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 inoverlaywhen 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