Rebinding class final
Moving a control to somewhere the player can reach.
The accommodation that matters most and was missing entirely. The
bindings have always been a table, they have always been saved, and there has
never been a way for a player to change one — so a player who cannot reach
Ctrl, or who plays one-handed, or whose controller has a dead button, had
no game. Everything needed was already there; nothing asked for it.
Its own class, and not four lines inside main.dart, for one reason: the
rules below are the part that can be wrong, and main.dart is imported by no
test. Here they are ordinary Dart and the file that feeds it events stays
event plumbing.
Constructors
Properties
- bindings → Bindings
-
The table being edited. The same one the keyboard and the pad read, so a
change takes effect on the next key press rather than on the next launch.
final
- hashCode → int
-
The hash code for this object.
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- waitingFor → GameAction?
-
What is listening for its new control, if anything.
no setter
Methods
-
cancel(
) → void -
capture(
InputSource source) → bool -
Points the waiting action at
source, and stops waiting. -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
reset(
Bindings defaults) → void - Puts the table back the way it shipped.
-
start(
GameAction action) → void -
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited