- 13 10月, 2020 1 次提交
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- 10 10月, 2020 1 次提交
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由 Greg Spencer 提交于
This is a PR for converting the dart:ui code in the engine to use a multi-window API. The goal here is to convert from the window singleton to an API that has the concept of multiple windows. Also, I'm matching up the new PlatformDispatcher class to talk directly to the PlatformConfiguration class in the engine. I'm not attempting to actually enable creating multiple windows here, just migrate to an API that has a concept of multiple windows. The multi-window API in this PR currently only ever creates one window. The design doc for this change is here. The major changes in this PR: Move the platfom-specific attributes out of Window, and into the new PlatformDispatcher class that holds all of the platform state, so that the platform code need only update the configuration on this class. Create FlutterView, FlutterWindow, and SingletonFlutterWindow classes to separate out the concepts of a view (of which there may be multiple in a window), a window (of which there may be multiple on a screen, and they host views), and a window where there is only ever expected to be one (this hosts the entire API of the former Window class, and will eventually be the type of the window singleton). Next step after this PR lands: Remove the Window class entirely (it is replaced by SingletonFlutterWindow). Some minor changes in the Framework are needed to switch to using SingletonFlutterWindow directly first. The Window class still exists in this PR, but will be removed as soon as the framework is converted to point to the SingletonFlutterWindow class instead. They share the same API, just have different names (Window is currently a subclass of SingletonFlutterWindow). The intention is that the Window name will be freed up to use as a widget class name in the framework for managing windows. The singleton called window will remain, and keep the same API it has now.
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- 24 9月, 2020 2 次提交
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由 Dan Field 提交于
Allows for reference counting of images before disposal. This will allow multiple callers to hold a reference to an image and dispose of their reference without disposing the underlying image until all handles have been disposed. This will be used by the framework to help resolve some of the kludge I was trying to introduce in flutter/flutter#64582
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由 Richard Cai 提交于
for Android and iOS and remove offset from scenario_app test for iOS and Android.
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- 07 8月, 2020 1 次提交
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由 Yegor 提交于
Co-authored-by: NDavid Iglesias <ditman@gmail.com>
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- 30 7月, 2020 1 次提交
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由 Michael Goderbauer 提交于
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- 25 7月, 2020 1 次提交
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由 Siva 提交于
* Manual merge or Dart into flutter a3815b6590...24c7666def dart-lang/sdk@24c7666def Update tests that have the current version number hardcoded dart-lang/sdk@f88ce7aef5 Increase Dart version to 2.10 * Update language version. * Update license. * Hpdate language version. * Update license.
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- 18 6月, 2020 1 次提交
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由 zljj0818 提交于
Use bilinear instead of nearest filter to draw surface texture Related Issues: https://github.com/flutter/flutter/issues/53080 Tests: - TextureLayerTest
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- 13 6月, 2020 1 次提交
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由 Yegor 提交于
* apply null safety syntax to mobile dart:ui
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- 15 5月, 2020 1 次提交
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由 Yegor 提交于
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- 26 3月, 2020 1 次提交
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由 liyuqian 提交于
1. Simple "GPU thread" to "raster thread" replacement. 2. Regex replace "GPU([\n\r\s]+//+ thread)" with "raster$1". 3. Regex replace "// gpu$" with "// raster". 4. Simple test change. 5. Run ci/format.sh
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- 04 3月, 2020 1 次提交
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由 Chris Bracken 提交于
We believe this may be implicated in a Windows-specific crash during the Flutter Gallery integration test. See: https://github.com/flutter/flutter/issues/51896 This reverts commit f9b78c5d.
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- 03 3月, 2020 1 次提交
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由 Dan Field 提交于
Image Codec FrameInfo Scene/Picture toImage
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- 21 2月, 2020 2 次提交
- 17 1月, 2020 1 次提交
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由 Dan Field 提交于
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- 20 12月, 2019 2 次提交
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由 Jim Graham 提交于
web_ui support coming in https://github.com/flutter/flutter/issues/47163
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由 Jim Graham 提交于
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- 19 12月, 2019 2 次提交
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由 Kaushik Iska 提交于
This reverts commit 6ea69a0d. On top of the revert, it reverted a commit in the PR: https://github.com/flutter/engine/pull/14024 This reverts commit ea67e5b0b930ebf552bc7dbd678a35ee6a129c39.
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由 Kaushik Iska 提交于
This reverts commit d117ac97.
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- 05 12月, 2019 1 次提交
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由 David Worsham 提交于
* Remove erroneous ChildView opacity * Wire frame metrics through contexts * Maintain layer stack inside of SceneBuilder * Remove EnsureSingleChild * Centralize system-composite and elevation logic * Wire up OpacityLayer to Scenic
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- 20 11月, 2019 1 次提交
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由 Jim Graham 提交于
Make ImageFilter objects comparable and printable. This will help in areas in the Widget and RenderObject trees which try to avoid marking objects for updates if a setter is called with the same value (previously all ImageFilter objects would compare as not equal and appear to be new values).
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- 28 9月, 2019 1 次提交
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由 liyuqian 提交于
This reverts commit fcc4ab32. Fixes https://github.com/flutter/flutter/issues/41394 and other related correctness issues. TBR: @arbreng @jason-simmons @mehmetf
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- 26 9月, 2019 1 次提交
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由 David Worsham 提交于
On Fuchsia, add a build flag for compositing OpacityLayers using the system compositor vs Skia, which exposes a fastpath for opacity via Scenic. This will only work under certain circumstances, in particular nested OpacityLayers will not render correctly! On Fuchsia, add a build flag for compositing PhysicalShapeLayers using the system compositor vs Skia. Set to off by default, which restores performant shadows on Fuchsia. Remove the opacity exposed from ChildView, as that was added mistakenly. Finally, we centralize the logic for switching between the system-composited and in-process-composited paths inside of ContainerLayer. We also centralize the logic for computing elevation there. This allows the removal of many OS_FUCHSIA-specific code-paths. Test: Ran workstation on Fuchsia; benchmarked before and after Bug: 23711 Bug: 24163 * Fix broken tests
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- 12 7月, 2019 1 次提交
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由 Dan Field 提交于
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- 11 7月, 2019 1 次提交
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由 Dan Field 提交于
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- 29 6月, 2019 1 次提交
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由 Yegor 提交于
Add new optional named oldLayer arguments to all push* methods of the SceneBuilder class. When not null oldLayer signals to the engine that the intent is to update a layer rendered in a previous frame. The engine may optionally use that signal to reuse the resources allocated for that layer in the previous frame. For example, on the Web we can reuse existing DOM nodes and some of their properties and move fewer nodes around the tree. The return type of each push method has been tightened up. Instead of having all methods return the same EngineLayer type, each method has its own unique layer type, e.g. OffsetEngineLayer. oldLayer parameters match the returned type. This prevents the framework (and other developers using dart:ui directly) from accidentally supplying an engine layer of the wrong type.
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- 14 6月, 2019 1 次提交
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由 David Worsham 提交于
SCN-947 #comment SCN-1291 #comment
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- 21 5月, 2019 1 次提交
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由 liyuqian 提交于
It should return void as SceneBuilder::addRetained is returning void. Thanks yjbanov@ for finding this typo!
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- 08 5月, 2019 1 次提交
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由 Dan Field 提交于
Dart lints added: * Avoid optional new * Avoid optional const * Prefer single quotes * Prefer default assignment `=`
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- 27 4月, 2019 1 次提交
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由 liyuqian 提交于
Fixes flutter/flutter#31650
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- 24 4月, 2019 1 次提交
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由 Dan Field 提交于
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- 23 4月, 2019 2 次提交
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由 Dan Field 提交于
* Make Rect and RRect 64bit and const-able
- 12 4月, 2019 1 次提交
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- 11 4月, 2019 1 次提交
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由 Hans Muller 提交于
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- 07 4月, 2019 1 次提交
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由 David Worsham 提交于
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- 15 3月, 2019 1 次提交
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由 David Worsham 提交于
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- 01 3月, 2019 1 次提交
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由 Greg Spencer 提交于
Fix the spelling errors in the dartdocs for the engine. There are no functionality changes here, just documentation fixes.
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- 11 1月, 2019 1 次提交
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由 liyuqian 提交于
The defaultClipBehavior is no longer used anywhere in the Flutter framework and Google3.
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