leopard 0.0.1
leopard: ^0.0.1 copied to clipboard
Leopard game engine for Flutter. Supports Xbox Controller and XInput as well.
import 'dart:async';
import 'package:flutter/material.dart';
import 'package:leopard/leopard.dart';
void main() {
runApp(const MyApp());
}
class MyApp extends StatelessWidget {
const MyApp({super.key});
// This widget is the root of your application.
@override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Flutter Demo',
theme: ThemeData(
// This is the theme of your application.
//
// TRY THIS: Try running your application with "flutter run". You'll see
// the application has a purple toolbar. Then, without quitting the app,
// try changing the seedColor in the colorScheme below to Colors.green
// and then invoke "hot reload" (save your changes or press the "hot
// reload" button in a Flutter-supported IDE, or press "r" if you used
// the command line to start the app).
//
// Notice that the counter didn't reset back to zero; the application
// state is not lost during the reload. To reset the state, use hot
// restart instead.
//
// This works for code too, not just values: Most code changes can be
// tested with just a hot reload.
colorScheme: ColorScheme.fromSeed(seedColor: Colors.deepPurple),
),
home: const MyHomePage(title: 'Flutter Demo Home Page'),
);
}
}
class MyHomePage extends StatefulWidget {
const MyHomePage({super.key, required this.title});
// This widget is the home page of your application. It is stateful, meaning
// that it has a State object (defined below) that contains fields that affect
// how it looks.
// This class is the configuration for the state. It holds the values (in this
// case the title) provided by the parent (in this case the App widget) and
// used by the build method of the State. Fields in a Widget subclass are
// always marked "final".
final String title;
@override
State<MyHomePage> createState() => _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
final List<List<String>> _logs = [];
@override
void initState() {
WidgetsBinding.instance.addPostFrameCallback((d) {
Timer.periodic(Duration(milliseconds: 100), (t) {
_checkGamepad();
});
});
super.initState();
}
Future<void> _checkGamepad() async {
final gp = getGamepads();
_logs.clear();
for (final g in gp) {
final x = g;
if (x != null) {
List<String> current = [];
current.add(x.id);
for (var button in x.buttons) {
current.add(button.toString());
}
for (var axe in x.axes) {
current.add(axe.toString());
}
_logs.add(current);
}
}
setState(() {});
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
backgroundColor: Theme.of(context).colorScheme.inversePrimary,
title: Text(widget.title),
),
body: Row(
crossAxisAlignment: CrossAxisAlignment.stretch,
children: [
..._logs.map(
(e) => Expanded(
child: Column(
crossAxisAlignment: CrossAxisAlignment.stretch,
mainAxisSize: MainAxisSize.min,
children: <Widget>[...e.map((e) => Text(e))],
),
),
),
],
),
);
}
}