PlaybookSession class

What one run shares across nested playbooks: the clock, the overlay, the finger, and whether it's been asked to stop.

Constructors

PlaybookSession({required PlaybookClock clock, PlaybookOverlay? overlay, Random? random})
Creates a session timed by clock, drawing in overlay when given.

Properties

clock → PlaybookClock
Where the run's time comes from.
final
cursor ↔ Offset?
Where the finger is.
getter/setter pair
hashCode → int
The hash code for this object.
no setterinherited
overlay → PlaybookOverlay?
The finger and caption, or null when the run doesn't show them.
final
random → Random
The source of typing jitter.
final
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited
stopRequested ↔ bool
Whether the run has been asked to stop.
getter/setter pair

Methods

nextPointer() → int
A pointer id no real finger uses.
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited