pad_input 0.4.0
pad_input: ^0.4.0 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.
0.4.0 #
- 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.