- 25 Apr, 2016 3 commits
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Devon Carew authored
* improve text for devices * nit * tweak text
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Devon Carew authored
* exclude files from build/ when looking for asset variants * exclude some dirs when creating flx files
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Devon Carew authored
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- 24 Apr, 2016 2 commits
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Adam Barth authored
Add Flow layout
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Adam Barth authored
A flow layout is optimized for reposition children with transformation matrices. A flow layout can animate the position of its children very efficiently.
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- 23 Apr, 2016 3 commits
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Adam Barth authored
This patch contains a few minor improvements to the framework that I ran across while working on a new layout model.
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Adam Barth authored
Fixes #3510
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Adam Barth authored
Somehow I missed these in my previous patch.
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- 22 Apr, 2016 10 commits
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Adam Barth authored
Fixes #3503
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Adam Barth authored
Prior to this patch, we were pushing two frames each time the cursor blinked. In turning the cursor on or off, the markNeedsPaint call was triggering another frame to be scheduled because we cleared a bit in the scheduler at the beginning of the frame instead of at the end of the frame. To implement scheduling correctly, we actually need two bits: one for ensureVisualUpdate, which just promises to get to the end of the pipeline soon, and scheduleFrame, which promises to get to the beginning of the pipeline soon. (Reland)
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Ian Hickson authored
This adds in particular the ability to track the time at which the framework boots up, and the time at which we are confident we have completed the first useful frame.
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Adam Barth authored
Fixes #3501
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Adam Barth authored
We don't need this assert anyway.
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Adam Barth authored
This reverts commit 161f945e. This patch caused a number of regressions. Fixes #3497
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Ian Hickson authored
The old names were getting silly and started stepping on valuable namespace. The new names are consistent and clear.
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Viktor Lidholt authored
* Adds NineSliceSprite and optimizes gallery front page
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Hans Muller authored
* Refactored MaterialApp
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Hans Muller authored
* Remove IconThemeData.clampedOpacity
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- 21 Apr, 2016 17 commits
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Ian Hickson authored
This reorders some classes so that this file makes more sense, and adds a bunch of docs. It also makes the following changes: * Move allElements from Instrumentation to TestWidgets. (Instrumentation is going away.) * Remove findElements. * Rename byElement to byElementPredicate * Rename byPredicate to byWidgetPredicate * Implement _WidgetPredicateFinder so that byWidgetPredicate has good messages * Fix one use of byElementPredicate to use byWidgetPredicate.
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Tony Gentilcore authored
Roll engine to 4062813e7060666f26b89e77d3f58035523bfd6b
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Ian Hickson authored
Previously the widgets layer only provided a concrete binding, which makes it awkward to extend it compared to other bindings. This moves widgets to the same style as the other layers. In a subsequent patch I'll use this to make the tests layer saner.
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Tony Gentilcore authored
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Jason Simmons authored
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Adam Barth authored
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Ian Hickson authored
Makes the tests noisy.
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Matt Perry authored
Also simplify handle drawing. All 3 cases are the same, just rotated. Also fix selection changes on iOS.
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Eric Seidel authored
Add a service extension for toggling the PerformanceOverlay
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Ian Hickson authored
Moves TestGesture into test_pointer.dart and makes it more self-contained. This is part of a general refactoring of flutter_test. Depends on https://github.com/flutter/flutter/pull/3459
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Eric Seidel authored
This only works for apps which use WidgetsApp. Apps which don't (like the game) could presumably read the static themselves off of WidgetsApp. @devoncarew @hixie
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Ian Hickson authored
* Refactor the Gesturer's interfaces This makes them more coherent. It also makes it easier for the tests to override each specific part of hit-testing, should that be necessary. * Update binding.dart
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Hans Muller authored
* Enhance Finder toString()
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Matt Perry authored
Only partially works. Editing the selected text doesn't work very well, which probably will require engine changes. Currently only draws the selected text and allows you to manipulate the selection with draggable selection handles.
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Adam Barth authored
Use the route table to generate the list of screens to test in the smoke test.
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Hans Muller authored
* Gallery Smoke Test
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Adam Barth authored
Prior to this patch, we were pushing two frames each time the cursor blinked. In turning the cursor on or off, the markNeedsPaint call was triggering another frame to be scheduled because we cleared a bit in the scheduler at the beginning of the frame instead of at the end of the frame. To implement scheduling correctly, we actually need two bits: one for ensureVisualUpdate, which just promises to get to the end of the pipeline soon, and scheduleFrame, which promises to get to the beginning of the pipeline soon.
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- 20 Apr, 2016 5 commits
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Yegor authored
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Matt Perry authored
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Viktor Lidholt authored
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Devon Carew authored
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Ian Hickson authored
Also a bit of code cleanup. The key part of this patch is the addition in `_endScroll` to reset `_simulation`. It seems like this was the one place where it's possible for us to end the animation but not reset our state. Since we assert that are state is coherent, we were hitting asserts when a fling finished and then you interacted with the widget again.
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