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feat!: HasDraggableComponents mixin is no longer needed #2312
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spydon
approved these changes
Feb 3, 2023
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Great step forward for the event system!
We shouldn't do any release until tappable etc also is done to keep consistency.
wolfenrain
approved these changes
Feb 4, 2023
luanpotter
approved these changes
Feb 4, 2023
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Nice!
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Description
This PR is first in a series of refactors that aim to simplify event handling in Flame. The approach is as follows:
GestureDetectorBuilder
, which encapsulates the logic ofapplyGestureDetectors()
in a class. This class resides within theGame
and initiates widget rebuild whenever any new gesture detectors are added or removed. Note: [idea] Convert HasTappableComponents/HasDraggableComponents into classes #1733 suggests having a list of interfaces inside theGame
class -- this is essentially that list, encapsulated in a class.MultiDragDispatcher
component, which contains the logic that used to be within theHasDraggableComponents
mixin. This component is internal; it mounts to aFlameGame
directly, and ensures that it is a singleton.DragCallbacks
component is added to a game, it automatically adds theMultiDragDispatcher
component (unless there is already one), which in turn registers a drag gesture detector withGestureDetectorBuilder
and rebuilds the game widget.The end result is that now in order to make a component draggable you only need to add the
DragCallbacks
mixin to that component, everything else will be handled by the framework.Consequently, the
HasDraggableComponents
mixin is now empty and marked as deprecated.Checklist
docs
and added dartdoc comments with///
.examples
ordocs
.Breaking Change?
Migration instructions
The
HasDraggableComponents
mixin is now empty & deprecated. If your game used this mixin overriding its methodsonDragStart
,onDragUpdate
, etc -- then they will no longer work. If you want to receive drag events at the top level of the game, then simply add aDragCallbacks
component to the top level of the game.Related Issues
WIP for #1733