- 24 Jul, 2015 17 commits
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Ian Hickson authored
Use the navigator to stack dialogs.
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Hixie authored
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Hixie authored
This removes the need to manually include the dialog builder in the main window's build() function. It also removes the need to track if a dialog is visible. Other changes: - I made dialog.dart a bit more readable. - I renamed transitionFinished to fullyOpaque since that's what actually matters. - I made Routes track if they're opaque. Eventually this should probably be more configurable when creating the route. Directions for Future Research: - Use this for focus management somehow. - The popup menu should use something like this. - We should factor the following out into a showDialog() function that returns a future for the dialog's exit result: navigator.push(new DialogRoute(builder: (navigator, route) { ... })); - Maybe navigator.pop() should take a value to return to that Future.
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Adam Barth authored
Examples as libraries
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Viktor Lidholt authored
Optimizations for Particle Systems
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Viktor Lidholt authored
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Adam Barth authored
Create //sky/packages/workbench
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Viktor Lidholt authored
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Jim Simon authored
Converted demo launcher example to library Converted fitness example to library Converted hello world example to library Converted mine digger example to library Converted stocks example to library
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Viktor Lidholt authored
Conflicts: sky/sdk/example/game/lib/particle_system.dart
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Viktor Lidholt authored
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Eric Seidel authored
Use Skia's drawAtlas now that we've rolled to a newer Skia
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Hans Muller authored
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Eric Seidel authored
Roll was ff8bbe4e1674ae57f2ea3a2841a37a9c099beac8 This is another step in fixing #138 R=viktork@google.com
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Collin Jackson authored
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Adam Barth authored
The workbench package exists to pull in pub packages from both pub.dartlang.org and from the source tree (using dependency overrides). The idea is that workbench will reflect a typical Sky developer's environment so that we can use the same tools as a typical sky developer by running them with the workbench as the cwd.
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Adam Barth authored
Turns out if we don't have these deps, nothing builds these packages.
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- 23 Jul, 2015 23 commits
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Adam Barth authored
We now just symlink the lib directory into the packages directory in the output directory.
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Adam Barth authored
This package contains the mojom.dart files we generate from the sky_engine repository.
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Adam Barth authored
Move Material Design Icons to their own package
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Adam Barth authored
After this patch, we use pub to manage versioning and fetching the material design icons.
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Viktor Lidholt authored
Adds test case for drawAtlas in games
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Viktor Lidholt authored
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Ian Hickson authored
Add a dialog to the address book app to test scoped focus.
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Adam Barth authored
Add a sky_engine package to contain the dart:sky SDK extensions
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Adam Barth authored
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Hixie authored
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Adam Barth authored
Create a SkyShell.apk
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Viktor Lidholt authored
Adds custom play button with texture to demo game
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Viktor Lidholt authored
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Adam Barth authored
This CL introduces a SkyShell.apk that is separate from the SkyDemo.apk that we upload to the store to show our demos. The SkyShell.apk is just an empty shell that can run Sky applications on Android.
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Hixie authored
I've noticed an anti-pattern emerge where people call scheduleBuild() when they think they've changed enough state that they should rebuild, instead of just wrapping their changes in setState(). This leads to them missing state changes, having extraneous scheduleBuild() calls, and other similar bugs. By removing scheduleBuild(), the only way to actually schedule a build now is to call setState(), and hopefully that'll make it much clearer that you're only supposed to do this when you change state.
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Hixie authored
Assert that there are no duplicates. Export GlobalKey from basic.dart, so that people don't have to import widgets.dart just for that. Fix the "initialFocus" feature which actually didn't work.
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Adam Barth authored
Switch sky_tool to use a Dart-based HTTP server
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Eric Seidel authored
This is supposed to make Viktor's game faster, but it's not clear to me that it actually does. I've left the code using the dart version of drawAtlas for now until Viktor can verify that it looks correct. I also added a wrapper for SkFilterQuality in the process of debugging SkCanvas.drawAtlas since all drawAtlas examples in Skia use FilterQuality.low. The bug which blocked me for so long turned out to be that SkCanvas.drawAtlas doesn't draw anything if antialiasing is turned on. Issue #138. R=abarth@google.com
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Hixie authored
RenderConstrainedBox was ignoring its additional constraints for its intrinsic size logic when it had no child.
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Adam Barth authored
Fix analyzer warnings
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Adam Barth authored
- Remove unused imports - Remove unused, broken constructor for MineDiggerApp
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Hixie authored
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Eric Seidel authored
This patch provides a class to manage focus, Focus, and a class to manage ownership of the keyboard, KeyboardHandle. Inherited (in widgets.dart) is adjusted to support subclasses that need to copy state from instance to instance. A GlobalKey key type is introduced that is basically the same as UniqueKey. Component classes that need a globally-unique key can specify that their 'key' constructor argument is a GlobalKey. Focus ----- You can use `Focus.at(this)` to determine if you, a Component, are currently focused. You can use `Focus.moveTo(this)` to take the focus or give it to a particular component. For this to work, there has to be a Focus class in the widget hierarchy. Currently, there can only be one Focus class, because nested scopes aren't supported. We should add support for that in a future patch. See issue #229. KeyboardHandle -------------- Instead of directly interacting with the keyboard service, you now ask for a KeyboardHandle using `_keyboard.show(client)`. This returns a KeyboardHandle class. On that class, you can call `handle.release()` when you want to hide the keyboard. If `handle.attached` is still true, and you need to reshow the keyboard after the user hid it, then you can can `handle.showByRequest()`. The point of this is that the `keyboard.show()` method maintains the invariant that only one KeyboardHandle is live at a time. There are some issues with the keyboard service that I filed as a result of doing this patch: #226 #227
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