pad_input 0.4.2
pad_input: ^0.4.2 copied to clipboard
Reads a gamepad's sticks, triggers and buttons as a snapshot the caller asks for, with a dead zone applied and no opinion about what any button means.
0.4.2 #
- An iOS build no longer fails on the buttons the plugin reads. The Swift
package declared iOS 12.0 and macOS 10.14 as its floor, and Swift Package
Manager compiles the target against that floor, so the stick clicks (12.1),
menu and options (13.0) and the home button (14.0) in
GamepadPlugin.swiftfailed the build. The floor is now iOS 14.0 and macOS 11.0, what the sources have always needed. - The package ships a skill under
skills/for an agent that has to read a gamepad through it, and the README says where it is.
0.4.1 #
- The page pub.dev serves stops pointing at a directory nobody visiting it
can see. The README's closing line sent a reader to
apps/flutter3d_template_app, a relative path inside the repository that renders on a package page as a link to nothing; it now names the editor's scaffold and the guide that explains it. Documentation only — not one byte oflib/, of the Android or Darwin plugin, or of the pubspec's dependencies changed. - A patch on this package's own line, and not the engine's 0.6.0. This is a
plugin the engine happens to vendor: it names no sibling in its pubspec,
nothing here was built against the engine release, and every dependent asks
for
^0.4.0, which this satisfies. Joining the set's numbering would claim a share in a release that contains none of its code, and would retire a 0.5 line it never had.
0.4.0 #
- The Android plugin performs the stream's own teardown when detached from an
engine — input-device listener unregistered, motion listener detached —
instead of leaving the system
InputManagerholding the plugin with a live listener across an engine restart. Idempotent withonCancel, which is not guaranteed to have run.
0.3.0 #
- No changes of its own. The workspace is released as a set, in the order
ARCHITECTURE.md§16 gives, so this package's version moves with the rest and its constraints on its siblings move with it.
0.2.0 #
- A gamepad read as a snapshot once per frame, with a dead zone applied and no opinion about what any button means.
- Buttons are named by physical position, because the string ends up in a player's config and is read years later on another pad.
- Web, Android, macOS and iOS, with the native half deciding nothing: every decision is in Dart and under test, because that is where the difficulty is.