docs: Update RawKeyEvent references to KeyEvent (#3052) (#3053)

This PR fixes #3052 and updates deprecated type references in docs from
`RawKeyEvent` to `KeyEvent`.

Co-authored-by: Lukas Klingsbo <me@lukas.fyi>
This commit is contained in:
Eli B
2024-03-06 08:40:54 -05:00
committed by GitHub
parent 1c51334e86
commit 12841d6471
3 changed files with 9 additions and 9 deletions

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@ -26,7 +26,7 @@ To make a `Game` sub class sensitive to key stroke, mix it with `KeyboardEvents`
After that, it will be possible to override an `onKeyEvent` method. After that, it will be possible to override an `onKeyEvent` method.
This method receives two parameters, first the This method receives two parameters, first the
[`RawKeyEvent`](https://api.flutter.dev/flutter/services/RawKeyEvent-class.html) [`KeyEvent`](https://api.flutter.dev/flutter/services/KeyEvent-class.html)
that triggers the callback in the first place. The second is a set of the currently pressed that triggers the callback in the first place. The second is a set of the currently pressed
[`LogicalKeyboardKey`](https://api.flutter.dev/flutter/services/LogicalKeyboardKey-class.html). [`LogicalKeyboardKey`](https://api.flutter.dev/flutter/services/LogicalKeyboardKey-class.html).
@ -50,10 +50,10 @@ class MyGame extends FlameGame with KeyboardEvents {
// ... // ...
@override @override
KeyEventResult onKeyEvent( KeyEventResult onKeyEvent(
RawKeyEvent event, KeyEvent event,
Set<LogicalKeyboardKey> keysPressed, Set<LogicalKeyboardKey> keysPressed,
) { ) {
final isKeyDown = event is RawKeyDownEvent; final isKeyDown = event is KeyDownEvent;
final isSpace = keysPressed.contains(LogicalKeyboardKey.space); final isSpace = keysPressed.contains(LogicalKeyboardKey.space);
@ -87,7 +87,7 @@ KeyboardHandlers must only be added to games that are mixed with `HasKeyboardHan
After applying `KeyboardHandler`, it will be possible to override an `onKeyEvent` method. After applying `KeyboardHandler`, it will be possible to override an `onKeyEvent` method.
This method receives two parameters. First the This method receives two parameters. First the
[`RawKeyEvent`](https://api.flutter.dev/flutter/services/RawKeyEvent-class.html) [`KeyEvent`](https://api.flutter.dev/flutter/services/KeyEvent-class.html)
that triggered the callback in the first place. The second is a set of the currently pressed that triggered the callback in the first place. The second is a set of the currently pressed
[`LogicalKeyboardKey`](https://api.flutter.dev/flutter/services/LogicalKeyboardKey-class.html)s. [`LogicalKeyboardKey`](https://api.flutter.dev/flutter/services/LogicalKeyboardKey-class.html)s.

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@ -27,7 +27,7 @@ Now we can add a new method:
```dart ```dart
@override @override
bool onKeyEvent(RawKeyEvent event, Set<LogicalKeyboardKey> keysPressed) { bool onKeyEvent(KeyEvent event, Set<LogicalKeyboardKey> keysPressed) {
return true; return true;
} }
``` ```
@ -50,7 +50,7 @@ Now in our `onKeyEvent` method, we can register the key pressed by adding:
```dart ```dart
@override @override
bool onKeyEvent(RawKeyEvent event, Set<LogicalKeyboardKey> keysPressed) { bool onKeyEvent(KeyEvent event, Set<LogicalKeyboardKey> keysPressed) {
horizontalDirection = 0; horizontalDirection = 0;
horizontalDirection += (keysPressed.contains(LogicalKeyboardKey.keyA) || horizontalDirection += (keysPressed.contains(LogicalKeyboardKey.keyA) ||
keysPressed.contains(LogicalKeyboardKey.arrowLeft)) keysPressed.contains(LogicalKeyboardKey.arrowLeft))

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@ -15,7 +15,7 @@ class HardwareKeyboardExample extends FlameGame {
'''; ''';
/// The list of [KeyboardKey] components currently shown on the screen. This /// The list of [KeyboardKey] components currently shown on the screen. This
/// list is re-generated on every RawKeyEvent. These components are also /// list is re-generated on every KeyEvent. These components are also
/// attached as children. /// attached as children.
List<KeyboardKey> _keyComponents = []; List<KeyboardKey> _keyComponents = [];
@ -221,9 +221,9 @@ class KeyboardKey extends PositionComponent {
late final InlineTextElement textElement; late final InlineTextElement textElement;
late final RRect rect; late final RRect rect;
/// The RawKeyEvents may occur very fast, and out of sync with the game loop. /// The KeyEvents may occur very fast, and out of sync with the game loop.
/// On each such event we remove old KeyboardKey components, and add new ones. /// On each such event we remove old KeyboardKey components, and add new ones.
/// However, since multiple RawKeyEvents may occur within a single game tick, /// However, since multiple KeyEvents may occur within a single game tick,
/// we end up adding/removing components many times within that tick, and for /// we end up adding/removing components many times within that tick, and for
/// a brief moment there could be a situation that the old components still /// a brief moment there could be a situation that the old components still
/// haven't been removed while the new ones were already added. In order to /// haven't been removed while the new ones were already added. In order to