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<application>
<component name="AppStorage">
<option name="newTranslationDialogHeight" value="304" />
<option name="newTranslationDialogWidth" value="406" />
<option name="newTranslationDialogX" value="811" />
<option name="newTranslationDialogY" value="447" />
<option name="pinTranslationDialog" value="true" />
<histories>
<item value="fix: GS-1563 can't input '' on trivia edit page." />
<item value="fix: GS-1563 can't input '' on trivia edit field." />
<item value="feat: add deprecated annotation to avoid others use UserInfoPage and SoulProfilePage directly." />
<item value="注解" />
<item value="translation" />
<item value="Same as [render], but takes both the position and the size as a single [Rect]. Note: only use this if you are already using [Rect]'s to represent both the position and dimension of your [Sprite]. If you are using [Vector2]s, prefer the other method." />
<item value="Fill the target box by distorting the source's aspect ratio. ![](https:flutter.github.ioassets-for-api-docsassetspaintingbox_fit_fill.png)" />
<item value="As small as possible while still covering the entire target box. {@template flutter.painting.BoxFit.cover} To actually clip the content, use `clipBehavior: Clip.hardEdge` alongside this in a [FittedBox]. {@endtemplate} ![](https:flutter.github.ioassets-for-api-docsassetspaintingbox_fit_cover.png)" />
<item value="A [Sprite] is a region of an [Image] that can be rendered in the Canvas. It might represent the entire image or be one of the pieces a spritesheet is composed of. It holds a reference to the source image from which the region is extracted, and the [src] rectangle is the portion inside that image that is to be rendered (not to be confused with the `dest` rect, which is where in the Canvas the sprite is rendered). It also has a [paint] field that can be overwritten to apply a tint to this [Sprite] (default is white, meaning no tint)." />
<item value="mem Cache Height" />
<item value="Resolves this image provider using the given `configuration`, returning an [ImageStream]. This is the public entry-point of the [ImageProvider] class hierarchy. Subclasses should implement [obtainKey] and [load], which are used by this method. If they need to change the implementation of [ImageStream] used, they should override [createStream]. If they need to manage the actual resolution of the image, they should override [resolveStreamForKey]. See the Lifecycle documentation on [ImageProvider] for more information. @nonVirtual" />
<item value="Schedules [component] to be added as a child to this component. This method is robust towards being called from any place in the user code: you can call it while iterating over the component tree, during mounting or async loading, when the Game object is already loaded or not. The cost of this flexibility is that the component won't be added right away. Instead, it will be placed into a queue, and then added later, after it has finished loading, but no sooner than on the next game tick. When multiple children are scheduled to be added to the same parent, we start loading all of them as soon as possible. Nevertheless, the children will end up being added to the parent in exactly the same order as they were originally scheduled by the user, regardless of how fast or slow each of them loads. A component can be added to a parent which may not be mounted to the game tree yet. In such case, the component will start loading immediately, but its mounting will be delayed until such time when the parent becomes mounted. This method returns a future that completes when the component is done loading, and mounting if the parent is currently mounted. However, this future will not guarantee that the component will become &quot;fully mounted&quot;: it still needs to be added to the parent's children list, and that operation will only be done on the next game tick. A component can only be added to one parent at a time. It is an error to try to add it to multiple parents, or even to the same parent multiple times. If you need to change the parent of a component, use the [changeParent] method." />
<item value="will accelerate to the left at rate of 40 pxs" />
<item value="acceleration" />
<item value="Sprite" />
<item value="A way to produce Future objects and to complete them later with a value or error. Most of the time, the simplest way to create a future is to just use one of the [Future] constructors to capture the result of a single asynchronous computation: ```dart Future(() { doSomething(); return result; }); ``` or, if the future represents the result of a sequence of asynchronous computations, they can be chained using [Future.then] or similar functions on [Future]: ```dart Future doStuff(){ return someAsyncOperation().then((result) { return someOtherAsyncOperation(result); }); } ``` If you do need to create a Future from scratch — for example, when you're converting a callback-based API into a Future-based one — you can use a Completer as follows: ```dart class AsyncOperation { final Completer _completer = new Completer(); Future&lt;T&gt; doOperation() { _startOperation(); return _completer.future; Send future object back to client. } Something calls this when the value is ready. void _finishOperation(T result) { _completer.complete(result); } If something goes wrong, call this. void _errorHappened(error) { _completer.completeError(error); } } ```" />
<item value="Creates a new completer. The general workflow for creating a new future is to 1) create a new completer, 2) hand out its future, and, at a later point, 3) invoke either [complete] or [completeError]. The completer completes the future asynchronously. That means that callbacks registered on the future are not called immediately when [complete] or [completeError] is called. Instead the callbacks are delayed until a later microtask. Example: ```dart var completer = new Completer(); handOut(completer.future); later: { completer.complete('completion value'); } ```" />
<item value="Loads the specified image with [fileName] into the cache. By default the key in the cache is the [fileName], if another key is desired, specify the optional [key] argument." />
<item value="转场" />
<item value="A Material Design linear progress indicator, also known as a progress bar. {@youtube 560 315 https:www.youtube.comwatch?v=O-rhXZLtpv0} A widget that shows progress along a line. There are two kinds of linear progress indicators: _Determinate_. Determinate progress indicators have a specific value at each point in time, and the value should increase monotonically from 0.0 to 1.0, at which time the indicator is complete. To create a determinate progress indicator, use a non-null [value] between 0.0 and 1.0. _Indeterminate_. Indeterminate progress indicators do not have a specific value at each point in time and instead indicate that progress is being made without indicating how much progress remains. To create an indeterminate progress indicator, use a null [value]. The indicator line is displayed with [valueColor], an animated value. To specify a constant color value use: `AlwaysStoppedAnimation&lt;Color&gt;(color)`. The minimum height of the indicator can be specified using [minHeight]. The indicator can be made taller by wrapping the widget with a [SizedBox]. {@tool dartpad} This example shows a [LinearProgressIndicator] with a changing value. See code in examplesapilibmaterialprogress_indicatorlinear_progress_indicator.0.dart {@end-tool} See also: [CircularProgressIndicator], which shows progress along a circular arc. [RefreshIndicator], which automatically displays a [CircularProgressIndicator] when the underlying vertical scrollable is overscrolled. &lt;https:material.iodesigncomponentsprogress-indicators.htmllinear-progress-indicators&gt;" />
<item value="The handler for [SemanticsAction.tap]. This is the semantic equivalent of a user briefly tapping the screen with the finger without moving it. For example, a button should implement this action. VoiceOver users on iOS and TalkBack users on Android can trigger this action by double-tapping the screen while an element is focused." />
<item value="confirmed" />
<item value="UGC SOUL MODIFY PROFILE CD" />
<item value="Returns a sentinel for use with set() or update() to include a server-generated timestamp in the written data." />
<item value="off Axis Fraction" />
<item value="use Magnifier" />
<item value="squeeze" />
<item value="user Avatar" />
<item value="naughty" />
<item value="granted Chat Right By Ref" />
<item value="spam Check" />
<item value="Creates an image filter that applies a matrix transformation. For example, applying a positive scale matrix (see [Matrix4.diagonal3]) when used with [BackdropFilter] would magnify the background image." />
<item value="Composes the `inner` filter with `outer`, to combine their effects. Creates a single [ImageFilter] that when applied, has the same effect as subsequently applying `inner` and `outer`, i.e., result = outer(inner(source))." />
<item value="[BackdropFilter], a widget that applies [ImageFilter] to its rendering. [ImageFiltered], a widget that applies [ImageFilter] to its children. [SceneBuilder.pushBackdropFilter], which is the low-level API for using this class as a backdrop filter. [SceneBuilder.pushImageFilter], which is the low-level API for using this class as a child layer filter." />
<item value="Whether this entry occludes the entire overlay. If an entry claims to be opaque, then, for efficiency, the overlay will skip building entries below that entry unless they have [maintainState] set." />
<item value="_status Bar Hidded" />
<item value="_status Bar Hidden" />
<item value="maintain State" />
<item value="opaque" />
<item value="Schedule a callback for the end of this frame. Does not request a new frame. This callback is run during a frame, just after the persistent frame callbacks (which is when the main rendering pipeline has been flushed). If a frame is in progress and post-frame callbacks haven't been executed yet, then the registered callback is still executed during the frame. Otherwise, the registered callback is executed during the next frame. The callbacks are executed in the order in which they have been added. Post-frame callbacks cannot be unregistered. They are called exactly once. See also: [scheduleFrameCallback], which registers a callback for the start of the next frame." />
<item value="Fullscreen display with status and navigation elements rendered over the application. Available starting at SDK 29 or Android 10. Earlier versions of Android will not be affected by this setting. For applications running on iOS, the status bar and home indicator will be visible. The system overlays will not disappear or reappear in this mode as they are permanently displayed on top of the application. See also: [SystemUiOverlayStyle], can be used to configure transparent status and navigation bars with or without a contrast scrim." />
<item value="Specifies the [SystemUiMode] to have visible when the application is running. The `overlays` argument is a list of [SystemUiOverlay] enum values denoting the overlays to show when configured with [SystemUiMode.manual]. If a particular mode is unsupported on the platform, enabling or disabling that mode will be ignored. The settings here can be overridden by the platform when System UI becomes necessary for functionality. For example, on Android, when the keyboard becomes visible, it will enable the navigation bar and status bar system UI overlays. When the keyboard is closed, Android will not restore the previous UI visibility settings, and the UI visibility cannot be changed until 1 second after the keyboard is closed to prevent malware locking users from navigation buttons. To regain &quot;fullscreen&quot; after text entry, the UI overlays can be set again after a delay of at least 1 second through [restoreSystemUIOverlays] or calling this again. Otherwise, the original UI overlay settings will be automatically restored only when the application loses and regains focus. Alternatively, a [SystemUiChangeCallback] can be provided to respond to changes in the System UI. This will be called, for example, when in [SystemUiMode.leanBack] and the user taps the screen to bring up the system overlays. The callback provides a boolean to represent if the application is currently in a fullscreen mode or not, so that the application can respond to these changes. When `systemOverlaysAreVisible` is true, the application is not fullscreen. See [SystemChrome.setSystemUIChangeCallback] to respond to these changes in a fullscreen application." />
<item value="Declares manually configured [SystemUiOverlay]s. When using this mode with [SystemChrome.setEnabledSystemUIMode], the preferred overlays must be set by the developer. When [SystemUiOverlay.top] is enabled, the status bar will remain visible on all platforms. Omitting this overlay will hide the status bar on iOS &amp; Android. When [SystemUiOverlay.bottom] is enabled, the navigation bar and home indicator of Android and iOS applications will remain visible. Omitting this overlay will hide them. Omitting both overlays will result in the same configuration as [SystemUiMode.leanBack]." />
<item value="Fullscreen display with status and navigation bars presentable through a swipe gesture at the edges of the display. Available starting at SDK 19 or Android K. Earlier versions of Android will not be affected by this setting. For applications running on iOS, the status bar and home indicator will be hidden for a similar fullscreen experience. A swipe gesture from the edge of the screen displays overlays. In contrast to [SystemUiMode.immersiveSticky], this gesture is not received by the application. See also: [SystemUiChangeCallback], used to listen and respond to the change in system overlays." />
<item value="Fullscreen display with status and navigation bars presentable by tapping anywhere on the display. Available starting at SDK 16 or Android J. Earlier versions of Android will not be affected by this setting. For applications running on iOS, the status bar and home indicator will be hidden for a similar fullscreen experience. Tapping on the screen displays overlays, this gesture is not received by the application. See also: [SystemUiChangeCallback], used to listen and respond to the change in system overlays." />
<item value="lean Back" />
<item value="Prefetches an image into the image cache. Returns a [Future] that will complete when the first image yielded by the [ImageProvider] is available or failed to load. If the image is later used by an [Image] or [BoxDecoration] or [FadeInImage], it will probably be loaded faster. The consumer of the image does not need to use the same [ImageProvider] instance. The [ImageCache] will find the image as long as both images share the same key, and the image is held by the cache. The cache may refuse to hold the image if it is disabled, the image is too large, or some other criteria implemented by a custom [ImageCache] implementation. The [ImageCache] holds a reference to all images passed to [ImageCache.putIfAbsent] as long as their [ImageStreamCompleter] has at least one listener. This method will wait until the end of the frame after its future completes before releasing its own listener. This gives callers a chance to listen to the stream if necessary. A caller can determine if the image ended up in the cache by calling [ImageProvider.obtainCacheStatus]. If it is only held as [ImageCacheStatus.live], and the caller wishes to keep the resolved image in memory, the caller should immediately call `provider.resolve` and add a listener to the returned [ImageStream]. The image will remain pinned in memory at least until the caller removes its listener from the stream, even if it would not otherwise fit into the cache. Callers should be cautious about pinning large images or a large number of images in memory, as this can result in running out of memory and being killed by the operating system. The lower the available physical memory, the more susceptible callers will be to running into OOM issues. These issues manifest as immediate process death, sometimes with no other error messages. The [BuildContext] and [Size] are used to select an image configuration (see [createLocalImageConfiguration]). The returned future will not complete with error, even if precaching failed. The `onError` argument can be used to manually handle errors while pre-caching. See also: [ImageCache], which holds images that may be reused." />
<item value="Creates a random number generator. The optional parameter [seed] is used to initialize the internal state of the generator. The implementation of the random stream can change between releases of the library." />
<item value="Creates a cryptographically secure random number generator. If the program cannot provide a cryptographically secure source of random numbers, it throws an [UnsupportedError]." />
<item value="Makes this Rx looks like a function so you can update a new value using `rx(someOtherValue)`. Practical to assign the Rx directly to some Widget that has a signature ::onChange( value ) Example: ``` final myText = 'GetX rocks!'.obs; in your Constructor, just to check it works :P ever( myText, print ) ; in your build(BuildContext) { TextField( onChanged: myText, ), ```" />
</histories>
<option name="languageScores">
<map>
<entry key="CHINESE" value="488" />
<entry key="ENGLISH" value="489" />
<entry key="GERMAN" value="1" />
<entry key="FRENCH" value="1" />
<entry key="INDONESIAN" value="1" />
</map>
</option>
</component>
<component name="Cache">
<option name="lastTrimTime" value="1668928981438" />
</component>
<component name="Settings">
<option name="phoneticFontFamily" value="DejaVu Sans Mono" />
<option name="primaryFontFamily" value="Noto Sans CJK SC Regular" />
<option name="showActionsInContextMenuOnlyWithSelection" value="false" />
<option name="youdaoTranslateSettings">
<youdao-translate>
<option name="appId" value="6ff353d64c7c642b" />
</youdao-translate>
</option>
</component>
</application>