- 14 Aug, 2015 8 commits
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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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Adam Barth authored
Add a compositing update phase
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Adam Barth authored
We need to compute whether a RenderObject has a composited descendant so that we can decide whether to use canvas.saveLayer or to create a new composited layer while walking down the tree during painting. The compositing update walks the tree from the root only to places where the tree's structure has been mutated. In the common case during an animation loop, we won't need to visit any render object beyond the root.
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Adam Barth authored
This patch makes it easier to debug layerization issues.
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Adam Barth authored
Separating these notions makes them easier to work with because offset is relative to the parent layer whereas size is intrinsic to the layer itself. This patch fixes the underpainting bugs when compositing the stocks example.
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Adam Barth authored
This generalization will let us implement other alogorithims that need to walk the RenderObject tree.
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mpcomplete authored
Add a ValueAnimation helper class for AnimationPerfomance.
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Adam Barth authored
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- 13 Aug, 2015 29 commits
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Viktor Lidholt authored
Updates to game sound API
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Adam Barth authored
Add a compositing step to the lifecycle
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Adam Barth authored
Now we have the ability to draw multiple PictureLayers. We still squash all the pictures together into a single SkPicture for simplicity. In the future, we'll submit them to C++ separately and composite them on the GPU thread.
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Hans Muller authored
Adds CicularProgressIndicator and LinearProgressIndicator Setting a ProgressIndicator's value to null (the default) makes it an "indeterminate progress" or activity indicator. The indeterminate animations for both kinds of progress bars are essentially the same and wrong vis the Material Design spec, http://www.google.com/design/spec/components/progress-activity.html. I'll improve conformity with the visual design in a future CL.
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Hans Muller authored
Setting a ProgressIndicator's value to null (the default) makes it an "indeterminate progress" or activity indicator. The indeterminate animations for both kinds of progress bars are essentially the same and wrong vis the Material Design spec, http://www.google.com/design/spec/components/progress-activity.html. I'll improve conformity with the visual design in a future CL.
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Adam Barth authored
Expose longpress and showpress in Listener
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Viktor Lidholt authored
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Viktor Lidholt authored
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Viktor Lidholt authored
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Viktor Lidholt authored
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Viktor Lidholt authored
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Viktor Lidholt authored
Removes the ability to jump to different positions in sound effects (this isn't supported on Android)
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Adam Barth authored
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P.Y. Laligand authored
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Matt Perry authored
Used for AnimationPerformance with a single AnimatedValue<T> variable.
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Adam Barth authored
Currently we have a single PictureLayer that everyone draws into. A future patch will teach the system to use multiple PictureLayers.
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Viktor Lidholt authored
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Viktor Lidholt authored
Adds rough sound support for sprites
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Adam Barth authored
Rename createsNewDisplayList to requiresCompositing
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Adam Barth authored
This patch prepares for introducing the compositing system by repurposing the relevant parts of the createsNewDisplayList system. This patch also removes the no-longer-relevant parts of that system.
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Viktor Lidholt authored
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Viktor Lidholt authored
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Viktor Lidholt authored
Fixes issue in sprite
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Adam Barth authored
We seem to have trouble killing sky_server by its pid. Instead, lets try killing it by looking up which process is listening on the sky_server port.
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mpcomplete authored
Fix common asserts in animation API.
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Adam Barth authored
We'll need this for compositing because we need to switch out the sky.Canvas when we switch compositing layers.
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Matt Perry authored
1. We would assert if you tried to start an animation from within an animation status callback. This is a common pattern, so I fixed this assert (in Ticker._tick). 2. We would assert for animations with duration under a millisecond. Fixed. Also removed the workarounds assocated with #1.
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Adam Barth authored
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Adam Barth authored
Previously we were doing the bounds testing for hit tests in the parent, but that doesn't work if the child paints at a location other than 0.0, 0.0. Now we do the bounds check in the child. This also simplifies Scaffold's hit testing. Fixes #558
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- 12 Aug, 2015 3 commits
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Collin Jackson authored
Add support for charts to fitness app
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Collin Jackson authored
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Adam Barth authored
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