WindowEventMap<T$> enum

Inheritance
Available extensions

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')
contextmenu → const WindowEventMap<MouseEvent>
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
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.