HapticChoreographer class

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).

playing a new pattern always cancels whatever pattern is still running first — never stacks multiple patterns' pulses on top of each other, which is what actually rate-limits a "rage tap" spamming play: at most 1 pattern's pulses are ever in flight, no matter how often play is called.

Constructors

HapticChoreographer({void fire(HapticLevel level)?, Timer createTimer(Duration delay, void callback())?})

Properties

hashCode → int
The hash code for this object.
no setterinherited
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

Methods

cancel() → void
Stops whatever pattern is currently playing (a no-op if none is). Safe to call from dispose() — leaves no pending timer behind.
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
play(HapticPattern pattern) → void
Plays pattern from its first pulse, cancelling any pattern still in progress.
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited