- 10 Oct, 2015 3 commits
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Adam Barth authored
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Adam Barth authored
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Adam Barth authored
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- 09 Oct, 2015 1 commit
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Adam Barth authored
These are now part of material.dart.
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- 06 Oct, 2015 1 commit
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Adam Barth authored
Rather than using a custom render object, we can just use a Stack.
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- 03 Oct, 2015 2 commits
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Mehmet Akin authored
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Mehmet Akin authored
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- 01 Oct, 2015 1 commit
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Adam Barth authored
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- 30 Sep, 2015 3 commits
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mdakin authored
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Adam Barth authored
This argument isn't needed anymore now that State has a getter for context.
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mdakin authored
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- 26 Sep, 2015 1 commit
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Adam Barth authored
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- 24 Sep, 2015 1 commit
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James Robinson authored
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- 21 Sep, 2015 1 commit
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Adam Barth authored
All the use cases for EventDisposition are now addressed by the gesture detection system.
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- 18 Sep, 2015 1 commit
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Adam Barth authored
Also, introduce Colors and Typography to hold the material colors and the typography declarations. Previously we expected clients of these libraries to import them into a namespace, but that doesn't play nice with re-exporting them from material.dart.
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- 17 Sep, 2015 1 commit
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Adam Barth authored
What's important about this code is that it's presenting services outside the VM, not the particular technology used to present the services.
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- 09 Sep, 2015 1 commit
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Scott Graham authored
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- 08 Sep, 2015 1 commit
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Adam Barth authored
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- 28 Aug, 2015 2 commits
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Hixie authored
Add a way of having keys based on numeric types or DateTimes by having a ValueKey<T> class. Remove the redundant ways of declaring things, except for leaving one shorthand -- you can say `new Key(s)` instead of `new ValueKey<String>(s)`.
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Adam Barth authored
We're now using it at the widget layer for everything except scrolling and flinging.
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- 26 Aug, 2015 1 commit
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Hixie authored
This still leaves Flex and FlexDirection available. At some point once people have transitioned to Row/Column we should rename Flex to _Flex and stop reexporting FlexDirection from basic.dart.
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- 21 Aug, 2015 1 commit
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Adam Barth authored
Fixes #743
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- 19 Aug, 2015 1 commit
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Adam Barth authored
Similar to widgets.dart, rendering.dart exports the entire rendering layer. Also, update the examples to use rendering.dart and widgets.dart. Also clean up some exports so that the examples have more sensible imports.
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- 14 Aug, 2015 1 commit
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Adam Barth authored
And use the service in mine_digger to notify the user when they flag a bomb.
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- 08 Aug, 2015 1 commit
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Ian Fischer authored
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- 04 Aug, 2015 1 commit
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James Robinson authored
This introduces the notion of event disposition and allows event targets (widgets and render objects) to consume events that should not be processed further. This is needed by the Switch component in the Drawer in the stocks example. The Switch is embedded in a DrawerItem. The Switch handles the gesture tap event to toggle its state and should handle pointer events to allow swiping and draw its own radial reaction. The DrawerItem also handles gesture taps to allow toggling the switch value when tapping anywhere on the drawer and to draw its own ink splash. When tapping on the switch, both the switch's render object and the DrawerItem's listener are in the event dispatch path. The Switch needs to signal in some fashion that it consumed the event so the DrawerItem does not also try to toggle the switch's state.
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- 03 Aug, 2015 1 commit
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Adam Barth authored
Now you can import 'package:sky/widgets.dart' to get all the widgets.
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- 28 Jul, 2015 2 commits
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Chinmay Garde authored
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Chinmay Garde authored
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- 24 Jul, 2015 1 commit
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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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- 23 Jul, 2015 1 commit
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Adam Barth authored
- Remove unused imports - Remove unused, broken constructor for MineDiggerApp
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- 22 Jul, 2015 2 commits
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Hixie authored
This fixes some theoretical bugs whereby we were using hashCode to try to get unique keys for objects, but really we wanted object identity. It also lays the groundwork for a new GlobalKey concept. I tried to keep the impact on the code minimal, which is why the "Key" constructor is actually a factory that returns a StringKey. The code has this class hierarchy: ``` KeyBase | Key--------------+---------------+ | | | StringKey ObjectKey UniqueKey ``` ...where the constructors are Key and Key.stringify (StringKey), Key.fromObjectIdentity (ObjectKey), and Key.unique (UniqueKey). We could instead of factory methods use regular constructors with the following hierarchy: ``` KeyBase | LocalKey---------+---------------+ | | | Key ObjectIdentityKey UniqueKey ``` ...with constructors Key, Key.stringify, ObjectIdentityKey, and UniqueKey, but I felt that that was maybe a more confusing hierarchy. I don't have a strong opinion on this.
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Hixie authored
Text styles are now a global constant instead of being initialised dynamically. There are now sufficient text styles for 8 mines around a square. I coallesced Game and MineDiggerApp. Used an enum instead of constants for the cell state. Used setState() instead of scheduleBuild(). Used an O(N) algorithm for mine laying instead of the previous potentially-never-ending algorithm. Moved the listener on the cells to the app, so that the logic survives a rebuild. Various other minor changes.
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- 16 Jul, 2015 1 commit
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Collin Jackson authored
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