1. 03 Feb, 2022 1 commit
  2. 13 Dec, 2021 1 commit
  3. 15 Jul, 2021 1 commit
  4. 14 Jul, 2021 3 commits
  5. 13 Jul, 2021 2 commits
  6. 30 Mar, 2021 1 commit
  7. 28 Jul, 2020 1 commit
  8. 11 Jun, 2020 1 commit
  9. 07 Jan, 2020 1 commit
  10. 03 Dec, 2019 1 commit
  11. 27 Nov, 2019 1 commit
    • Ian Hickson's avatar
      License update (#45373) · 449f4a66
      Ian Hickson authored
      * Update project.pbxproj files to say Flutter rather than Chromium
      
      Also, the templates now have an empty organization so that we don't cause people to give their apps a Flutter copyright.
      
      * Update the copyright notice checker to require a standard notice on all files
      
      * Update copyrights on Dart files. (This was a mechanical commit.)
      
      * Fix weird license headers on Dart files that deviate from our conventions; relicense Shrine.
      
      Some were already marked "The Flutter Authors", not clear why. Their
      dates have been normalized. Some were missing the blank line after the
      license. Some were randomly different in trivial ways for no apparent
      reason (e.g. missing the trailing period).
      
      * Clean up the copyrights in non-Dart files. (Manual edits.)
      
      Also, make sure templates don't have copyrights.
      
      * Fix some more ORGANIZATIONNAMEs
      449f4a66
  12. 12 Sep, 2018 1 commit
  13. 22 Aug, 2018 1 commit
    • amirh's avatar
      Add support for GestureArenaTeam captains. (#20883) · e24ac508
      amirh authored
      The team captain wins the arena on behalf of the team.
      When any of the team members claims victory for the arena the captain
      accepts the gesture.
      
      This is used when embeddeding platform views - we allow configuring a
      set of gestures that should be forwarded to the platform view.
      We add the set of gesture recognizers to a GestureArenaTeam with a
      captain, and if the captain accepts the gesture we forward it to the
      platform view.
      e24ac508
  14. 12 Jun, 2017 1 commit
    • Ian Hickson's avatar
      More documentation (#10606) · a9f1cb8c
      Ian Hickson authored
      - How do you handle a tap on text?
      - Why is AnimatedOpacity expensive?
      - Why would you use a gesture arena team?
      ...and other minor fixes
      a9f1cb8c
  15. 08 Mar, 2017 1 commit
  16. 04 Mar, 2017 1 commit
  17. 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
  18. 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