- 09 Mar, 2019 1 commit
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Alexandre Ardhuin authored
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- 21 Feb, 2019 1 commit
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Alexandre Ardhuin authored
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- 30 Jan, 2019 1 commit
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Michael Goderbauer authored
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- 29 Jan, 2019 2 commits
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Alexandre Ardhuin authored
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Greg Spencer authored
This implements support for hovering mouse pointers, so that mice connected to Android devices, and ChromeOS devices running Android apps will work properly. It teaches flutter_test about hover events, which required changing how they are created and used. Also modifies AnnotatedRegion to allow a region that can be located someplace other than just the origin. Along with tests for all of the above. Fixes #5504
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- 19 Dec, 2018 1 commit
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xster authored
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- 18 Dec, 2018 1 commit
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Alexandre Ardhuin authored
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- 14 Nov, 2018 1 commit
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liyuqian authored
See https://github.com/flutter/flutter/issues/23890
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- 31 Oct, 2018 3 commits
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Amir Hardon authored
Re-landing #23412 with a fix to the PlatformLayer's addToScene signature. #23412 was broken by the change to Layer done in #23434. It seemed green as the presubmits were done before #23434 was landed, and when #23412 landed it broke the build. Reverts #23779
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Amir Hardon authored
This reverts commit 67ffe1c2.
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Amir Hardon authored
This PR adds the full framework stack (layer->render object->widget, and service) for embedding iOS views with minimal functionality. I allowed myself to throw the entire framework stack in one PR since we're mostly mirroring the structure we already established for embedded Android views, so this PR is a little bigger than usual. I'm happy to break it down to the different pieces of the stack if reviewers prefer. Specifically this PR adds: * A UiKitView widget for embedding a UIView in the widget tree. * A RenderUiKitView which is the render object for showing a UIView. * A PlatformViewLayer which denotes the position of a UIView in the layer tree. * The iOS platform_views system channel client code in services/platform_views.dart * Splits the fake platform views controller to an Android and iOS controllers. TBD in following PRs: * Plumb the layout direction all the way to the platform view (currently there is still no engine support for it). * Integrate with gesture arenas (engine support is still missing as well).
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- 25 Oct, 2018 1 commit
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liyuqian authored
For #21756
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- 01 Oct, 2018 1 commit
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Alexandre Ardhuin authored
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- 28 Sep, 2018 1 commit
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liyuqian authored
For retained rendering, we don't want to push the offset down to each leaf layer. Otherwise, changing an offset layer on the very high level could cascade the change to too many leaves, which means that we can't retain them. To not push the offset downwards, we simply push a TransformLayer when there's an offset. Skia has a fast path for concatenating scale/translation-only matrix so this operation should be fast (no performance regression is measured on Moto G4). This is our first step towards https://github.com/flutter/flutter/issues/21756
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- 13 Sep, 2018 1 commit
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liyuqian authored
In my local tests, this should finally fix https://github.com/flutter/flutter/issues/21617
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- 12 Sep, 2018 1 commit
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Alexandre Ardhuin authored
* enable lint unnecessary_new * fix tests * fix tests * fix tests
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- 07 Sep, 2018 1 commit
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Jacob Richman authored
Revert "Revert "Enable taking screenshots of arbitrary RenderObjects from a running a… (#20637)" (#21395)" (#21448) This reverts commit 5b5a5b82.
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- 04 Sep, 2018 2 commits
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Jonah Williams authored
This reverts commit 3306fc10.
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Jacob Richman authored
Enable taking screenshots of arbitrary RenderObjects from a running application from within the inspector. Key functionality is in the added _ScreenshotPaintingContext class.
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- 24 Aug, 2018 1 commit
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liyuqian authored
This reverts commit 8de0e15e and updates the goldens versoin. This requires https://github.com/flutter/flutter/pull/20751 to land first.
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- 15 Aug, 2018 1 commit
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Jonah Williams authored
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- 09 Aug, 2018 2 commits
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liyuqian authored
This fixes https://github.com/flutter/flutter/issues/18057
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amirh authored
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- 08 Aug, 2018 1 commit
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amirh authored
Resizing an AndroidView happens asynchronously (as it requires thread hopping from the ui thread to the platform thread). While waiting for the resize to complete the framework does exactly when the embedded view has been resized. This leads to pretty bad jank as the framework might paint the embedded view with a wrong size. We're working around this by freezing the texture frame while resizing until we are sure that the next frame has the new size. This is how it looks with the workaround: This is how it looks before and after the workaround: Before (janky) | After (less janky) :--------|---------:  |  This depends on flutter/engine#5938. Additionaly right now the engine completes the resize call immediately, a following PR will change it to complete after a frame with the new size is ready.
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- 03 Aug, 2018 1 commit
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liyuqian authored
See details in our proposal for this breaking API change and #18057. This PR setup all code paths to allow the change but doesn't change the clip behavior by itself. We'll change `defaultClipBehavior` from `Clip.antiAlias` to `Clip.none` in the following PR to change the clip behavior and update tests.
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- 27 Jun, 2018 1 commit
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Jonah Williams authored
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- 22 Jun, 2018 1 commit
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Jonah Williams authored
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- 05 Jun, 2018 1 commit
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Alexandre Ardhuin authored
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- 15 May, 2018 1 commit
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Ian Hickson authored
In theory, this should aid with tree shaking and minutely optimize the code in release builds.
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- 10 May, 2018 1 commit
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Ian Hickson authored
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- 30 Apr, 2018 1 commit
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Todd Volkert authored
It allows callers to account for things like shadows that paint outside the bounds of the widget. https://github.com/flutter/flutter/issues/16859
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- 28 Apr, 2018 1 commit
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- 21 Mar, 2018 1 commit
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Jonah Williams authored
* pass shadowColor param to SceneBuilder * add doc comment and diagnostic node for shadowColor * Add missing shadowColor param
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- 20 Mar, 2018 2 commits
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Alexandre Ardhuin authored
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xster authored
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- 31 Jan, 2018 1 commit
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amirh authored
For backward compatibility we keep supporting specifying the shape as a combination of MaterialType and borderRadius, and we just use that as a default when shapeBorder is null. To cleanup the implementation if shapeBorder was not specified we just translate the specified shape to a shapeBorder internally. I benchmarked paint, layout and hit testing, with the specialized shape clippers vs. the equivalent path clippers and did not see any significant performance difference. For testing, I extended the clippers/physicalShape matchers to match either the specialized shape or the equivalent shape.
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- 12 Jan, 2018 3 commits
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Ian Hickson authored
This gets us back to where we were a few minutes ago.
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Ian Hickson authored
This reverts commit 592f2979.
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amirh authored
* Revive "Push physical layers with paths instead of rects in RenderPhysicalModel. (#13942)" That commit was reverted due to a performance problem which has now been fixed. * Roll engine 05fe72d068e19c7886e8d27f9b004201d5ad1300
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- 09 Jan, 2018 1 commit
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