1. 08 Mar, 2017 1 commit
  2. 04 Mar, 2017 1 commit
  3. 17 Jan, 2017 1 commit
    • Adam Barth's avatar
      Fix several minor bugs and add many tests (#7506) · 2b742289
      Adam Barth authored
      * MultiTapGestureRecognizer previously would assert if there was no
         competition.
       * GestureArenaTeam would always select the first recongizer as the
         winner even if a later recognizer actually accepted the pointer
         sequence.
       * debugPrintStack would fail a type check if maxFrames was non-null.
       * FractionalOffset.lerp would throw a null-pointer exception if its
         second argument was null.
      
      Also, add a number of tests for previously untested lines of code.
      2b742289
  4. 13 Jan, 2017 1 commit
    • Adam Barth's avatar
      Add GestureArenaTeam (#7481) · 0139c69c
      Adam Barth authored
      Previously, the Slider used a drag gesture recognizer to move the head
      of the slider, but when the slider was in a vertical scroller, the
      recognizer would wait until the user moved the pointer by enough pixels
      to disambiguate between sliding the slider and scrolling the scroller.
      
      That worked fine for actual drags, but the slider should also move when
      the user taps the track. This patch introduces a tap recognizer to
      handle that behavior.
      
      To avoid the slider's drag and tap recognizers from competing with each
      other in the arena, this patch introduces the notion of a
      GestureArenaTeam, which lets several recognizers combine to form one
      entry in the arena.  If that entry wins, the team picks the first of its
      recognizers as the winner, avoiding latency.
      
      Fixes #7454
      0139c69c