RSwitchState final#
Switch interaction state.
Constructors#
RSwitchState() const#
Implementation
const RSwitchState({
this.isPressed = false,
this.isHovered = false,
this.isFocused = false,
this.isDisabled = false,
this.isSelected = false,
this.dragT,
this.dragVisualValue,
});
RSwitchState.fromWidgetStates() factory#
Implementation
factory RSwitchState.fromWidgetStates(Set<WidgetState> states) {
final decoded = WidgetStateHelper.fromWidgetStates(states);
return RSwitchState(
isPressed: decoded.isPressed,
isHovered: decoded.isHovered,
isFocused: decoded.isFocused,
isDisabled: decoded.isDisabled,
isSelected: decoded.isSelected,
);
}
Properties#
dragT final#
0..1 thumb position during drag (null = not dragging).
When dragging:
- 0.0 = thumb at "off" position
- 1.0 = thumb at "on" position
- intermediate values = thumb between positions
Renderers should use this for:
- Thumb alignment interpolation:
Alignment.lerp(left, right, dragT) - Color interpolation:
Color.lerp(inactiveColor, activeColor, dragT)
Implementation
final double? dragT;
dragVisualValue final#
Preview value for WidgetStateProperty during drag (null = normal mode).
During drag, this represents what the switch value would become if the user releases at the current position. Useful for:
- Resolving thumbIcon based on predicted outcome
- Any other WidgetStateProperty that depends on isSelected
Implementation
final bool? dragVisualValue;
hashCode no setter inherited#
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.
Inherited from Object.
Implementation
external int get hashCode;
isDisabled final#
Implementation
final bool isDisabled;
isDragging no setter#
Whether the switch is currently being dragged.
Implementation
bool get isDragging => dragT != null;
isFocused final#
Implementation
final bool isFocused;
isHovered final#
Implementation
final bool isHovered;
isPressed final#
Implementation
final bool isPressed;
isSelected final#
Whether the switch is on (= value).
Implementation
final bool isSelected;
runtimeType no setter inherited#
A representation of the runtime type of the object.
Inherited from Object.
Implementation
external Type get runtimeType;
Methods#
copyWith()#
Creates a copy with the given fields replaced.
Implementation
RSwitchState copyWith({
bool? isPressed,
bool? isHovered,
bool? isFocused,
bool? isDisabled,
bool? isSelected,
double? Function()? dragT,
bool? Function()? dragVisualValue,
}) {
return RSwitchState(
isPressed: isPressed ?? this.isPressed,
isHovered: isHovered ?? this.isHovered,
isFocused: isFocused ?? this.isFocused,
isDisabled: isDisabled ?? this.isDisabled,
isSelected: isSelected ?? this.isSelected,
dragT: dragT != null ? dragT() : this.dragT,
dragVisualValue:
dragVisualValue != null ? dragVisualValue() : this.dragVisualValue,
);
}
noSuchMethod() inherited#
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#
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();
toWidgetStates()#
Implementation
Set<WidgetState> toWidgetStates() {
return WidgetStateHelper.toWidgetStates(
isPressed: isPressed,
isHovered: isHovered,
isFocused: isFocused,
isDisabled: isDisabled,
isSelected: isSelected,
);
}
Operators#
operator ==() inherited#
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 == omust be true.-
Symmetric: For all objects
o1ando2,o1 == o2ando2 == o1must either both be true, or both be false. -
Transitive: For all objects
o1,o2, ando3, ifo1 == o2ando2 == o3are true, theno1 == o3must 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.
Inherited from Object.
Implementation
external bool operator ==(Object other);