RDropdownTriggerTokens
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RDropdownTriggerTokens final#

final class RDropdownTriggerTokens

Resolved tokens for the dropdown trigger button.

Constructors#

RDropdownTriggerTokens() const#

const RDropdownTriggerTokens({ required dynamic textStyle, required dynamic foregroundColor, required dynamic backgroundColor, required dynamic borderColor, required dynamic padding, required dynamic minSize, required dynamic borderRadius, required dynamic iconColor, required dynamic pressOverlayColor, required double pressOpacity, })
Implementation
const RDropdownTriggerTokens({
  required this.textStyle,
  required this.foregroundColor,
  required this.backgroundColor,
  required this.borderColor,
  required this.padding,
  required this.minSize,
  required this.borderRadius,
  required this.iconColor,
  required this.pressOverlayColor,
  required this.pressOpacity,
});

Properties#

backgroundColor final#

final dynamic backgroundColor

Background fill color.

Implementation
final Color backgroundColor;

borderColor final#

final dynamic borderColor

Border/outline color.

Implementation
final Color borderColor;

borderRadius final#

final dynamic borderRadius

Corner radius.

Implementation
final BorderRadius borderRadius;

foregroundColor final#

final dynamic foregroundColor

Foreground color (text, icon).

Implementation
final Color foregroundColor;

hashCode no setter override#

int get hashCode

The hash code for this object.

A hash code is a single integer which represents the state of the object that affects operator == comparisons.

All objects have hash codes. The default hash code implemented by Object represents only the identity of the object, the same way as the default operator == implementation only considers objects equal if they are identical (see identityHashCode).

If operator == is overridden to use the object state instead, the hash code must also be changed to represent that state, otherwise the object cannot be used in hash based data structures like the default Set and Map implementations.

Hash codes must be the same for objects that are equal to each other according to operator ==. The hash code of an object should only change if the object changes in a way that affects equality. There are no further requirements for the hash codes. They need not be consistent between executions of the same program and there are no distribution guarantees.

Objects that are not equal are allowed to have the same hash code. It is even technically allowed that all instances have the same hash code, but if clashes happen too often, it may reduce the efficiency of hash-based data structures like HashSet or HashMap.

If a subclass overrides hashCode, it should override the operator == operator as well to maintain consistency.

Implementation
@override
int get hashCode => Object.hash(
      textStyle,
      foregroundColor,
      backgroundColor,
      borderColor,
      padding,
      minSize,
      borderRadius,
      iconColor,
      pressOverlayColor,
      pressOpacity,
    );

iconColor final#

final dynamic iconColor

Dropdown arrow icon color.

Implementation
final Color iconColor;

minSize final#

final dynamic minSize

Minimum touch target size (WCAG/platform guidelines).

Implementation
final Size minSize;

padding final#

final dynamic padding

Content padding.

Implementation
final EdgeInsetsGeometry padding;

pressOpacity final#

final double pressOpacity

Visual-only pressed opacity (e.g., Cupertino pressed fade).

Value in range 0..1. Renderers may ignore this if not applicable.

Implementation
final double pressOpacity;

pressOverlayColor final#

final dynamic pressOverlayColor

Visual-only press overlay color (e.g., Material pressed highlight).

Used by renderers together with "visual effects hooks" to provide pressed feedback without owning activation logic.

Implementation
final Color pressOverlayColor;

runtimeType no setter inherited#

Type get runtimeType

A representation of the runtime type of the object.

Inherited from Object.

Implementation
external Type get runtimeType;

textStyle final#

final dynamic textStyle

Text style for selected value / placeholder.

Implementation
final TextStyle textStyle;

Methods#

noSuchMethod() inherited#

dynamic noSuchMethod(Invocation invocation)

Invoked when a nonexistent method or property is accessed.

A dynamic member invocation can attempt to call a member which doesn't exist on the receiving object. Example:

dynamic object = 1;
object.add(42); // Statically allowed, run-time error

This invalid code will invoke the noSuchMethod method of the integer 1 with an Invocation representing the .add(42) call and arguments (which then throws).

Classes can override noSuchMethod to provide custom behavior for such invalid dynamic invocations.

A class with a non-default noSuchMethod invocation can also omit implementations for members of its interface. Example:

class MockList<T> implements List<T> {
  noSuchMethod(Invocation invocation) {
    log(invocation);
    super.noSuchMethod(invocation); // Will throw.
  }
}
void main() {
  MockList().add(42);
}

This code has no compile-time warnings or errors even though the MockList class has no concrete implementation of any of the List interface methods. Calls to List methods are forwarded to noSuchMethod, so this code will log an invocation similar to Invocation.method(#add, [42]) and then throw.

If a value is returned from noSuchMethod, it becomes the result of the original invocation. If the value is not of a type that can be returned by the original invocation, a type error occurs at the invocation.

The default behavior is to throw a NoSuchMethodError.

Inherited from Object.

Implementation
@pragma("vm:entry-point")
@pragma("wasm:entry-point")
external dynamic noSuchMethod(Invocation invocation);

toString() inherited#

String toString()

A string representation of this object.

Some classes have a default textual representation, often paired with a static parse function (like int.parse). These classes will provide the textual representation as their string representation.

Other classes have no meaningful textual representation that a program will care about. Such classes will typically override toString to provide useful information when inspecting the object, mainly for debugging or logging.

Inherited from Object.

Implementation
external String toString();

Operators#

operator ==() override#

bool operator ==(Object other)

The equality operator.

The default behavior for all Objects is to return true if and only if this object and other are the same object.

Override this method to specify a different equality relation on a class. The overriding method must still be an equivalence relation. That is, it must be:

  • Total: It must return a boolean for all arguments. It should never throw.

  • Reflexive: For all objects o, o == o must be true.

  • Symmetric: For all objects o1 and o2, o1 == o2 and o2 == o1 must either both be true, or both be false.

  • Transitive: For all objects o1, o2, and o3, if o1 == o2 and o2 == o3 are true, then o1 == o3 must be true.

The method should also be consistent over time, so whether two objects are equal should only change if at least one of the objects was modified.

If a subclass overrides the equality operator, it should override the hashCode method as well to maintain consistency.

Implementation
@override
bool operator ==(Object other) {
  if (identical(this, other)) return true;
  return other is RDropdownTriggerTokens &&
      other.textStyle == textStyle &&
      other.foregroundColor == foregroundColor &&
      other.backgroundColor == backgroundColor &&
      other.borderColor == borderColor &&
      other.padding == padding &&
      other.minSize == minSize &&
      other.borderRadius == borderRadius &&
      other.iconColor == iconColor &&
      other.pressOverlayColor == pressOverlayColor &&
      other.pressOpacity == pressOpacity;
}