WindowEventMap<T$>
enum
Values
-
domContentLoaded
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'DOMContentLoaded') -
devicemotion
→ const WindowEventMap<
DeviceMotionEvent> -
const WindowEventMap<_i3.DeviceMotionEvent>(r'devicemotion') -
deviceorientation
→ const WindowEventMap<
DeviceOrientationEvent> -
const WindowEventMap<_i3.DeviceOrientationEvent>(r'deviceorientation') -
gamepadconnected
→ const WindowEventMap<
GamepadEvent> -
const WindowEventMap<_i3.GamepadEvent>(r'gamepadconnected') -
gamepaddisconnected
→ const WindowEventMap<
GamepadEvent> -
const WindowEventMap<_i3.GamepadEvent>(r'gamepaddisconnected') -
orientationchange
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'orientationchange') -
abort
→ const WindowEventMap<
UIEvent> -
const WindowEventMap<_i3.UIEvent>(r'abort') -
animationcancel
→ const WindowEventMap<
AnimationEvent> -
const WindowEventMap<_i3.AnimationEvent>(r'animationcancel') -
animationend
→ const WindowEventMap<
AnimationEvent> -
const WindowEventMap<_i3.AnimationEvent>(r'animationend') -
animationiteration
→ const WindowEventMap<
AnimationEvent> -
const WindowEventMap<_i3.AnimationEvent>(r'animationiteration') -
animationstart
→ const WindowEventMap<
AnimationEvent> -
const WindowEventMap<_i3.AnimationEvent>(r'animationstart') -
auxclick
→ const WindowEventMap<
MouseEvent> -
const WindowEventMap<_i3.MouseEvent>(r'auxclick') -
beforeinput
→ const WindowEventMap<
InputEvent> -
const WindowEventMap<_i3.InputEvent>(r'beforeinput') -
blur
→ const WindowEventMap<
FocusEvent> -
const WindowEventMap<_i3.FocusEvent>(r'blur') -
cancel
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'cancel') -
canplay
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'canplay') -
canplaythrough
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'canplaythrough') -
change
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'change') -
click
→ const WindowEventMap<
MouseEvent> -
const WindowEventMap<_i3.MouseEvent>(r'click') -
close
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'close') -
compositionend
→ const WindowEventMap<
CompositionEvent> -
const WindowEventMap<_i3.CompositionEvent>(r'compositionend') -
compositionstart
→ const WindowEventMap<
CompositionEvent> -
const WindowEventMap<_i3.CompositionEvent>(r'compositionstart') -
compositionupdate
→ const WindowEventMap<
CompositionEvent> -
const WindowEventMap<_i3.CompositionEvent>(r'compositionupdate') -
const WindowEventMap<_i3.MouseEvent>(r'contextmenu') -
copy
→ const WindowEventMap<
ClipboardEvent> -
const WindowEventMap<_i3.ClipboardEvent>(r'copy') -
cuechange
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'cuechange') -
cut
→ const WindowEventMap<
ClipboardEvent> -
const WindowEventMap<_i3.ClipboardEvent>(r'cut') -
dblclick
→ const WindowEventMap<
MouseEvent> -
const WindowEventMap<_i3.MouseEvent>(r'dblclick') -
drag
→ const WindowEventMap<
DragEvent> -
const WindowEventMap<_i3.DragEvent>(r'drag') -
dragend
→ const WindowEventMap<
DragEvent> -
const WindowEventMap<_i3.DragEvent>(r'dragend') -
dragenter
→ const WindowEventMap<
DragEvent> -
const WindowEventMap<_i3.DragEvent>(r'dragenter') -
dragleave
→ const WindowEventMap<
DragEvent> -
const WindowEventMap<_i3.DragEvent>(r'dragleave') -
dragover
→ const WindowEventMap<
DragEvent> -
const WindowEventMap<_i3.DragEvent>(r'dragover') -
dragstart
→ const WindowEventMap<
DragEvent> -
const WindowEventMap<_i3.DragEvent>(r'dragstart') -
drop
→ const WindowEventMap<
DragEvent> -
const WindowEventMap<_i3.DragEvent>(r'drop') -
durationchange
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'durationchange') -
emptied
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'emptied') -
ended
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'ended') -
error
→ const WindowEventMap<
ErrorEvent> -
const WindowEventMap<_i3.ErrorEvent>(r'error') -
focus
→ const WindowEventMap<
FocusEvent> -
const WindowEventMap<_i3.FocusEvent>(r'focus') -
focusin
→ const WindowEventMap<
FocusEvent> -
const WindowEventMap<_i3.FocusEvent>(r'focusin') -
focusout
→ const WindowEventMap<
FocusEvent> -
const WindowEventMap<_i3.FocusEvent>(r'focusout') -
formdata
→ const WindowEventMap<
FormDataEvent> -
const WindowEventMap<_i3.FormDataEvent>(r'formdata') -
gotpointercapture
→ const WindowEventMap<
PointerEvent> -
const WindowEventMap<_i3.PointerEvent>(r'gotpointercapture') -
input
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'input') -
invalid
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'invalid') -
keydown
→ const WindowEventMap<
KeyboardEvent> -
const WindowEventMap<_i3.KeyboardEvent>(r'keydown') -
keypress
→ const WindowEventMap<
KeyboardEvent> -
const WindowEventMap<_i3.KeyboardEvent>(r'keypress') -
keyup
→ const WindowEventMap<
KeyboardEvent> -
const WindowEventMap<_i3.KeyboardEvent>(r'keyup') -
load
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'load') -
loadeddata
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'loadeddata') -
loadedmetadata
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'loadedmetadata') -
loadstart
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'loadstart') -
lostpointercapture
→ const WindowEventMap<
PointerEvent> -
const WindowEventMap<_i3.PointerEvent>(r'lostpointercapture') -
mousedown
→ const WindowEventMap<
MouseEvent> -
const WindowEventMap<_i3.MouseEvent>(r'mousedown') -
mouseenter
→ const WindowEventMap<
MouseEvent> -
const WindowEventMap<_i3.MouseEvent>(r'mouseenter') -
mouseleave
→ const WindowEventMap<
MouseEvent> -
const WindowEventMap<_i3.MouseEvent>(r'mouseleave') -
mousemove
→ const WindowEventMap<
MouseEvent> -
const WindowEventMap<_i3.MouseEvent>(r'mousemove') -
mouseout
→ const WindowEventMap<
MouseEvent> -
const WindowEventMap<_i3.MouseEvent>(r'mouseout') -
mouseover
→ const WindowEventMap<
MouseEvent> -
const WindowEventMap<_i3.MouseEvent>(r'mouseover') -
mouseup
→ const WindowEventMap<
MouseEvent> -
const WindowEventMap<_i3.MouseEvent>(r'mouseup') -
paste
→ const WindowEventMap<
ClipboardEvent> -
const WindowEventMap<_i3.ClipboardEvent>(r'paste') -
pause
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'pause') -
play
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'play') -
playing
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'playing') -
pointercancel
→ const WindowEventMap<
PointerEvent> -
const WindowEventMap<_i3.PointerEvent>(r'pointercancel') -
pointerdown
→ const WindowEventMap<
PointerEvent> -
const WindowEventMap<_i3.PointerEvent>(r'pointerdown') -
pointerenter
→ const WindowEventMap<
PointerEvent> -
const WindowEventMap<_i3.PointerEvent>(r'pointerenter') -
pointerleave
→ const WindowEventMap<
PointerEvent> -
const WindowEventMap<_i3.PointerEvent>(r'pointerleave') -
pointermove
→ const WindowEventMap<
PointerEvent> -
const WindowEventMap<_i3.PointerEvent>(r'pointermove') -
pointerout
→ const WindowEventMap<
PointerEvent> -
const WindowEventMap<_i3.PointerEvent>(r'pointerout') -
pointerover
→ const WindowEventMap<
PointerEvent> -
const WindowEventMap<_i3.PointerEvent>(r'pointerover') -
pointerup
→ const WindowEventMap<
PointerEvent> -
const WindowEventMap<_i3.PointerEvent>(r'pointerup') -
progress
→ const WindowEventMap<
ProgressEvent< EventTarget> > -
const WindowEventMap<_i3.ProgressEvent<_i3.EventTarget>>(r'progress') -
ratechange
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'ratechange') -
reset
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'reset') -
resize
→ const WindowEventMap<
UIEvent> -
const WindowEventMap<_i3.UIEvent>(r'resize') -
scroll
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'scroll') -
scrollend
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'scrollend') -
securitypolicyviolation
→ const WindowEventMap<
SecurityPolicyViolationEvent> -
const WindowEventMap<_i3.SecurityPolicyViolationEvent>(r'securitypolicyviolation') -
seeked
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'seeked') -
seeking
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'seeking') -
select
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'select') -
selectionchange
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'selectionchange') -
selectstart
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'selectstart') -
slotchange
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'slotchange') -
stalled
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'stalled') -
submit
→ const WindowEventMap<
SubmitEvent> -
const WindowEventMap<_i3.SubmitEvent>(r'submit') -
suspend
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'suspend') -
timeupdate
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'timeupdate') -
toggle
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'toggle') -
touchcancel
→ const WindowEventMap<
TouchEvent> -
const WindowEventMap<_i3.TouchEvent>(r'touchcancel') -
touchend
→ const WindowEventMap<
TouchEvent> -
const WindowEventMap<_i3.TouchEvent>(r'touchend') -
touchmove
→ const WindowEventMap<
TouchEvent> -
const WindowEventMap<_i3.TouchEvent>(r'touchmove') -
touchstart
→ const WindowEventMap<
TouchEvent> -
const WindowEventMap<_i3.TouchEvent>(r'touchstart') -
transitioncancel
→ const WindowEventMap<
TransitionEvent> -
const WindowEventMap<_i3.TransitionEvent>(r'transitioncancel') -
transitionend
→ const WindowEventMap<
TransitionEvent> -
const WindowEventMap<_i3.TransitionEvent>(r'transitionend') -
transitionrun
→ const WindowEventMap<
TransitionEvent> -
const WindowEventMap<_i3.TransitionEvent>(r'transitionrun') -
transitionstart
→ const WindowEventMap<
TransitionEvent> -
const WindowEventMap<_i3.TransitionEvent>(r'transitionstart') -
volumechange
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'volumechange') -
waiting
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'waiting') -
webkitanimationend
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'webkitanimationend') -
webkitanimationiteration
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'webkitanimationiteration') -
webkitanimationstart
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'webkitanimationstart') -
webkittransitionend
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'webkittransitionend') -
wheel
→ const WindowEventMap<
WheelEvent> -
const WindowEventMap<_i3.WheelEvent>(r'wheel') -
afterprint
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'afterprint') -
beforeprint
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'beforeprint') -
beforeunload
→ const WindowEventMap<
BeforeUnloadEvent> -
const WindowEventMap<_i3.BeforeUnloadEvent>(r'beforeunload') -
hashchange
→ const WindowEventMap<
HashChangeEvent> -
const WindowEventMap<_i3.HashChangeEvent>(r'hashchange') -
languagechange
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'languagechange') -
message
→ const WindowEventMap<
MessageEvent> -
const WindowEventMap<_i3.MessageEvent<_i2.dynamic>>(r'message') -
messageerror
→ const WindowEventMap<
MessageEvent> -
const WindowEventMap<_i3.MessageEvent<_i2.dynamic>>(r'messageerror') -
offline
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'offline') -
online
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'online') -
pagehide
→ const WindowEventMap<
PageTransitionEvent> -
const WindowEventMap<_i3.PageTransitionEvent>(r'pagehide') -
pageshow
→ const WindowEventMap<
PageTransitionEvent> -
const WindowEventMap<_i3.PageTransitionEvent>(r'pageshow') -
popstate
→ const WindowEventMap<
PopStateEvent> -
const WindowEventMap<_i3.PopStateEvent>(r'popstate') -
rejectionhandled
→ const WindowEventMap<
PromiseRejectionEvent> -
const WindowEventMap<_i3.PromiseRejectionEvent>(r'rejectionhandled') -
storage
→ const WindowEventMap<
StorageEvent> -
const WindowEventMap<_i3.StorageEvent>(r'storage') -
unhandledrejection
→ const WindowEventMap<
PromiseRejectionEvent> -
const WindowEventMap<_i3.PromiseRejectionEvent>(r'unhandledrejection') -
unload
→ const WindowEventMap<
Event> -
const WindowEventMap<_i3.Event>(r'unload')
Properties
- hashCode → int
-
The hash code for this object.
no setterinherited
- index → int
-
A numeric identifier for the enumerated value.
no setterinherited
- name → String
-
Available on Enum, provided by the EnumName extension
The name of the enum value.no setter - runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- value → String
-
final
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited
Constants
-
values
→ const List<
WindowEventMap> - A constant List of the values in this enum, in order of their declaration.