pad_input 0.4.1
pad_input: ^0.4.1 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.
0.4.1 #
- The page pub.flutter-io.cn 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.