Sector changes:
- implement the intrinsic sizing box API on RenderBoxToRenderSectorAdapter
- remove some debug print statements
- fix getIntrinsicDimensions() on RenderSolidColor to return true values
- factor out the default demo
RenderObject changes:
- BoxConstraints.isInfinite() now returns true only if both dimensions are infinite
fn changes:
- implement UINodeToRenderBoxAdapter
- rename RenderObjectToUINodeAdapter to RenderBoxToUINodeAdapter
Tests:
- add a test for sector layout
- make TestRenderView support being run without the unit test framework
R=abarth@chromium.org
Review URL: https://codereview.chromium.org/1175423007.
Make old users of RenderSizedBox use RenderConstrainedBox.
Change the semantics of BoxDecoration.apply* to actually apply the provided constraints to the current constraints, rather than the previous behaviour of merging them neutrally.
R=abarth@chromium.org
Review URL: https://codereview.chromium.org/1189603003.
Deletes old test game
Demo game is now playable
Updates demo game with steering and changes in sprites
Fixes smaller bugs in sprites
Refactor class names in game demo
Strips Box2D from game
Fixes ordering in game node
Adds frameRate property to SpriteBox and improves update methods.
Fixes node to box transformations for hit tests
Fixes minor code issues
R=abarth@chromium.org
Review URL: https://codereview.chromium.org/1179333002.
Make Material actually create material, with opinions about what that
means.
Make FloatingActionButton use this.
Make Scrollable use this.
Make BoxDecoration support drawing a circle instead of a rectangle, so
that floating action button doesn't need a custom painter.
Implement RaisedButton (and remove button.dart, since there's no
"button" in Material Design).
Make InkWell have a "child" argument instead of "children", and not
have it introduce a Flex into the hierarchy.
Update container.dart example. Clean up some imports.
R=abarth@chromium.org
Review URL: https://codereview.chromium.org/1179713004.
I also removed the leading /, so it is now possible
to use shelldb start sky/sky_home to test.
Also fixed touch_demo.dart and sector layout to
work and not crash.
R=ianh@google.com
Review URL: https://codereview.chromium.org/1177343002.
This moves input.dart to editing2/, since that way we can define the layering as strictly unidirectional.
It also reorders a bunch of imports to fit the style guide.
I removed the old remnants of the widgets example, and put the fn2 examples into the examples/widgets/ directory, to parallel the framework directory names.
R=abarth@chromium.org
Review URL: https://codereview.chromium.org/1177243002.
Sprite nodes use Point instead of Vector2
Updates sprite test app
Refactors accounting for pivot points in sprites
Adds abstract NodeWithSize class in Sprites.
Refactors SpriteNode to Sprite
Refactors TransformNode to Node (may need to find another name as it conflicts with Sky's Node).
Sprite system now uses and caches transformation matrices.
R=abarth@chromium.org
Review URL: https://codereview.chromium.org/1180703002.
Previously, they always started at the center of the RenderInkWell. Now we
remember the local coordinates we computed during the hit test and provide that
information when handling the event.
R=ianh@google.com
Review URL: https://codereview.chromium.org/1180553002.
This also removes one bit of magic to make it more obvious what on is
going on during a sync, which should hopefully help.
Components have to decide if they support being stateful or not. If
they do, then they must implement syncFields() and have mutable
fields; if they don't, then they must have final fields. This isn't
particularly enforced, though.
This also renames _willSync() to _retainStatefulNodeIfPossible(), for
clarity, and fixes some minor style issues and one typo that was
breaking the drawer.
R=abarth@chromium.org
Review URL: https://codereview.chromium.org/1174023003
This CL replaces the (non-working) components2 InkWell with some code based on
the ink_well example. There are at least two issues with the implementation:
1) The ink splash always starts at the center of the well because we don't have
a facility for converting from global to local coordinates, which means we
can't tell where the tap occurred in the local coordinates we need to use
for painting.
2) When used inside a MenuItem, the in splash disappears shortly after
starting, presumably because the button starts highlighting, which causes a
component rebuild and somehow we lose the RenderInkWell instance.
I plan to address these issues in subsequent CLs.
R=ianh@google.com
Review URL: https://codereview.chromium.org/1172033003.
StockRows are now a relatively simple application of flex layout.
The up/down arrows are now rendered within a circle, like
the original version. The arrows are a little bigger,
because.
R=ianh@google.com
Review URL: https://codereview.chromium.org/1165223005.
We already know how to talk to the network_service from Dart
via fetch.dart. Might as well use that for Image loading
as well insetad of having ImageLoader do it.
As part of this I've renamed *ImageLoader to *ImageDecoder
and moved all the image loading logic into Dart. This required
me to teach the idl system about mojo handles so that I could
pass the resulting MojoHandle from fetch.dart up through to
ImageDecoder.
R=abarth@chromium.org, jackson@google.com, hansmuller@google.com
Review URL: https://codereview.chromium.org/1173703002.