<itemvalue="Linearly interpolate between two colors. This is intended to be fast but as a result may be ugly. Consider [HSVColor] or writing custom logic for interpolating colors. If either color is null, this function linearly interpolates from a transparent instance of the other color. This is usually preferable to interpolating from [material.Colors.transparent] (`const Color(0x00000000)`), which is specifically transparent _black_. The `t` argument represents position on the timeline, with 0.0 meaning that the interpolation has not started, returning `a` (or something equivalent to `a`), 1.0 meaning that the interpolation has finished, returning `b` (or something equivalent to `b`), and values in between meaning that the interpolation is at the relevant point on the timeline between `a` and `b`. The interpolation can be extrapolated beyond 0.0 and 1.0, so negative values and values greater than 1.0 are valid (and can easily be generated by curves such as [Curves.elasticInOut]). Each channel will be clamped to the range 0 to 255. Values for `t` are usually obtained from an [Animation<double>], such as an [AnimationController]."/>
<itemvalue="Linearly interpolate between two colors. This is intended to be fast but as a result may be ugly. Consider [HSVColor] or writing custom logic for interpolating colors. If either color is null, this function linearly interpolates from a transparent instance of the other color. This is usually preferable to interpolating from [material.Colors.transparent] (`const Color(0x00000000)`), which is specifically transparent _black_. The `t` argument represents position on the timeline, with 0.0 meaning that the interpolation has not started, returning `a` (or something equivalent to `a`), 1.0 meaning that the interpolation has finished, returning `b` (or something equivalent to `b`), and values in between meaning that the interpolation is at the relevant point on the timeline between `a` and `b`. The interpolation can be extrapolated beyond 0.0 and 1.0, so negative values and values greater than 1.0 are valid (and can easily be generated by curves such as [Curves.elasticInOut]). Each channel will be clamped to the range 0 to 255. Values for `t` are usually obtained from an [Animation<double>], such as an [AnimationController]."/>
<itemvalue="open Profile Card"/>
<itemvalue="open Profile Card"/>
<itemvalue="_state"/>
<itemvalue="_state"/>
@ -53,13 +55,11 @@
<itemvalue="should Accept User Offset"/>
<itemvalue="should Accept User Offset"/>
<itemvalue="Scroll physics that does not allow the user to scroll. See also: [ScrollPhysics], which can be used instead of this class when the default behavior is desired instead. [BouncingScrollPhysics], which provides the bouncing overscroll behavior found on iOS. [ClampingScrollPhysics], which provides the clamping overscroll behavior found on Android."/>
<itemvalue="Scroll physics that does not allow the user to scroll. See also: [ScrollPhysics], which can be used instead of this class when the default behavior is desired instead. [BouncingScrollPhysics], which provides the bouncing overscroll behavior found on iOS. [ClampingScrollPhysics], which provides the clamping overscroll behavior found on Android."/>
<itemvalue="Never Scrollable Scroll Physics"/>
<itemvalue="Never Scrollable Scroll Physics"/>
<itemvalue="Bouncing Scroll Physics"/>
<itemvalue="Determines the overscroll by applying the boundary conditions. Called by [ScrollPosition.applyBoundaryConditions], which is called by [ScrollPosition.setPixels] just before the [ScrollPosition.pixels] value is updated, to determine how much of the offset is to be clamped off and sent to [ScrollPosition.didOverscrollBy]. The `value` argument is guaranteed to not equal the [ScrollMetrics.pixels] of the `position` argument when this is called. It is possible for this method to be called when the `position` describes an already-out-of-bounds position. In that case, the boundary conditions should usually only prevent a further increase in the extent to which the position is out of bounds, allowing a decrease to be applied successfully, so that (for instance) an animation can smoothly snap an out of bounds position to the bounds. See [BallisticScrollActivity]. This method must not clamp parts of the offset that are entirely within the bounds described by the given `position`. The given `position` is only valid during this method call. Do not keep a reference to it to use later, as the values may update, may not update, or may update to reflect an entirely unrelated scrollable. Examples [BouncingScrollPhysics] returns zero. In other words, it allows scrolling past the boundary unhindered. [ClampingScrollPhysics] returns the amount by which the value is beyond the position or the boundary, whichever is furthest from the content. In other words, it disallows scrolling past the boundary, but allows scrolling back from being overscrolled, if for some reason the position ends up overscrolled."/>