pad_input 0.4.0 copy "pad_input: ^0.4.0" to clipboard
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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 InputManager holding the plugin with a live listener across an engine restart. Idempotent with onCancel, 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.
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Documentation

API reference

Publisher

verified publisherpleion.dev

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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.

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Topics

#gamepad #input #controller #game-development

License

MIT (license)

Dependencies

flutter, plugin_platform_interface, web

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Packages that depend on pad_input

Packages that implement pad_input