPathMap (FEAT-133).
LevelSelectGrid
Read-only grid of LevelNodeButtons for a world-map/level-select screen — a pure display widget, it holds no progress state itself. states gives each level's LevelState in order (level 1 at index 0); starsEarnedByLevel optionally maps a 1-based level number to its earned star count. onLevelTap fires with the 1-based level number of whichever unlocked/completed node was tapped — locked nodes never fire it.
LevelUpCelebration
One LevelUpEvent plus the extra presentation detail LevelUpOverlayController needs that LevelUpEvent itself doesn't carry: where its XP bar starts filling FROM. Every level after the first in a queue starts a fresh bar at 0 — only the very first queued event might start partway through (wherever the player's bar actually was right before the grantXp call that crossed it).
LevelUpEvent
Fired once per level actually crossed by a PlayerProgressionService.grantXp call — a single call that jumps several levels at once fires one of these per level, in ascending order.
LevelUpOverlay
Renders LevelUpOverlayController's sequence over child — same in-tree-overlay pattern as NeonDialog/SceneTransitionOverlay (see CLAUDE.md's "Dialog pattern" note), so it also works over a full-screen Flame GameWidget.
LevelUpOverlayController
Pure state machine driving LevelUpOverlay — no Animation/ BuildContext here, so it's unit-testable without pumping a widget tree (same shape as SceneTransitionController, FEAT-58).
LiveFrameGraph
Live, bounded frame-time graph for a debug/profile QA panel.
LoadingOverlay
Full-screen dimmed barrier + centered candy-styled spinner.
LocaleService
Manages the current language + persists the user's choice.
LocalScoreboardService
Local, single-device high-score table — a cache/offline-first precursor to a real backend/Game Center leaderboard, and useful on its own even without one. Unlike LeaderboardList (pure display, ranking data always supplied by the caller), this service actually ranks a new submitScore against every previous submission on this device.
MemoryWatchdog
Debug-only tracker for disposable resources (tickers, controllers, overlay entries, stream subscriptions, Flame components) that are easy to forget to dispose — a widget/service calls track when it CREATES one and release when it properly disposes it; anything still tracked when orphans is called (typically at the end of a test, or from a debug overlay/health report during a real session) is a leak candidate.
MemoryWatchdogPanel
Read-only view of caller-built memory watchdog rows. It never reads MemoryWatchdog. The watchdog is a debug-only leak detector, not leak prevention, and reports nothing in release builds.
MilestoneCelebrationDialog
Celebration panel for a major level milestone (25/50/100/500) — gold badge with the level number and a slow rotating light sweep, the commemorative reward list, and a Claim button (FEAT-135).
MilestoneReward
One commemorative reward row shown in MilestoneCelebrationDialog (FEAT-135).
MoveHintPopup
In-tree puzzle hint panel. Caller owns hint selection, board logic, and optional refill/purchase flow; this widget only presents provided content.
MysteryChestOpening
MysteryChestOpeningState
NeonAppBar
Thanh tiêu đề (action bar) neon dùng chung cho mọi màn phụ. Là widget cố định trên cùng — nội dung cuộn nằm dưới, không bị đè.
NeonAuraLayer
G5: aura bloom động sau bàn, dùng shader shaders/neon_glow.frag (đã có sẵn trong repo). Load lỗi (thiết bị không hỗ trợ) → ẩn hẳn, không crash.
NeonBackButton
Nút back neon dùng chung cho mọi màn phụ (mặc định quay lại màn trước).
NeonBg
Background neon ĐỘNG dùng chung cho mọi màn: gradient nền + nebula trôi + sao lấp lánh + tia sweep xoay + vignette. Hiệu năng tốt: dùng RadialGradient/shader, không MaskFilter.
NeonButton
Nút bấm phong cách neon: viền sáng + glow + chữ phát sáng.
NeonDialog
NeonDialogAction
Một nút hành động trong dialog. onTap tự chịu trách nhiệm đóng (route/overlay).
NeonDialogButton
Nút hành động dùng chung trong NeonDialog.panel — public để các dialog tự viết (login streak, weekly goal...) nhúng lại 1 nút reactive đơn lẻ vào content: khi cần label/onTap đổi theo state mà không thể dùng actions: tĩnh của NeonDialog.show.
NeonIcon
Icon phong cách neon: lõi trắng + glow màu (dùng chung toàn app).
NeonIconButton
Nút icon neon bấm được (glow + vùng chạm rộng). boxed = chip tròn viền neon + glow (dùng cho lối vào chính ở Home); mặc định icon trần (back/appbar).
NeonTheme
Shared color palette & styles. Bright-casual (Candy-Crush-style) revamp: warm light background, candy palette, white cards, bold ink text. Keeps the old constant names (cyan/magenta/…) to avoid a mass callsite rename — the values themselves have been retuned to a "candy" tone.
NetworkStatusBanner
Thin banner pinned to the top of the screen, shown while connected is false (e.g. so a silent cloud-save failure isn't a confusing "why didn't my progress save?" moment).
NextRewardTeaserChip
Short "next reward" nudge: reward name, caller-formatted remaining text and optional progress. Presentation-only: the caller owns progress and the destination screen.
NoopAnalyticsProvider
Default no-op implementation so a consuming app doesn't have to wire a real analytics adapter immediately.
ObjectPool<T>
Generic acquire/release object pool (FEAT-48) — reuses instances of T (a Flame particle/projectile component, or any other allocation-heavy object) instead of letting a hot gameplay loop allocate and immediately discard one every frame.
OfflineEarningsPopup
A presentation-only popup showing coins earned while the player was away (FEAT-140). The caller gets the actual earnings from OfflineProgressionService.claim() and grants them through its own wallet.
OfflineOutboxService
Persisted, priority-drained outbox for syncing local changes to a remote authority once back online — built on RetryExecutor (FEAT-35) for transient-failure backoff and, when connectivity is supplied, driven automatically by ConnectivityCoordinator (FEAT-62)'s online transitions the same way that service drains its own internal task queue.
OfflineProgressionService
Calculates idle/offline earnings accrued while the player was away: earnings = min(elapsed, maxOfflineCap) * productionRatePerSecond, where elapsed is time since the last claim.
OnboardingCoordinatorService
Decides WHICH onboarding/tutorial flow should run next and WHETHER a given one has already been seen — the coordination layer this package's tutorial widgets (TutorialSequence, SpotlightOverlay, IDEA-35's JSON-authored flows) never had. Those widgets only know how to RENDER one flow once told to; this service never renders anything itself, has no BuildContext/GlobalKey/Navigator dependency, and doesn't call into those widgets — a caller still owns showing the actual UI, this only answers "which flowId, if any, should run right now".
OnboardingFlowQueueCard
Read-only onboarding queue. The caller maps isFlowSeen and nextEligibleFlow to rows; this card never receives the coordinator.
OnboardingFlowRow
OutboxConflictSummary
OutboxConflictSummaryPanel
OutboxItem
One queued, not-yet-synced unit of work. payload is plain, caller-defined JSON data — same "never put a secret in it, it's persisted locally in plain JSON" caveat as RewardTransactionRecord.receiptMeta (FEAT-42).
OutboxQueueStatusCard
PaginatedDotsIndicator
N dots for a paginated carousel/onboarding flow — the dot at currentIndex renders bigger/brighter than the rest. Pure presentation: does not own a PageController itself, the caller wires it up via PageView.onPageChanged and passes the resulting index in.
PanelCard
Generic rounded card/panel — the building-block container most screens wrap content in. Background is NeonTheme.card (or NeonTheme.cardAlt via alt), with a NeonTheme.drop shadow and an optional colored borderColor accent ring.
PauseOverlay
Pause panel wired directly to GameSessionController — the pause button/system-lifecycle-pause round trip this repo already has (see game_session_controller.dart's own RoyLifecycleCoordinator hook) gets exactly one visible UI on top of it. Caller mounts this unconditionally inside their own Stack (same "always mounted, NeonDialog.overlaySlot animates the panel in/out" convention as every other in-tree overlay in this kit) — it decides on its own, from session, whether to show:
PerformanceBudgetMetric
One measured value — e.g. an allocation-reduction percentage from tool/object_pool_benchmark.dart, or a real-device app-boot wall time.
PerformanceBudgetResult
PerformanceBudgetViolation
PerformanceTierService
Runtime, live-reactive FPS gate for decorative shader/ticker layers.
PersistentCooldownService
Keyed cooldown tracker (reward claim timers, booster reuse delays, PvP action gates, ...) that survives app restart and resists clock-rewind cheating.
PiggyBankVault
PlatformCapabilityMatrix
Read-only platform capability list. Support is shown by icon and text, not colour alone. The caller maps PlatformCapabilitySnapshot to rows; those values are the registry's policy defaults, not a live platform probe.
PlatformCapabilityRegistry
SSOT for PlatformCapabilitySnapshot — computed (or injected) exactly once at construction and cached for the lifetime of the instance, so every read is free and no code path re-queries platform state.
PlatformCapabilityRow
PlatformCapabilitySnapshot
Immutable, already-resolved capability snapshot for the 4 domains this kit actually integrates with: haptics (haptics.dart), shaders (AuroraBgLayer/NeonAuraLayer), local notifications (ReminderService), and background audio (AudioManager).
PlayableCharacter
A playable character moving in 8 directions with attack action.
PlayerAttackedEvent
PlayerDataRightsPanel
Presentation-only export/erase panel for PlayerDataRightsService.
PlayerDataRightsService
A complete "player requested their data" workflow (GDPR/CCPA-style) built on top of StorageService.exportAll/StorageService.eraseAll — those give the low-level mechanism, this gives the business workflow: a clear export receipt with metadata, and an erasure receipt confirming completion + which other seams got a chance to clean up their own side.
PlayerProgressionService
Single source of truth for one player's XP/level — persists PlayerProgressionSnapshot.totalXpEarned (never level/xpIntoLevel directly, both are always re-derived from it and the curve) plus a bounded idempotency ledger, same pattern as EconomyWallet/ RewardTransactionPipeline (FEAT-31/FEAT-42): a corrupt save resets to a fresh, never-exploitable state instead of throwing or trusting a partially-decoded value.
PlayerProgressionSnapshot
Reactive snapshot of one player's progression — level/xpIntoLevel/ xpToNextLevel are always derived fresh from totalXpEarned against the curve (never persisted directly), so they can never drift out of sync with it.
PluginAdapterConformanceSuite
Vendor-neutral conformance checks for the kit's platform adapters.
PooledParticleBurst
Reusable radial particle burst. Call PooledParticleBurstState.burst to replay; the pool is prewarmed to particleCount so later bursts reuse every particle object instead of allocating another batch.
PooledParticleBurstState
PressableScale
Bọc 1 nút bấm để co nhẹ (scale) lúc nhấn xuống — micro-bounce dùng chung cho mọi nút (A3). Tái dùng 1 chỗ thay vì lặp GestureDetector+AnimatedScale ở từng widget nút.
PrestigeConfirmationCard
Confirmation card shown before prestiging (resetting short-term progress for permanent multiplier boosts and rewards).
PrestigeReadinessCard
Presentation-only prestige progress: balance toward the threshold, the permanent multiplier and a CTA enabled only when ready. It never performs a prestige; onPrestige should open a confirmation (for example PrestigeConfirmationCard.show) before the caller invokes the service.
PrestigeReward
One reward earned on prestige (presentation-only).
PrestigeService
The classic idle/incremental-game "prestige"/"ascension" loop (Cookie Clicker, Adventure Capitalist, ...): once primaryCurrency reaches prestigeThreshold, the player can soft-reset softResetCurrencies (wiped back to 0) in exchange for relicsPerPrestige of metaCurrency — a currency that's NEVER soft-reset, and permanently raises currentMultiplier via prestigeMultiplier (economy_math.dart, the pure formula this and tool/economy_sim.dart's balancing simulator both call, so they can't silently drift apart).
PrivacyAwareAnalyticsQueue
Consent-first, schema-redacted, deterministic-sampled persistent FIFO.
PrivacyAwareAnalyticsSampler
Decorator over a real AnalyticsProvider (FEAT-83) combining 3 privacy/ volume controls, each independently audit-countable via auditSnapshot:
ProfileLevel
Caller-supplied progression data; no service lookup or XP calculation.
ProfileStat
One caller-formatted profile statistic.
ProfileStatsCard
Player profile summary: avatar/frame, identity, optional level and caller- formatted stats. It stores no profile state and owns no external actions.
ProgressBarStars
Rounded pill-shaped progress bar with 1-3 star markers along the track — a marker the fill has passed lights up (filled), otherwise it stays a dim outline. Used for world progress / event tracks like "reach 33%/66%/100% to unlock a star".
PseudoLocaleTranslations
A GetX Translations that wraps baseKeys (typically a real locale's map, e.g. AppTranslations().keys['en']!) with pseudoLocalize on every value — every key baseKeys has is covered by construction (the keys getter maps every entry, never a subset).
PurchaseLedgerService
Thin local cache on top of PurchaseSeam for the 2 purchase shapes almost every game needs and would otherwise re-implement per project: a consumable with a remaining balance ("5 hint tokens left") and a permanent one-time unlock ("remove ads", "premium skin pack").
PurchaseSeam
Platform-neutral in-app-purchase seam — the package pulls in no IAP SDK (no in_app_purchase, no RevenueCat, …); a consuming app registers its own adapter via Get.put<PurchaseSeam>(myAdapter, permanent: true), same pattern as CrashReporter/AnalyticsProvider/CloudSaveProvider/ RemoteConfigService.
QuestBoardPanel
Displays a list of QuestViewModels — progress bar + a Claim button that's only enabled once a quest is completed and unclaimed — the ready-to-use on-screen counterpart to DailyQuestService (IDEA-29), which previously had no widget consuming it at all.
QuestProgressPill
Compact "completed/total quests" entry with a claimable-reward badge. Presentation-only: the caller reads quest state and opens the board.
QuestViewModel
One caller-supplied quest row — label/progress/target/claimed are already resolved by the caller (typically read straight off DailyQuestService.progressOf/targetOf/isClaimed for id); this widget never talks to that service directly, same "pure/data-driven, caller owns the source of truth" convention as LeaderboardEntry.
QueuedAnalyticsEvent
QueuedTask
One retryable, idempotent unit of work queued while offline.
RadialActionItem
RadialActionMenu
RadialActionMenuState
RandomSnapshot
Opaque, versioned snapshot of a SeededRandom's internal state — serializable so a caller (e.g. a save file, or IDEA-42's replay capsule) can persist an RNG stream and later resume it at the exact point it left off, via SeededRandom.fromSnapshot.
RankPromotionDialog
Presentation-only modal celebrating promotion between leaderboard tiers (FEAT-147).
ReactiveEnergyBar
Service-bound freshness wrapper for EnergyBar (BUG-95).
ReminderIntervalOption
ReminderPreferencesPanel
Caller-owned reminder preference control. Callback completion means the caller accepted the request, not that the OS scheduled or will deliver it. The platform may delay delivery or suppress it when notification permission is unavailable.
ReminderService
One local notification, scheduled a fixed delay out. Games that need several reminder kinds/priorities should extend this, not add branches here — keep the base's default path to exactly one notification.
RemoteConfigHealthCard
Safe remote-config diagnostics only: this card never accepts key/value data, schema-violation strings, or a service instance.
RemoteConfigKeySchema
One remote-config key's expected shape — registered via RemoteConfigService's schema constructor param (ENH-84). Reuses EventParamType (SdkEventSchemaRegistry's own 4 primitive kinds) — remote config values are the exact same string/int/double/bool shapes, no need for a parallel type enum.
RemoteConfigService
Remote config / feature-flag seam. The package pulls in no HTTP/Firebase SDK — a consuming app injects its own network call via fetchRemote (e.g. wrapping dio/http/Firebase Remote Config). init always loads the bundled asset fallback first so typed getters have something valid to return even before (or if) the network attempt resolves, then tries fetchRemote and MERGES its entries on top of the asset defaults key-by-key (ENH-58) — a partial response only overrides the keys it actually sends, every other key keeps its already-validated asset value. A null value for a key in the remote response is treated as "no override" (skipped) rather than "set this key to null", so a server that echoes back unset fields as null can't wipe a working default. A missing asset or a failing/absent fetchRemote is swallowed silently — this never throws, it just falls back to defaults.
RemoteContentPack<T>
A typed, signed remote content slot — live-ops content (a level definition, a shop catalog page, an event schedule) pushed from a server without an app-store review cycle, built on the same 3 pieces RemoteConfigService, VersionedJsonStore and save_integrity.dart already provide separately (IDEA-37): asset-fallback-then-fetch, schema-version migration, and HMAC signing.
RemoteKillSwitchController
Emergency remote kill switch for a feature/event/shop/animation — built on top of RemoteConfigService (FEAT-39/ENH-58 already give it asset-fallback + partial-merge + last-known-good semantics at the config-value level; this controller adds the kill-switch-specific safety policy ON TOP: an invalid or missing remote value can never flip a feature from killed back to enabled — see KillSwitchSource for the exact resolution order).
RemoteKillSwitchPanel
Safe local-control panel for kill-switch state. The caller maps service state to KillSwitchItem, sanitizing any remote reason before passing it. This widget cannot enable a remotely killed feature; it only offers a confirmed client-local kill and a clear action for an existing local override.
RemoteSchemaDef
Validated, immutable definition of one remote content pack's schema across its version history. See library doc for the safety guarantee its factory constructor provides.
RemoteSchemaField
One field in one RemoteSchemaVersion's shape.
RemoteSchemaVersion
One version's full field shape.
ReplayCapsule
A versioned, signable envelope capturing everything needed to replay 1 recording session: the RNG seed (feed straight into SeededRandom(seed)/SeededRandomService(seed)), the appVersion it was captured under, and the ordered events.
ReplayDivergence
The first index at which expected and actual differ — null if they're identical throughout. Reported with both values so a caller (e.g. a replay-divergence debug view) has enough context to see exactly where and how a replay diverged from what was originally recorded, per-event or per-checkpoint (whatever unit the caller compares).
ReplayEvent
1 recorded input/decision event — offsetMs is a monotonic offset from the moment ReplayRecorder.start was called (never wall-clock time, so a replay run doesn't need to happen at the same real-world moment). payload is entirely caller-defined — this class never inspects or interprets it, same "pure envelope, caller owns the shape" convention as LeaderboardEntry/VictoryCardTemplate.statLines.
ReplayRecorder
Records gameplay/input events into a bounded ring buffer during a QA session, then packages them (plus the session's RNG seed) into a ReplayCapsule a developer can import elsewhere to reproduce a bug that was hard to describe from a screen recording alone.
ReplayVerificationResultCard
Only caller-mapped status and safe copy; never raw replay data or secrets.
ReproductionCapsule
Combines ReplayRecorder (recorded input/decision events), SeededRandomService (per-namespace RNG state), and TrustedClockService (clock-tamper judgement) into 1 redacted, signed artifact serving 2 purposes: (a) support — a dev imports it to reproduce exactly the event sequence that led to a bug; (b) anti-cheat — verify a played session wasn't tampered with, by replaying it and comparing outcomes (and, independently, RNG state) against what was recorded.
ReproductionReplayResult
Result of ReproductionCapsule.replay — 2 independent signals a captured session was reproduced faithfully.
RestoreLogEntry
One step of an DisasterRecoverySaveExport.applyRestore run — the recovery log a crash/interruption mid-restore leaves behind, so "which slots actually got restored before it broke" is answerable afterward instead of guessed.
RestorePreview
A validated, NOT-YET-APPLIED export — DisasterRecoverySaveExport.previewRestore returns this so a UI/support agent can review exactly what a backup contains (slot names, when each was last played, how many keys) before DisasterRecoverySaveExport.applyRestore ever touches real storage. Building this never writes anything — see that method's own doc.
RestoreSlotPreview
RetryAttemptEvent
RetryErrorState
Data-driven "this failed, here's why, try again" panel — composed from EmptyStatePlaceholder (same icon-badge/title/message chrome every other empty/error state in this kit already uses) plus an optional AsyncCommonButton retry action, which is what actually gives "rapid tap doesn't run the retry twice" for free (see async_common_button.dart's own re-entry guard) — this widget adds no tap-guarding of its own.
RetryExecutor
Runs an action against a RetryPolicy. delayFn/randomFn are injectable (default to real Future.delayed/Random().nextDouble()) so a test drives the whole retry loop deterministically and instantly, never actually waiting real backoff delays — same seam-injection convention as HapticChoreographer's createTimer.
RetryPolicy
Immutable exponential-backoff-with-jitter configuration — no timers, no randomness of its own, just the math. RetryExecutor is what actually runs a retry loop against it.
ReviewPromptTrigger
Wraps child and calls maybeRequestReview every time winStreakEvents fires (ENH-87) — the ready-to-use widget counterpart to in_app_review_helper.dart's decision logic, which the rest of the kit had no widget consuming at all before this. Same "core service has timing logic → widget listener wired to it" pattern as AchievementUnlockListener/AchievementService.
RewardAuditRow
RewardAuditTrailPanel
RewardChoiceOption
One choosable reward option in a RewardChoicePanel. Immutable — the panel never mutates these, only tracks which ids are selected/claimed separately.
RewardChoicePanel
Lets a player pick one (or, with multiSelect, several) reward from options, then confirm — this panel only ever hands back the chosen ids via onConfirm; actually granting the reward is the caller's job (typically a RewardTransactionPipeline.grant() call keyed off those ids), matching this repo's "widgets don't self-grant" convention (see CLAUDE.md).
RewardedAdResultCard
Rewarded-ad state and watch button. It never calls AdRewardSeam and never grants anything. The caller maps isReady and the showRewardedAd result to status and grants the reward once, with its own idempotent transaction id, only after the seam returned true. The "rewarded" copy is shown only when the caller sets RewardedAdStatus.rewarded.
RewardLine
One currency amount inside a RewardTransactionRecord. A single reward event (e.g. a rewarded ad) commonly grants more than one currency at once ("+50 coin, +1 energy"), which is why a transaction is a list of these rather than a single currency/amount pair.
RewardPlan
Immutable dry-run result from RewardTransactionPipeline.preview — what RewardTransactionPipeline.executePlan would grant, validated against the state at preview time, WITHOUT having mutated or persisted anything yet (FEAT-96). Only RewardTransactionPipeline.preview can construct one.
RewardPlanPreviewCard
RewardPlanPreviewLine
RewardPopup
Celebration popup (level-up, reward unlocked, ...) — a panel layout like NeonDialog.panel (rounded NeonTheme.card card, colored border, glow+drop shadow, title/message) but a standalone widget that doesn't route through NeonDialog, since it needs the confetti burst effect radiating around the panel, which NeonDialog doesn't support. content is a free slot — the caller drops in a StarRating/CurrencyCounter/...
RewardSequenceController
RewardSequenceCoordinator
Sequences reward slots, with optional tap-to-skip and Reduce Motion support.
RewardTrackRoad
Horizontally scrollable XP reward track with free and optional premium lanes.
RewardTrackTier
A tier on a horizontal XP reward track (FEAT-150).
RewardTransactionPipeline
Orchestrates a reward grant (ad/IAP/quest/daily-login) across multiple currency lines on top of EconomyWallet, which already guarantees per-line idempotency (same derived transaction id → applied once, even across a restart or a concurrent duplicate callback — see economy_wallet.dart). This pipeline adds what the wallet alone can't:
RewardTransactionRecord
One reward grant attempt — RewardTransactionPipeline's audit-trail entry. receiptMeta is caller-supplied bookkeeping (e.g. a store product id) for reconciliation/support — never put a secret in it, it's persisted locally in plain JSON.
RibbonBadge
Diagonal corner-ribbon overlay (e.g. "NEW"/"SALE"/"BEST VALUE") wrapping any child — shop/IAP item badge. Draws into its own internal Stack sized to child, independent of any Stack the caller might have (avoids the caller-owned-Stack coupling problem noted for LoadingOverlay/ENH-03 — just wrap: RibbonBadge(text: 'SALE', child: myCard)).
RoyCasualKit
Idempotent GetX service bootstrap for consumer apps.
RoyCasualKitConfig
Immutable SDK bootstrap configuration.
RoyCasualKitContractReport
Result of the standard consumer bootstrap contract checks.
RoyCasualKitContractTestKit
Reusable assertions expressed as a plain Dart report so consumers can use it from any test runner and turn failures into their preferred matcher.
RoyCasualKitResult
Result of bootstrap. A degraded result still reports successful modules so a host can decide whether to continue or show its own fallback UI.
RoyCasualKitTestFixture
Deterministic, vendor-neutral fixture for consumer contract tests.
RoyGame
Minimal Flame starter template (FEAT-14): proves FlameGame/Component/ GameWidget actually wire up end-to-end in this package — the flame dependency existed but nothing used the game-loop engine before this. Deliberately not a real game: one background color + one tappable TappableCircle. A consumer app building a real game should extend this rather than reading it as a template to copy-paste from scratch.
RoyLifecycleCoordinator
Ordered, isolated lifecycle dispatcher shared by SDK modules and consumers.
RoyLifecycleHookFailure
SaveConflictPicker
SaveConflictSummary
SaveHealthCard
A small self-contained diagnostic card (IDEA-59) for "is the player's save currently healthy" — the question support/QA gets asked after a "I lost my progress" report, without needing a dev to pull device logs.
SaveHealthCardState
SaveMigrationRegistry
Immutable, validated multi-hop save migration registry.
SaveMigrationStep
SaveRestorePreviewPanel
Per-slot summary shown before a destructive restore. The caller maps a validated RestorePreview to slots and runs applyRestore itself in onConfirmRestore. The widget never receives slot data, the signed bundle, the secret or the recovery-log detail, and never renders a slot id. Restoring needs an explicit inline confirmation.
SaveSlotManager
Manages multiple independent save slots (separate characters/profiles) on the same device — the classic "3 save files, pick a character on the home screen" casual/mid-core game pattern.
SaveSlotMeta
Metadata for one save slot — SaveSlotManager never sees or owns the actual player-profile data inside a slot, only bookkeeping about the slot itself.
SaveSlotPicker
Presentation-only UI picker for browsing, selecting, creating, and deleting save slots (FEAT-143).
SbomDocument
A reproducible bill-of-materials document — toJson()'s entries list is always in the same (name-sorted) order parsePubspecLock already guarantees, so hashing/diffing 2 SBOMs of the same lock file is meaningful.
SbomIssue
SbomSuppression
A pre-approved exception — owner and expiresAtMsAfterEpoch are both required (not optional) because an unowned or permanent suppression is exactly the "false positive with no accountability and no forced re-review" this task's acceptance criteria calls out. Once expiresAtMsAfterEpoch has passed (checked against auditDependencies's own nowMs), the suppression simply stops applying — no special "expired" state to handle, the issue just reappears in the next audit.
ScenePreloadStatusPanel
SceneTransitionController
Pure state machine driving SceneTransitionOverlay — no Animation/ BuildContext here, so it's unit-testable without pumping a widget tree.
SceneTransitionOverlay
Fades or shape-wipes a full-screen barrier over child while a controller-driven transition runs. The underlying scene cannot receive pointers or semantics while the transition is active.
SchemaValidatedAnalyticsProvider
Decorator over a real AnalyticsProvider — validates every event through registry first, forwarding only EventValidationResult.sanitizedParams when accepted, dropping it silently otherwise (never partially, never raw). Same decorator shape ConsentGatedAnalyticsProvider already uses, so it composes: SchemaValidatedAnalyticsProvider(ConsentGatedAnalyticsProvider(real), registry).
ScoreEntry
One row of a synced leaderboard — the seam's own data shape, deliberately simpler than the widget-facing LeaderboardEntry (presentation/widgets/common/leaderboard_list.dart): a raw int score instead of a locale-formatted display string, since a sync adapter round-trips raw numbers with a real backend.
ScratchCard
ScratchCardState
ScratchCoverageGrid
ScreenShake
Wraps child in a Transform.translate driven by controller. Ticks a Ticker only while a shake is actually decaying (stops once controller.offsetAt(...) returns Offset.zero, not left running forever). Respects NeonTheme.reducedMotion — when on, renders child unchanged regardless of what controller does, same as the decorative shader layers (ShaderTickerLayerState).
ScreenShakeController
Per-screen/per-widget-tree shake controller (IDEA-08) — a plain ChangeNotifier the caller creates and owns (like a TextEditingController), not a global GetxService singleton, since screen-shake state is local to whatever's shaking (a board, a card, a whole screen), not app-wide.
SdkEventSchemaRegistry
Validates event name/params against registered EventSchemas before anything reaches a real AnalyticsProvider — default-deny at 2 levels: an unregistered event name is rejected outright, and a registered event's own unknown/pii fields are handled per the schema's own policy rather than passed through untouched.
SdkFailure<T>
SdkHealthReport
Collects a QA/support-facing diagnostic snapshot from whichever HealthCollectorSpecs are registered — a missing or throwing collector never breaks the rest of the report (its section just reports _error instead), and every value is redacted to its own allowlist and size- capped, so this is safe to export/copy/share by default (no secret, raw save data, token, or PII shows up unless a collector's own allowlist explicitly names that key — which none of this package's own defaultHealthCollectors do).
SdkResult<T>
SdkSuccess<T>
SeasonEventBanner
A prominent live-ops banner for seasonal events and tournaments (FEAT-130).
SeasonEventService
Repeating, has-a-time-window event/season schedule — the piece CountdownChip needs a caller to compute by hand today. Unlike DailyLoginService's fixed calendar-day cycle, an event here repeats on its own caller-declared cadence (length active, then cooldown idle, then repeats), anchored to whenever currentWindow is first called for that eventId — not to a calendar boundary.
SeasonEventWindow
One event's active window, as returned by SeasonEventService.currentWindow.
SectionHeader
Bold section title + optional trailing action (e.g. a "See all" button) — for grouping sections of a screen ("Daily Rewards", "Leaderboard", ...).
SecureStorage
The actual call surface for secure values — wraps SecureStorageAdapter with the typed SdkResult contract, key validation, and a clear, typed failure (never a silent fallback to regular storage) when no adapter is registered.
SecureStorageAdapter
Platform-neutral secure-storage seam — the package pulls in no concrete secure-storage SDK (no flutter_secure_storage, no Keychain/Keystore wrapper); a consuming app registers its own adapter via Get.put<SecureStorageAdapter>(myAdapter, permanent: true), same pattern as PurchaseSeam/CloudSaveProvider/AnalyticsProvider. A typical real implementation just forwards these 4 methods to flutter_secure_storage's FlutterSecureStorage (Keychain on iOS, EncryptedSharedPreferences/Keystore on Android) — this seam doesn't pick that dependency for you.
SeededChallengeReplayResult
Outcome of SeededChallengeService.replay — null divergence means the replay reproduced every checked outcome exactly.
SeededChallengeService
FEAT-97: ties together this kit's existing deterministic-replay primitives — SeededRandomService (RNG snapshot/resume), ReplayRecorder/ReplayCapsule (recorded event replay + divergence detection), and LocalScoreboardService (on-device ranking) — into one "same challenge, reproducible run, fully offline" building block, so a consuming game doesn't have to wire all 3 together itself and risk a seed/clock/replay mismatch doing it.
SeededRandom
Deterministic, cross-platform-stable pseudo-random generator — implements Random so it's a drop-in source for weightedRandomPick, List.shuffle, or anywhere else a dart:math Random is accepted.
SeededRandomService
Manages independent, deterministically-derived SeededRandom streams keyed by a caller-chosen namespace (e.g. "loot", "enemy_spawn") — so one gameplay system calling its own stream an extra time never shifts another system's sequence, the classic shared-RNG replay-determinism trap.
SegmentedTabBar
A 2-4 item pill tab bar (e.g. mode selection) — the active item is highlighted by an animated sliding background pill, the rest are plain text.
SessionInfo
Immutable snapshot of the current process's session — a fresh one is created at construction (cold start) and again on any RoyLifecycleEvent .resumed that arrives after longer than AppSessionTracker.sessionTimeout in the background.
SessionTimelineInspector
Read-only, bounded session timeline. The caller decides which metadata is safe to include in each row; this widget never accepts a controller or raw timeline entry.
SessionTimelineRow
ShaderTickerLayerState<T extends StatefulWidget>
Hạ tầng dùng chung cho các layer full-screen chạy 1 FragmentShader (AuroraBgLayer, NeonAuraLayer): load FragmentProgram.fromAsset với try/catch (ẩn hẳn hiệu ứng nếu load lỗi, không crash), throttle ticker repaint xuống ~30fps, và dispose đúng cả ticker lẫn shader.
ShadowActivationController
Watches caller-reported metrics for a feature/event that's been shadow-activated (rolled out to a small cohort ahead of a full release) and auto-rolls-back — CLIENT-SIDE, without waiting for an operator — the instant a registered GuardrailDefinition is violated (FEAT-90).
ShimmerPlaceholder
Skeleton-loading block for list/grid content that hasn't finished loading yet (a shop item row, a level list waiting on a cloud-save sync) — unlike LoadingOverlay (a full-screen barrier), this sits in-place as a stand-in for the real content.
ShopItemCard
Ready-made shop/IAP grid item: icon + title + price pill, composed from PanelCard + CommonButton (and optionally RibbonBadge) rather than every app re-assembling those by hand. Pure presentation — priceLabel is a caller-formatted string (e.g. "$0.99"), and onBuy is just a callback; this widget never calls into in_app_purchase itself (that's FEAT-01's job).
SlotExportEntry
One save slot's exported data — meta mirrors SaveSlotMeta (plain fields, this class never holds a live reference to it), data is the raw StorageService.exportWithPrefix result for that slot's key range.
SoundToggleFab
Small floating round button toggling AudioManager's mute state — speaker icon flips on/off, tap calls toggleMute(). Uses AudioManager.maybe (the null-safe accessor): renders nothing if audio hasn't been registered instead of throwing, so a gameplay screen can drop this in unconditionally.
SparkleParticle
One decaying particle in a tap-triggered burst (ENH-81) — shrinks and fades over _lifetimeSeconds, then removes itself; PooledComponent then returns it to RoyGame.sparklePool automatically. reset (not the constructor) sets per-spawn state, since a pooled instance is reused across many bursts instead of being constructed fresh each time.
SpotlightHolePainter
Cuts a rounded-rect hole out of a full-screen dim scrim using Path.combine's difference op. Public (rather than the usual underscore-private painter convention in this file's siblings) so a widget test can pull .hole back off the mounted CustomPaint and assert it against the target's real RenderBox bounds.
SpotlightOverlay
Onboarding/tutorial coach-mark: dims the whole screen except a highlighted "hole" cut around a target widget's actual on-screen bounds, plus a guidance callout with a dismiss button.
SpringScaleTransition
SpringSimulationController
SquashStretch
Non-uniform "squash" wrapper (IDEA-08) — unlike PressableScale's uniform scale-down, this squishes horizontally (scaleX up, scaleY down) on tap-down, then a real SpringSimulation (not a fixed Curve) bounces it back to (1.0, 1.0) on release, carrying over whatever velocity the spring already had (so a quick re-tap doesn't reset to a dead stop).
StackedAvatarGroup
StackedAvatarItem
StaggeredAnimatedGrid
StarChestProgressHud
A compact horizontal capsule HUD displaying accumulated stars toward unlocking a Star Chest (FEAT-134).
StarRating
A row of N stars (usually 3) — the first earned stars are lit/glowing, the rest are a dim outline. The classic "level complete, got 2/3 stars" look. animate = true makes each star pop in with a staggered delay after the previous one (used right after earning the reward); false draws it statically (already earned earlier, shown again without replaying the animation).
StorageKeys
StorageService
Shared local storage service (wraps SharedPreferences). Registered once in main: Get.put(StorageService(prefs), permanent: true).
StreakCounter
Fire icon + a streak day count (consecutive logins, ...). Same layout/spacing as CurrencyCounter, but instead of counting up it pops (scale bounce) whenever days increases — a reward moment, same spirit as StarRating's pop-in.
StreakMilestone
One long-term streak reward threshold (e.g. day 7, day 30).
StreakMilestoneStrip
Horizontal strip of long-term streak milestones with claim state. Presentation-only: the caller owns the streak, time and reward granting.
StreakRepairDialog
StreakShieldCard
Presentation-only card showing streak protection status, available freeze shields, and action buttons to use a shield or repair streak (FEAT-144).
StrokeText
Chữ có viền (stroke) — dễ đọc trên nền candy nhiều màu. Vẽ 1 lớp stroke phía sau + 1 lớp fill phía trước (kỹ thuật outline chuẩn cho casual game).
SunburstGodRays
SupportDiagnosticsCard
Displays a safe diagnostics summary and asks for explicit consent before invoking the caller's share callback. It never receives the payload itself.
SupportDiagnosticsSummary
Safe summary only; raw storage, bundle JSON and log contents are not accepted by this widget. The caller keeps the actual diagnostics payload.
SwipeableAction
SwipeableActionTile
SwipeableActionTileState
SyncAck
The remote authority accepted the payload as-is.
SyncConflict
The remote authority's state for this OutboxItem.idempotencyKey has diverged from what was queued — remotePayload is its current value, handled per ConflictPolicy.
SyncOutcome
Result of one OutboxUploader call.
SyncStatusCard
Presentation-only sync status with a manual sync/retry button, for the achievement or leaderboard seams. The caller runs the sync (for example AchievementSyncCoordinator.sync) and maps its result to status; this widget never reads a service or shows an exception. A callback that returns without throwing is not shown as success: only status is.
TapHintPointer
Non-blocking animated hand that shows the player where to tap or swipe (FEAT-131). Complements SpotlightOverlay/TutorialSequence, which dim and explain but do not demonstrate the gesture.
TappableCircle
A circle that flips between two NeonTheme accents on tap — the single piece of interactive state this starter template proves works through a real GameWidget (see neon_dialog.dart's overlay pattern doc comment, which this template's demo screen also exercises).
TeamMemberItem
Caller-supplied member item presentation model.
TeamRosterList
Lazy list of clan or team members with caller-owned promote/kick actions and capacity counting.
ThemeContrastConfig
Thresholds — defaults are WCAG 2.1 AA. Pass a stricter ThemeContrastConfig (e.g. normalTextThreshold: 7.0 for AAA) to tighten the bar without touching validator code.
TieredLeaderboardRow
One tiered leaderboard competitor row (FEAT-139).
TieredRewardChest
Chest that visually upgrades Wood -> Silver -> Gold -> Diamond as the caller raises currentTier, then opens with tier-colored rays and the caller-supplied reward for that tier (FEAT-124).
TitleChipPicker
Wrap-layout title selector with caller-owned unlock and selection state.
TitleOption
One caller-owned player title.
ToastBanner
Small candy-styled toast banner + a static ToastBanner.show helper.
TooltipBubble
Small candy-styled speech-bubble container for coach-mark/hint use cases.
TrustedClockService
A rewind-proof clock that RECOVERS from a suspicious forward jump instead of permanently locking onto it (IDEA-40) — the failure mode utils/clamped_clock.dart's plain watermark clamp has: once a forward jump (deliberate or an honest clock misconfiguration) bumps the watermark to some far-future instant, every time-gated system it backs stays locked until the REAL wall clock naturally catches up to that instant — which, for a big jump, can be months or years.
TrustedTimeSource
Optional seam for a caller-supplied trusted time source (e.g. an NTP round-trip, or a server timestamp from any authenticated request the app already makes) — deliberately not implemented by this package (no network dependency baked in, same reasoning as every other seam here: AnalyticsProvider/CrashReporter/PurchaseSeam).
TutorialSequence
Orchestrates a multi-step onboarding tutorial by showing one SpotlightOverlay at a time for whatever step controller is currently on — composes SpotlightOverlay rather than reimplementing its highlight/callout logic; this widget is purely the step-advancing state machine around it.
TutorialSequenceController
Plain ChangeNotifier the caller creates and owns (like a TextEditingController, same pattern as ScreenShakeController in screen_shake.dart) — drives which step of a TutorialSequence is showing, if any.
TutorialStep
One step of a TutorialSequence — same fields as SpotlightOverlay (which this composes, not reimplements), minus SpotlightOverlay.onDismiss (the sequence supplies that itself, wired to advance to the next step).
UpgradeCost
One caller-formatted upgrade cost row.
UpgradePreviewPanel
Presentation-only upgrade preview comparing supplied stats/costs.
UpgradeStatChange
One caller-formatted before/after stat preview.
VersionedJsonStore<T>
A thin, versioned JSON object store on top of StorageService's plain key-value strings — for save data with actual shape (player profile, level progress) that needs to survive a schema change between game versions without losing old players' data.
VersionedSyncConflict<T>
Both sides of a genuine VersionedJsonStore.syncWith conflict — local and cloud both have DIFFERENT data (see VersionedJsonStore.syncWith's own doc for exactly when this is raised), so picking a winner by timestamp alone risks silently discarding real progress from whichever device loses.
VersionedSyncConflictResolution<T>
What an onConflict handler decided to do about a VersionedSyncConflict — built via one of the 3 named constructors, never directly.
VersionedSyncConflictSide<T>
One side (local or cloud) of a VersionedSyncConflict — the parsed value plus the syncedAtMs timestamp it was saved under.
VictoryCardTemplate
Pre-built "victory card" a game can drop straight in for a level-complete / result screen, then screenshot + share via the existing pipeline in share_helper.dart. This widget only renders — it has no idea a share pipeline exists.
VipPerk
Single loyalty/VIP benefit (presentation-only).
VipPerkProgressRow
Presentation-only card/row displaying current VIP tier, point progress toward the next tier, and unlocked perks (FEAT-145).
VulnerabilityAdvisory
One vulnerability advisory — supplied by the CALLER (see this file's doc comment), never produced by this file itself.
WakeLockService
Keeps the screen from auto-locking while enabled — wraps wakelock_plus with a persisted on/off preference (StorageKeys.wakeLockEnabled), the same shape as AudioManager's muted flag, so a consuming app can expose its own settings toggle instead of the kit unconditionally forcing the screen to stay on.
WatchdogEntry
One still-live tracked resource — owner is free text (typically a runtimeType.toString() or a widget's debug label), not a live reference to the resource itself: this class never holds the actual Ticker/AnimationController/etc, only metadata about it, so tracking something can never itself keep it alive or leak it further.
WatchdogRow
WeeklyChallengeCard
A weekly live-ops challenge card showing event progress and milestone rewards.
WheelPointerClicker
The fixed pointer of a WheelSpinner: flicks about its top anchor by angle (radians), which the wheel derives from its own rotation — this widget owns no timer or controller.
WheelSegment
One slice of a WheelSpinner — caller-supplied, same convention as LeaderboardEntry/VictoryCardTemplate.statLines: this widget never invents reward values or odds, it only renders and animates.
WheelSpinner
A candy-styled "wheel of fortune" — draws its own pie-slice wheel via CustomPaint (no extra package dependency), spins to whatever index controller requests, and reports the landed WheelSegment via onSpinEnd. A fixed pointer marks the winning slice at the top; the wheel itself is the only thing that rotates.
WheelSpinnerController
Plain ChangeNotifier the caller creates and owns (like a TextEditingController, same pattern as ScreenShakeController in screen_shake.dart) — triggers a spin on the WheelSpinner it's attached to.
WheelSpinnerPainter
Public (rather than the usual underscore-private painter convention in this file's siblings) so a widget test can pull .segments back off the mounted CustomPaint — same testability reason as SpotlightOverlay's SpotlightHolePainter.
WinStreakFlameHud
Win streak HUD with escalating flame tiers and caller-owned reward multiplier (FEAT-137).
WorkloadPerformanceBudget
Evaluates integration test frame workload reports against configurable budgets (ENH-102).
XpLevelHeader
Compact player level badge with an XP bar toward the next level. Presentation-only: the caller computes XP, persists it and detects level-ups.

Enums

AdvisorySeverity
AnalyticsDropReason
Why one logEvent call never reached the real AnalyticsProvider.
AnalyticsQueueDropReason
AssetKind
Which loader path an item needs — the coordinator itself never touches Flame/audio/Flutter asset APIs directly; a consumer's injected AssetLoaderFn dispatches on this.
AssetLicenseIssueKind
AsyncButtonStatus
AsyncCommonButton's current phase.
AuditRuleId
AuditSeverity
BattlePassMilestoneStatus
BattlePassTrack
BudgetDirection
Whether a budget's BudgetPolicy.limit is a ceiling or a floor.
ChallengePeriod
How often SeededChallengeService.currentSeed's periodKey rolls over — daily ties to todayEpochDayClamped, weekly to that same day number floor-divided by 7 (same ISO-ish "group of 7 epoch days" convention DailyQuestService/SeasonEventService's own period keys already use elsewhere in this package).
CharacterCollectionFilter
ChestTier
Upgrade ladder for TieredRewardChest (FEAT-124).
ClockJudgement
How a new ClockSample compares to the previously recorded one.
CloudSaveStatus
CollectionAlbumFilter
CommonButtonVariant
Button style: 3 labeled pill variants + 1 icon-only round variant.
ConfettiShape
Confetti piece shape — mixed randomly so a burst isn't visually uniform.
ConflictPolicy
What to do when OfflineOutboxService uploads an item and the remote authority reports its state has diverged from what was queued locally.
ConnectivityCardState
ConnectivityState
ConsentCategory
A privacy-relevant capability gated by consent. Deliberately does not include "ads" — this kit ships no ads mediation seam by product decision (see FEAT-02's rejection), so there is nothing here to gate for that category.
ConsentSource
ConsentStatus
ContentPackStatus
ContrastCheckKind
What a ContrastCheck/ContrastIssue is checking — each kind has its own natural threshold (WCAG normal text is stricter than a UI component's border, which is stricter than "disabled state must at least not be the exact same color as its background").
CooldownStatus
DeepLinkOutcome
DeepLinkResultStatus
DependencySource
DependencyType
DeprecationStatus
EconomyCertificateCardStatus
EconomyCertificateStatus
Result of EconomyCertificate.verify — a single typed status a backend or another device can branch on, instead of re-deriving "is this really trustworthy" from raw HMAC/clock plumbing itself.
EventCalendarStatus
Lifecycle state supplied by the caller; the widget does not derive dates or convert timezones.
EventParamType
FrameTimingClass
FriendRequestAction
GameAccessibilityCategory
Broad bucket a GameAccessibilityEvent falls into — used only to rate- limit/coalesce a burst (several level-ups from one big XP grant, several reward lines from one combined claim) so a screen reader isn't spammed with overlapping announcements. Not tied to any specific kit service — GameAccessibilityCategory.custom covers anything a consumer app wants to announce that isn't one of the 3 common casual-game moments.
GameJoystickDirection
Eight-way direction emitted by GameJoystick.
GamePauseReason
GameSessionPhase
GateDecision
What an app should show for the current version/maintenance state. Ordered by severity: maintenance and forceUpdate block play, softUpdate is dismissible, ok shows nothing.
GiftLivesRequestState
GuardrailRowState
HapticLevel
Haptic feedback — every call site in the app using HapticFeedback.* must go through here to respect the StorageKeys.hapticsEnabled flag (disabled from Settings).
HoldToConfirmShape
Visual style of the fill-progress indicator while HoldToConfirmButton is being held. radial draws a ring around a circular icon button (the classic "hold to delete" shape); linear fills a pill from the left, like CommonButton's shape.
HudBreakpoint
Coarse layout mode AdaptiveGameHud switches between — compact hides HudSlot.side (no room for it), expanded shows every slot. Driven by width alone (see AdaptiveGameHud.compactBreakpointWidth) rather than orientation, since an orientation change on the same device already changes width — a separate orientation check would just be a second source of truth for the same decision.
HudSlot
Named regions AdaptiveGameHud arranges HUD content into (FEAT-52).
ItemRarity
JuicyPreset
KillSwitchSource
Where a KillSwitchState decision actually came from — surfaced so a debug overlay/health report can tell "ops explicitly killed this" apart from "we couldn't reach a fresh answer and fell back".
LeaderboardTier
Competitive league for a TieredLeaderboardRow (FEAT-139).
LevelState
Progress state of a single level node in a LevelSelectGrid — the grid holds no progress logic of its own, this is what the caller's own save/progress system hands in per level.
LevelUpPhase
Lifecycle of one queued level-up celebration: idle (no overlay) → xpFill (bar animates to full) → levelPop (level number bounces in) → rewardReveal (reward lines fade in) → back to idle once the whole queue is done, or xpFill again for the next queued level.
LicenseCategory
A LICENSE file's text, reduced to one of 3 buckets — deliberately coarse (not "is this exact SPDX id compatible with our own license"): this is a policy GATE flagging "needs a human to look," not a legal compatibility engine.
ManualResolution
What a caller decided for an item sitting in OfflineOutboxService.manualReviewItems.
MeasurementSource
Where a PerformanceBudgetMetric's value actually came from.
MoveHintType
Categories for caller-supplied puzzle-move hints (FEAT-138).
MysteryChestPhase
NotificationPermissionPrimerChoice
Which branch showNotificationPermissionPrimer resolved to.
OutboxConflictResolution
OutboxQueueStatus
PerformanceBudgetViolationKind
PerformanceTier
Coarse runtime performance bucket a decorative shader/ticker layer (AuroraBgLayer, NeonAuraLayer — see ShaderTickerLayerState) checks to decide whether to keep animating.
PlatformKind
This kit's classification of the running platform — coarser than TargetPlatform (folds "on the web" in as its own kind regardless of the underlying OS, since web capability differs from native regardless of TargetPlatform).
QuestPeriod
How often a quest's progress/claim state resets.
RemoteConfigHealthSource
RemoteConfigSource
Where RemoteConfigService's current config actually came from — exposed alongside RemoteConfigService.snapshot so a caller/test can tell "still asset-only" apart from "remote merged in" without having to diff key values (ENH-58).
RemoteSchemaFieldType
ReplayRngCheckStatus
ReplayVerificationStatus
RetryOutcome
Why a single attempt/the whole RetryExecutor.run call ended the way it did — passed to onAttempt for observability (logging, a debug overlay, ...).
RewardAuditStatus
RewardedAdStatus
RewardPlanPreviewStatus
RewardSequenceStep
RewardSource
Where a RewardTransactionRecord originated — purely descriptive, used for the audit trail/reconciliation, not for any behavior branch inside RewardTransactionPipeline itself.
RewardTrackClaimState
RewardTrackLane
RewardTransactionStatus
RewardTransactionRecord.status lifecycle: pending (reserved, no line applied yet) → partial (some lines applied, one failed — resumable, never rolled back) → committed (all lines applied). There is no terminal "failed" state: a request that fails validation is rejected before a record is ever created, so every persisted record is always resumable via RewardTransactionPipeline.resumePending.
RoyCasualKitModule
Optional modules that RoyCasualKit.initialize can register.
RoyCasualKitStatus
RoyLifecycleEvent
RoyLifecycleState
SaveConflictChoice
SaveHealthResult
Outcome of SaveHealthCard's most recent self-check.
SbomIssueKind
ScenePreloadStatus
SceneTransitionPhase
Lifecycle of one scene transition: idle (no overlay, old/new scene interactive) → covering (fading a barrier in over the old scene) → loading (barrier up, showing progress) → revealing (fading the barrier back out over the new scene) → back to idle; or error instead of revealing if the load failed.
SceneWipeShape
SdkErrorKind
SmartReviewFunnelChoice
Which branch showSmartReviewFunnel resolved to.
SpringMotionPreset
SwipeSide
SyncStatus
TapHintGesture
Gesture a TapHintPointer demonstrates (FEAT-131).
TeamRole
Role of a team or clan member.
TierZone
Competition zone based on weekly league rank — caller computes it (FEAT-139).
TooltipPointerDirection
Which edge of the bubble the triangular pointer nub sits on — i.e. which side points at the thing being called out. up = nub on the top edge (bubble sits below its target), down = nub on the bottom edge (bubble sits above its target).
UnknownFieldPolicy
What to do with a param key an EventSchema doesn't declare.
VersionedSyncConflictStrategy
Which side VersionedSyncConflictResolution picked.
WatchdogKind
What kind of disposable resource a WatchdogEntry tracks — the 5 categories this task's own user story names (ticker/controller/ overlay/subscription/Flame component); custom covers anything else a consumer app wants to track through the same mechanism.

Mixins

PooledComponent
Mixin for a Flame Component that automatically returns itself to whatever pool acquired it once Flame removes it from the component tree (FEAT-48) — pairs ObjectPool (core/utils/object_pool.dart) with Flame's own removal lifecycle so a caller never has to remember to call pool.release(this) manually alongside removeFromParent().

Constants

assetLicenseManifestSchemaVersion → const int
Current on-disk schema version for asset/LICENSES.json — bump this (and add a migration in whatever reads an older one) on a breaking shape change.
checksumKey → const String
HMAC checksum layer sitting on top of StorageService's exportAll()/importAll() — sign a save file on export, verify it on import, so a consuming game can detect a save that was hand-edited (e.g. someone bumped their coin count with an external tool).
defaultDisallowedLicenses → const Set<String>
Default license-string denylist — free-text placeholders/none-of-the- above values a manifest entry should never actually carry into a publish. An SPDX id not on this list is NOT thereby assumed safe to distribute — this is a denylist (catches known-bad), not an allowlist (an unrecognized but genuinely permissive license, e.g. a public- domain audio track's own custom wording, still passes through).
isE2eTest → const bool
Build-time switches used only to make device automation deterministic.
kAppName → const String
App info (shown on Home / About).
kCopyright → const String
kDailyLoginCycleLength → const int
Length of the repeating daily-login-streak cycle: day 1..7, then wraps back to day 1 (see doc/task/todo/FEAT-07-daily-login-streak-calendar.md).
kEnergyReminderNotificationId → const int
ReminderService.scheduleNext/ReminderService.cancel id for the energy-full reminder scheduled by rescheduleEnergyReminder — distinct from ReminderService's own default id: 0 slot and from kStreakReminderNotificationId, so all 3 coexist as independent notifications.
kStreakReminderNotificationId → const int
ReminderService.scheduleNext/ReminderService.cancel id for the streak-expiring reminder scheduled by rescheduleStreakReminder.

Properties

clockRewindBlockedCount ↔ int
A "never goes backward" clock — a monotonic day/ms clock shared by every time-based reward system (daily reward, streaks, season...). It's a standalone helper here, rather than logic scattered across each place that needs it, so every date-based reward system goes through the same protection layer.
getter/setter pair
debugTimeOffsetMs → int
The debug-only offset currently added to the real wall clock by every nowMsClamped/todayEpochDayClamped read — always 0 unless setDebugTimeOffsetMs was called. Exposed read-only for a debug/QA panel to show the current "time travel" state.
no setter
defaultAuditRules → List<AuditRule>
The 3 rules this audit actually runs — see this file's doc comment for why there are only 3, not 6.
final
kAppBuildNumber ↔ String
getter/setter pair
kAppVersion ↔ String
Displayed version + build number — read AUTOMATICALLY from pubspec at startup (see loadAppVersion in main.dart), so it never drifts from pubspec.yaml. The default value is only a fallback for when package_info hasn't loaded yet (e.g. widget tests).
getter/setter pair
kPackageName ↔ String
Package/bundle id — read AUTOMATICALLY from loadAppVersion just like kAppVersion, used for store links (rate/share) instead of a hardcoded string.
getter/setter pair

Functions

asBoolOr(Object? v, bool fallback) → bool
Reads v as a bool.
asDoubleOr(Object? v, double fallback) → double
Reads v as a double, accepting a JSON integer for it too (see asIntOr for why dart:convert can hand back either).
asIntOr(Object? v, int fallback) → int
Reads v as an int. dart:convert decodes a whole-number JSON value as int but a value with .0 may come back as double (or vice versa depending on the source) — both are accepted here.
asStringOr(Object? v, String fallback) → String
Reads v as a String (empty string is a valid value, not a miss).
auditDependencies({required List<DependencyEntry> entries, required Map<String, LicenseCategory> licenseByPackage, required int nowMs, List<VulnerabilityAdvisory> advisories = const [], List<SbomSuppression> suppressions = const [], Set<String> unpinnedPackages = const {}}) → List<SbomIssue>
Cross-checks entries against license classifications, an optional advisories list, and pinnedOnly policy, returning every issue not covered by an unexpired SbomSuppression.
battlePassMilestoneStatuses({required BattlePassMilestone milestone, required int progress, required bool vipEnabled, required Set<String> claimedFreeIds, required Set<String> claimedVipIds}) → List<BattlePassMilestoneStatusView>
buildMigrationRegistry(RemoteSchemaDef schema, {required Map<int, Map<String, Object?> Function(Map<String, Object?> input)> stepMigrations}) → SaveMigrationRegistry
Wires schema's version history into a SaveMigrationRegistry — one stepMigrations entry per consecutive (fromVersion, toVersion) hop is required (this compiler cannot safely synthesize field-transform logic from a declarative schema alone). Throws RemoteSchemaCompilerException if a hop's migrate function is missing; SaveMigrationRegistry's own constructor still re-validates the resulting chain.
captureBoardPng(GlobalKey<State<StatefulWidget>> boundaryKey, {double pixelRatio = 2.0, String? overlayText}) → Future<Uint8List?>
Captures boundaryKey (must be a RepaintBoundary) as a PNG, overlaying overlayText (if any) on a translucent bar at the bottom of the image — so the image carries its own level/score/date info even if the recipient only views/saves the picture, independent of the share caption. Returns null if the widget hasn't built yet (context is null). Kept separate from shareBoardImage so it's testable without touching share_plus's platform channel.
cardFlipTransform({required double angle, double perspective = 0.0015, Axis axis = Axis.horizontal}) → Matrix4
Calculates the 3D perspective transform matrix for card flipping.
checkPerformanceBudgets({required List<PerformanceBudgetMetric> measurements, required List<BudgetPolicy> policies, List<PerformanceBudgetMetric> baseline = const [], int? nowMs}) → PerformanceBudgetResult
Checks measurements against policies. Each policy fails on at most one PerformanceBudgetViolation (checked in the order: missing, wrong source, stale, over budget, regression) — stops at the first that applies rather than piling up redundant complaints about one metric.
classifyClockSample({required ClockSample previous, required ClockSample current, Duration normalTolerance = const Duration(seconds: 5), Duration suspiciousJumpThreshold = const Duration(hours: 1)}) → ClockJudgement
Pure classifier — no storage, no singletons — comparing current against the previous recorded sample. Exposed directly (not just through TrustedClockService) so a test can drive the full normal/rewind/jump/reboot matrix without touching StorageService.
classifyFrameDuration(Duration duration) → FrameTimingClass
classifyLicenseText(String? licenseFileContent) → LicenseCategory
Classifies a LICENSE file's raw text by matching well-known license header text — case-sensitive on purpose (a license file's own actual wording is what a legal reviewer would look at too, a lowercase substring match risks matching unrelated prose).
coinArcOffsetAt(Offset from, Offset to, double t, {required double arcHeight}) → Offset
Position along a quadratic Bézier arc from from to to at progress t (0..1) — IDEA-22, replaces a straight-line Offset.lerp so a coin visibly arcs up then down instead of sliding on a dead-straight line. The control point sits above the midpoint by arcHeight pixels. Pure function (no widget involved) so the curve shape is unit-testable on its own.
coinScaleAt(double t) → double
Scale at progress t (0..1): pops up to 1.2x over the first half of the flight, then eases down to a 0.9x "squash" by the time it lands — IDEA-22, replaces a constant 1.0 scale for the whole flight.
comboSyncHapticPattern({required int steps, required Duration stepInterval, HapticLevel levelForStep(int step)?}) → HapticPattern
Builds a HapticPattern synced to a combo/SFX sequence whose timing is already known ahead of time (IDEA-67) — e.g. a pitch-escalating combo SFX that steps every stepInterval. No real-time audio analysis: this is a pure data-driven mapping from "N steps, M ms apart" straight onto HapticPattern's own pulse/delay shape, played via HapticChoreographer.play exactly like any other pattern — the caller is responsible for actually starting the SFX at the same moment.
comboTierColor(int multiplier) → Color
Returns the theme color for a combo multiplier level (FEAT-128).
compareAppVersions(String a, String b) → int?
Compares a to b as semver strings, per this policy:
confettiOffsetAt(ConfettiParticle particle, double t) → Offset
Offset from its spawn point at t seconds since the burst started: falls straight down at ConfettiParticle.fallSpeed while swaying side-to-side on a sine wave. Pure function of (particle, t) — no widget/render state involved, so it's unit-testable on its own.
confettiOpacityAt(double t, double totalSeconds) → double
Opacity at t seconds into a totalSeconds effect: fully opaque until 70% elapsed, then fades linearly to 0 so the burst doesn't cut off abruptly. totalSeconds <= 0 is treated as already-finished (0).
confettiRotationAt(ConfettiParticle particle, double t) → double
Rotation (radians) at t seconds since the burst started.
contrastRatio(Color a, Color b) → double
WCAG contrast ratio between 2 colors, always >= 1.0 regardless of argument order (https://www.w3.org/TR/WCAG21/#dfn-contrast-ratio).
currentBattlePassMilestoneIndex(List<BattlePassMilestone> milestones, int progress) → int
defaultHealthCollectors() → List<HealthCollectorSpec>
This package's own built-in collectors — one per module named in FEAT-39's sprint slice (app version, FPS/performance tier, audio, config source, replay buffer). Each reports registered: false (never an error) when its module isn't Get.put in this app, since "not wired up" isn't a health PROBLEM this report should flag.
detectPlatformCapabilities({bool? isWeb, TargetPlatform? targetPlatform}) → PlatformCapabilitySnapshot
Pure detection — no platform channel, no plugin, just the 2 primitives Flutter itself already resolves at process start (kIsWeb/defaultTargetPlatform). isWeb/targetPlatform are injectable so a device-matrix test can fixture every combination without needing a real device per platform. Never throws.
dlog(String msg) → void
Debug log prefixed 'roy93~' — prints ONLY in debug builds, no-op (tree-shaken away) in release. Funnels every on-device debug trace through one place, without cluttering release logs.
durationToLocalMidnight(DateTime now, int daysLeft) → Duration
Time remaining until DEVICE-LOCAL midnight daysLeft days from today.
energyFullReminderDelay(EnergyService energy) → Duration?
How long until energy's bar is completely full (null if it already is, or EnergyService.hasInfiniteLives is active — no reminder is useful in either case). Pure function of energy's own already-tested getters (EnergyService.currentEnergy/EnergyService.timeUntilNextEnergy), not a new regen formula — EnergyService.timeUntilNextEnergy alone only answers "until the NEXT point", so this adds the remaining whole ticks after that on top.
evaluateVersionGate({required String currentVersion, required AppVersionGateConfig config}) → GateDecision
Pure decision function — no I/O, no singletons, easy to fixture-test.
eventSchemaAuditHealthCollector(SdkEventSchemaRegistry registry) → HealthCollectorSpec
Opt-in SdkHealthReport (FEAT-39) section reporting recent event validation activity — a consumer registers this itself, same reasoning memoryWatchdogHealthCollector (FEAT-74) isn't part of defaultHealthCollectors(): it needs a specific registry instance, not a module a consumer either has or hasn't registered.
findFirstDivergence(List<Object?> expected, List<Object?> actual) → ReplayDivergence?
Compares 2 ordered outcome lists (e.g. a recorded session's outcomes vs a fresh replay's outcomes) and returns the FIRST point they differ — including a length mismatch, treated as the shorter list "missing" the longer one's extra entries starting there.
fireHaptic(HapticLevel level) → void
fitFontSizeForLongestWord(String label, double maxWidth, {List<double> candidates = const [11, 10, 9, 8], FontWeight fontWeight = FontWeight.w700, String? fontFamily = 'packages/roy_casual_kit/Baloo2', double measureWord(String word, double fontSize)?}) → double
The largest font size in candidates for which every word of label still fits within maxWidth.
floatingEmojiOffsetAt(FloatingEmojiParticle particle, Size bounds, double elapsedSeconds, {double riseDistance = 260}) → Offset
floatingEmojiOpacityAt(FloatingEmojiParticle particle, double elapsedSeconds) → double
fmtDur(Duration d) → String
Formats a Duration as "mm:ss" (minutes:seconds, each part 2 digits). Used for the reconnect countdown on Home / Level Select / World Map.
fmtDurDays(Duration d) → String
Formats Duration as "Xd Yh" when 24 hours or longer (e.g. "3d 4h"), or delegates to fmtDurLong when under 24 hours (FEAT-130).
fmtDurLong(Duration d) → String
Formats Duration as "mm:ss" when under an hour (same as fmtDur), or "hh:mm:ss" once it reaches an hour — for longer timers (energy/lives refill, boss events) where fmtDur would wrap and understate the time left. fmtDur itself is untouched (kept for its existing short-timer contract); use this one for anything that can run past 60 minutes.
fmtNum(int n) → String
Formats a large integer (coins, score, price, boss HP…) with a THOUSANDS SEPARATOR matching the CURRENT LANGUAGE: vi → "10.000", en → "10,000", de → "10.000"… Uses NumberFormat (intl) keyed on Get.locale; if the locale is unknown/has no data, falls back to manual grouping with '.' (Vietnamese-style) so it NEVER throws.
fmtNumCompact(num n) → String
Abbreviates large numbers (idle/tycoon-scale coin balances) as 1.5K/2.4M/10.8B/1T, one decimal place, trailing .0 dropped. Below 1000 falls back to fmtNum (locale-aware thousands separator).
fnv1aHash(String input) → int
FNV-1a, 32-bit — a small, dependency-free string hash. Deterministic by construction (no reliance on Dart's String.hashCode, which is explicitly NOT guaranteed stable across Dart versions/runs) — any code that needs a hash to stay the same across app rebuilds/SDK upgrades (an experiment bucket assignment, a namespaced RNG seed, ...) must use this instead.
generateConfettiParticles(int count, List<Color> colors, {Random? random}) → List<ConfettiParticle>
Generates count particles with randomized traits drawn from colors. Pure aside from random (pass a seeded Random for deterministic tests) — kept separate from the widget so "did we spawn the right number of particles, with colors from the given palette" is a plain unit test.
generateModelSource(RemoteSchemaDef schema) → String
Generates a self-contained (zero-import) immutable Dart model class for schema's RemoteSchemaDef.current version — value-equal (==/ hashCode), fromJson/toJson, never-throwing field readers (a wrong-typed field falls back to a type-appropriate default, same tolerant-parsing contract lib/core/utils/safe_json.dart follows, re-implemented inline here instead of imported so the output has no dependency on this package at all).
goldenShimmerOffsetAt(double progress) → double
hapticLevelForGroupSize(int size) → HapticLevel
Maps a just-popped group's size to a haptic level (pure, testable) — use this once real group/pop matching rules exist.
hapticLevelForJuicyPreset(JuicyPreset preset) → HapticLevel
inventoryGridCellDelta({required int oldIndex, required int newIndex, required int crossAxisCount, required double cellSize, required double spacing}) → Offset
Calculates the layout translation delta between oldIndex and newIndex.
inventoryGridCellOffset({required int index, required int crossAxisCount, required double cellSize, required double spacing}) → Offset
Calculates the top-left offset of a grid cell relative to the grid origin.
isCardFrontVisible(double angle) → bool
Returns true when the front face of a 3D flip card is oriented toward the camera.
itemArcOffsetAt(Offset from, Offset to, double t, {Offset curveOffset = const Offset(0, -60)}) → Offset
itemScaleAt(double t) → double
levelForTotalXp(List<LevelDefinition> curve, int totalXp) → int
Level reached at totalXp against curve (already validated, sorted by level ascending). Caps at the curve's last (max) level regardless of how far totalXp exceeds it.
levelPathNodeCenter(int index, double width, {double rowHeight = 96, double amplitude = 0.62}) → Offset
Pure math helper: computes center position of node index along an S-curve saga path (FEAT-133).
levelStateBorderColor(LevelState state) → Color
Node border color for state.
levelStateFillColor(LevelState state) → Color
Node fill color for state — dim gray for locked, card white for unlocked, gold for completed.
levelStateIcon(LevelState state) → IconData?
Icon shown over a LevelNodeButton for state — only locked gets one (a lock glyph instead of the level number); unlocked/completed just show the number, distinguished from each other by fill/border color.
levelStateTappable(LevelState state) → bool
Whether a node in state can be tapped at all.
maybeRequestReview({required int recentWinStreak, required Future<void> showReview(), int minWinStreak = 3, bool everDeclined = false, Duration cooldown = const Duration(days: 30)}) → Future<bool>
Decision logic for "should we ask for a store review right now" — the classic casual-game pattern of prompting right after a happy moment (e.g. a win streak), without asking too often.
memoryWatchdogHealthCollector() → HealthCollectorSpec
Opt-in SdkHealthReport (FEAT-39) section reporting the current orphan count/kinds — a consumer app registers this itself (report ..register(memoryWatchdogHealthCollector())), it's not part of defaultHealthCollectors() since, unlike audio/performance/ remoteConfig, this isn't a runtime module a consumer "has registered or not" — it's always available, opt-in by nature of being a debug diagnostic.
milestoneProgressRatio({required int progress, required int previousThreshold, required int nextThreshold}) → double
multiplierIndexAtNormalizedProgress(double progress, int count) → int
Pure math helper: maps normalized progress 0.0..1.0 across an arc to a sector index 0..count-1 (FEAT-132).
multiplierNeedleAngleAtProgress(double t, {double maxAngle = 0.38 * math.pi}) → double
Pure math helper: computes the oscillating needle angle in radians for animation progress t in 0.0..1.0 (FEAT-132).
mysteryChestPhaseAt(double progress) → MysteryChestPhase
nowMsClamped([StorageService? storage]) → int
Current millisecond timestamp, clamped to never go below the largest value seen so far.
offlineEarnings({required int lastClaimedMs, required int nowMs, required int maxOfflineCapMs, required double productionRatePerSecond}) → double
Same formula as OfflineProgressionService._earningsAt(): earnings accrued between lastClaimedMs and nowMs, capped at maxOfflineCapMs elapsed, at productionRatePerSecond.
Pure parser — no I/O, no singletons — matches uri against routes in order, first match wins. Rejects (never throws) on: a URI longer than maxLength (guards against an oversized query string), a scheme/host not in any route, or a path that doesn't match any route's shape.
parsePubspecLock(String content) → List<DependencyEntry>
Parses a pubspec.lock file's content into every resolved package, sorted by name — this ordering is what makes the resulting SbomDocument reproducible: the same lock file always produces byte-identical JSON, regardless of the lock file's own key order or any Map iteration order.
piggyBankFillRatio({required int amount, required int capacity}) → double
piggyBankIsFull({required int amount, required int capacity}) → bool
pooledParticleOffsetAt({required Offset center, required double angle, required double travelDistance, required double progress}) → Offset
pooledParticleOpacityAt(double progress) → double
prestigeMultiplier({required int relics, required double bonusPerRelic}) → double
Same formula as PrestigeService.currentMultiplier: the permanent earn-rate multiplier a player's accumulated prestige meta-currency (relics) grants — 1 + relics * bonusPerRelic, so relics == 0 (never prestiged) is exactly 1 (no change), and each relic owned adds a flat bonusPerRelic on top, forever (relics are never soft-reset by a prestige, only the low-tier currencies are).
pseudoLocalize(String value) → String
Deterministically transforms value into a "pseudo-localized" string: every vowel becomes its accented look-alike (see _accentMap's doc), the string is padded to roughly 40% longer (the commonly-cited average real-world translation expansion factor — stress-tests overflow before a real translator ever touches the key), and the whole thing is wrapped in [[...]] so a truncated render (a missing closing ]]) is visually obvious too.
radialActionOffsetForIndex({required int index, required int itemCount, required double radius, required double startAngleDegrees, required double sweepAngleDegrees}) → Offset
regenEnergy({required int count, required int maxEnergy, required int lastMs, required int nowMs, required int intervalMs}) → EnergyRegenResult
Same formula as EnergyService._regen(): credits whole intervalMs ticks earned between lastMs and nowMs, capped at maxEnergy. A no-op (returns count/lastMs unchanged) when already full or when no whole tick has elapsed yet.
relativeLuminance(Color color) → double
WCAG relative luminance (https://www.w3.org/TR/WCAG21/#dfn-relative-luminance).
replayCapsule(ReplayCapsule capsule, Object? handler(ReplayEvent event, SeededRandomService rng), {SeededRandomService? rng}) → ReplayDivergence?
Replays capsule's events through handler — invoked once per event with a fresh SeededRandomService seeded from the capsule (so the SAME namespace-fork behaviour a live session got, FEAT-45, is exactly what a replay gets too) — and reports the first point the produced outcomes diverge from what was originally recorded, or null if the replay reproduced the session exactly.
rescheduleEnergyReminder({required EnergyService energy, required ReminderService reminder, String title = 'Năng lượng đã đầy!', String body = 'Quay lại chơi ngay để không lãng phí năng lượng.'}) → Future<void>
Re-derives the energy-full reminder from energy's CURRENT state and (re)schedules it via reminder at kEnergyReminderNotificationId — or cancels that slot if no reminder is currently useful (already full, or infinite lives active). Call this again any time energy state changes (after consumeEnergy, after grantInfiniteLives, on app resume) so a stale schedule never outlives the state it was computed from (IDEA-62's AC3) — this coordinator has no way to observe those changes on its own, by design (no new cross-service event bus for something a caller can just call directly at the right hooks).
rescheduleStreakReminder({required DailyLoginService dailyLogin, required ReminderService reminder, Duration warnBefore = const Duration(hours: 4), String title = 'Đừng để mất streak!', String body = 'Streak điểm danh của bạn sắp hết hạn hôm nay.'}) → Future<void>
Re-derives the streak-expiring reminder from dailyLogin's CURRENT state and (re)schedules it via reminder at kStreakReminderNotificationId — or cancels that slot if today's reward is already claimed. Call this again any time login-streak state changes (after claimToday, on app resume) for the same reason rescheduleEnergyReminder's own doc explains.
rewardTrackClaimState({required RewardTrackTier tier, required int currentXp, required bool premiumEnabled, required Set<String> claimedFreeIds, required Set<String> claimedPremiumIds, required RewardTrackLane lane}) → RewardTrackClaimState
scanAccessibility({required Map<String, String> fileContents, List<AuditRule> rules = const [], AuditBaseline baseline = AuditBaseline.empty}) → List<AuditViolation>
Scans fileContents (path → source text) against rules, dropping anything baseline suppresses. A file present in fileContents with no violations contributes nothing — this function never reports "clean" files, only actual findings.
sceneWipeMaxRadius(Size size, Offset center) → double
Farthest screen-corner distance from center, enough to cover full viewport.
sceneWipePath({required Size size, required Offset center, required double progress, required SceneWipeShape shape}) → Path
scratchThresholdReached(double ratio, {double threshold = 0.6}) → bool
setDebugTimeOffsetMs(int offsetMs) → void
Sets the debug-only offset nowMsClamped/todayEpochDayClamped add to the real wall clock before every read — FEAT-93's DebugQaOverlay "Time Travel" tab, letting a QA tester see a time-gated system (Daily Login/ Quest/Energy/Season Event) react to +2h/+24h/+7d without touching the OS clock (which routinely causes unwanted side effects elsewhere on the device). A no-op outside kDebugMode/kProfileMode — same posture as dlog (debug_log.dart) — so nothing outside an already debug-gated UI can ever move this, and it's always exactly 0 in a release build.
shareBoardImage({required GlobalKey<State<StatefulWidget>> boundaryKey, required String text, BuildContext? sharePositionContext}) → Future<void>
Captures the board then opens the share sheet with text. No-op if the capture fails.
shareJourneyCard({required Uint8List png, required String text, BuildContext? sharePositionContext}) → Future<void>
Opens the share sheet with an already-captured journey card PNG.
shareScoreCard({required GlobalKey<State<StatefulWidget>> boundaryKey, required String levelText, BuildContext? sharePositionContext}) → Future<void>
Captures a result widget (built temporarily in a hidden overlay right before calling this) then opens the share sheet with levelText — same pattern as shareBoardImage but with a separate file/caption because this is a result card, not a board screenshot. Wire this to VictoryCardTemplate (presentation/widgets/common/victory_card_template.dart) — wrap it in a RepaintBoundary(key: ...) and pass that key here.
shareText(String text, {BuildContext? sharePositionContext}) → Future<void>
One shared share pipeline used by every call site in the app — text-only (e.g. inviting friends) or with a captured screenshot (e.g. a level result). Don't create a separate share function/plugin call elsewhere.
showCommonBottomSheet<T>(BuildContext context, {required Widget child, Color? color, bool isDismissible = true, bool enableDrag = true, bool useRootNavigator = false, Color? barrierColor}) → Future<T?>
Presents child wrapped in a BottomSheetPanel via Flutter's native showModalBottomSheet.
showConfirmDialog(BuildContext context, {required String title, String? message, String? confirmLabel, String? cancelLabel, Color? color, IconData? icon}) → Future<bool>
Thin convenience wrapper over NeonDialog.show for the common "are you sure?" confirm/cancel case. Delegates all rendering to NeonDialog.show (which already handles the Flame-GameWidget-safe routing per this repo's Dialog pattern) — this just supplies the two actions and resolves to true/false based on which one was tapped.
showNotificationPermissionPrimer(BuildContext context, {required Future<void> onAccept(), Future<void> onDecline()?, String title = 'Bật thông báo để không bỏ lỡ phần thưởng?', String? message, String acceptLabel = 'Bật thông báo', String declineLabel = 'Để sau'}) → Future<NotificationPermissionPrimerChoice>
(IDEA-68) A soft "ask before you ask" primer shown BEFORE ReminderService's first scheduleNext()/cancel() call triggers the real native OS notification-permission dialog — same "soft-ask first" pattern showSmartReviewFunnel (IDEA-61) already uses for store reviews.
showSmartReviewFunnel(BuildContext context, {required Future<void> showReview(), Future<void> onFeedback(String feedback)?, String title = 'Bạn có thích game không?', String likeLabel = 'Thích ❤️', String dislikeLabel = 'Chưa thích 💔', String feedbackTitle = 'Điều gì khiến bạn chưa hài lòng?', String feedbackHint = 'Góp ý của bạn (không bắt buộc)', String feedbackSubmitLabel = 'Gửi góp ý'}) → Future<SmartReviewFunnelChoice>
(IDEA-61) A 2-step "Bạn có thích game không?" micro-survey shown BEFORE opening the real store review — routes a dissatisfied player to an internal feedback step instead of straight to a public store review, where a 1-star rating would otherwise be likely.
signExport(Map<String, Object?> data, String secret) → Map<String, Object?>
Signs data (the output of StorageService.exportAll()) with an HMAC-SHA256 keyed by secret, returning a new map equal to data plus one reserved checksumKey entry holding the hex-encoded digest.
springDescriptionFor(SpringMotionPreset preset) → SpringDescription
staggerGridDelayForIndex({required int index, required int crossAxisCount, Duration stagger = const Duration(milliseconds: 40)}) → Duration
starChestProgressFraction(int current, int target) → double
Pure math helper: computes the clamped progress fraction 0.0..1.0 for star chest collection (FEAT-134).
streakExpiringReminderDelay(DailyLoginService dailyLogin, {Duration warnBefore = const Duration(hours: 4)}) → Duration
How long until a reminder should fire warning the player their dailyLogin streak is about to lapse — null if today's reward is already claimed (the streak is safe, no reminder needed).
tapHintPointerOffsetAt({required TapHintGesture gesture, required double t, required Offset start, Offset? end, double bob = 8}) → Offset
Pointer position along a tap/swipe hint at animation t (0..1).
throttled(VoidCallback fn, {Duration window = const Duration(milliseconds: 600)}) → VoidCallback
Wraps fn so repeated calls within window of the last one that ran are dropped — guards a button/action callback against rage-tap causing a double purchase, double navigation, double submit. Only blocks double-firing; a throw from fn still propagates (never swallowed).
todayEpochDayClamped() → int
Days since epoch (UTC), clamped to never go below the largest value seen so far.
validateAssetLicenses({required List<String> assetPaths, required AssetLicenseManifest manifest, Set<String> disallowedLicenses = defaultDisallowedLicenses}) → List<AssetLicenseIssue>
Cross-checks every path in assetPaths (a directory walk of the asset/font/shader roots a game actually ships) against manifest, returning every mismatch found — an empty list means "clean, safe to publish" as far as asset licensing goes.
validateLevelCurve(List<LevelDefinition> levels) → SdkFailure<void>?
Checks a level curve's structural invariants before it's ever used to grant XP — a broken curve is rejected loudly at construction time (PlayerProgressionService's constructor throws) rather than producing silently-wrong level math later.
validateNeonThemeContrast({ThemeContrastConfig config = const ThemeContrastConfig()}) → List<ContrastIssue>
Validates the live NeonTheme across every state a consumer app can actually put it in — light/dark (NeonTheme.dark) crossed with the color-vision-deficiency-safe gem palette (NeonTheme.colorBlindSafe, see IDEA-38) — without leaving it mutated: both flags are restored to whatever they were before this call, in a finally, even if a caller passes a config that throws (it can't, but the guarantee holds either way).
validateNeonThemeContrastPairs(List<ContrastCheck> checks, {String state = 'default'}) → List<ContrastIssue>
Runs a fixed list of checks (each already carrying its own colors and threshold) and returns only the ones that failed, tagged with state for the report. Pure — no NeonTheme dependency; this is what a widget-fixture test or a caller with its own reskinned colors calls directly instead of validateNeonThemeContrast.
verifyAndStrip(Map<String, Object?> signed, String secret) → Map<String, Object?>
Verifies a map produced by signExport and, if the checksum matches, returns the original data with checksumKey removed — ready to pass straight into StorageService.importAll().
verifySignedFixture(RemoteSchemaDef schema, Map<String, Object?> signedEnvelope, String secret) → SdkResult<Map<String, Object?>>
Verifies a fetched/authored signedEnvelope the same way RemoteContentPack does at runtime: HMAC signature via save_integrity.dart's verifyAndStrip, then rejects a schemaVersion newer than schema's RemoteSchemaDef.current — a downgraded compiler run must never bake content shaped for a future schema into generated fixtures. Returns SdkFailure (never throws) on any problem so a CLI caller can report it and refuse to generate anything from it.
weightedRandomPick<T>(List<T> items, List<double> weights, {Random? random}) → T
Picks 1 item from items with probability proportional to the matching entry in weights — the shared loot-table/gacha-reward primitive so each new reward system (achievements, offline earnings, …) doesn't reimplement this. Pass a seeded random in tests for determinism.
wheelPointerBounceAngle({required double velocity, required double secondsSinceCrossing, required int segmentCount}) → double
Pointer deflection (radians) shortly after a segment crossing: a damped sine kick opposing the wheel's motion, scaled by angular velocity (radians/second) and capped to a fraction of one segment so the pointer never swings past the neighbouring slice.
wheelSegmentCrossingCount({required double previousRotation, required double currentRotation, required int segmentCount}) → int
Number of segment boundaries a wheel passed between two unwrapped rotations (radians). Boundaries sit every 2π / segmentCount; the previous rotation is exclusive and the current one inclusive, so a frame resting exactly on a boundary neither double-counts nor misses it.
winStreakFlameColor(int streakCount) → Color
Returns the flame tint for the current win streakCount tier (FEAT-137).
worldToScreenOffset({required CameraComponent camera, required Vector2 worldPosition, required Offset gameWidgetTopLeft}) → Offset
Converts a Flame world-space worldPosition (e.g. a component's position) into an on-screen Flutter Offset, via camera's own localToGlobal (which already accounts for viewfinder pan/zoom and viewport scaling — see camera_component.dart in the flame package).
xpIntoLevelForTotalXp(List<LevelDefinition> curve, int totalXp) → int
XP progress within the current level at totalXp — always 0 once the max level is reached.

Typedefs

AnalyticsBatchUploader = Future<void> Function(List<QueuedAnalyticsEvent> batch)
AssetLoaderFn = Future<void> Function(AssetManifestItem item)
AssetUnloaderFn = void Function(AssetManifestItem item)
BatteryLevelProvider = Future<int?> Function()
Battery level reading seam, 0–100, or null if unavailable/unknown right now (e.g. a platform channel hiccup, or a desktop target with no battery at all) — this package stays neutral of a concrete battery-reading plugin (same convention as crash_reporter.dart/ analytics_provider.dart/connectivity_coordinator.dart's own ReachabilityProbe): a consuming app injects () async => (await Battery().batteryLevel) (or whatever plugin it already uses) rather than this kit adding a new runtime dependency every consumer pays for, even ones that never want battery-based throttling.
ConflictMerger = Map<String, Object?> Function(Map<String, Object?> local, Map<String, Object?> remote)
A ConflictPolicy.merge resolution: given the payload that was queued locally and the authority's current payload for the same key, return the payload to re-upload. Must be pure/deterministic — same inputs, same output — since a crash between the merge and the retry may run it again.
DeepLinkHandler = FutureOr<void> Function(DeepLinkCommand command)
InventoryItemBuilder = Widget Function(BuildContext context, InventorySlot slot, bool isSelected)
Renders one filled cell — isSelected reflects InventoryGrid.selectedSlotId so the caller decides how to highlight it (this widget holds no selection state of its own, see class doc).
InventoryPlaceholderBuilder = Widget Function(BuildContext context, int cellIndex)
Renders one non-item cell (empty or locked) at cellIndex (0-based, stable across rebuilds as long as InventoryGrid.unlockedCapacity doesn't change).
LivesHeartHud = EnergyBar
Semantic alias for EnergyBar matching the Lives/Heart HUD pattern (FEAT-126).
OutboxUploader = Future<SyncOutcome> Function(Map<String, Object?> payload, String idempotencyKey)
Attempts to sync one item with whatever remote authority a consumer app wires up (a REST endpoint, a cloud function, ...) — this service knows nothing about the transport. Throwing (a network error, a timeout) is treated as transient and retried per OfflineOutboxService.retryPolicy; returning a SyncOutcome is the only way to report a definitive accept/conflict. idempotencyKey is passed on every attempt (including retries after a crash) specifically so the remote side can dedupe a request it already applied.
ReachabilityProbe = Future<bool> Function()
Actual reachability probe an app injects (e.g. a HEAD request to a known-good endpoint) — returns true only when the Internet is genuinely usable, not just "an interface exists".
ReactiveLivesHeartHud = ReactiveEnergyBar
Semantic alias for ReactiveEnergyBar matching the Lives/Heart HUD pattern (FEAT-126).
RoyLifecycleHook = Future<void> Function(RoyLifecycleEvent event)
SceneTransitionLoad = Future<SdkResult<void>> Function(void onProgress(double progress))
A transition's load step: does the real work (asset preload, screen setup, ...) and reports progress via onProgress (0.0–1.0) as it goes.
VersionedSyncConflictHandler<T> = VersionedSyncConflictResolution<T> Function(VersionedSyncConflict<T> conflict)
Caller-supplied conflict handler for VersionedJsonStore.syncWith — see that method's doc for exactly when this is invoked, and its exception-safety contract.