The bindings, core, and application libraries are now referred to as, e.g.:
package:mojo/public/dart/core.dart
Since the handle watcher remains in the snapshot, it no
longer refers to types defined in core.dart. References to types defined
in core.dart are also removed from mojo_natives.cc.
In Dart packaged apps, the SDK is zipped up under mojo/public/dart.
For embedder tests, the SDK is copied into the generated source output directory.
A base_dir parameter is added to the 'dart_package' and 'mojom' GN macros so that
consumers of the Mojo SDK can all import using the same URIs regardless of where
the SDK lives in their source trees.
BUG=
R=erg@chromium.org
Review URL: https://codereview.chromium.org/1027603002
However WebView::close() no longer crashes. close() is never called
in MojoShell since mojo can't shutdown yet.
I tried closing the existing WebView and replacing it
but somehow that caused it to only draw red. After a while
of looking at this with abarth we decided to just load into
the same WebView for now.
Eventually we should do something smarter where we start the
provisional load and only replace the webview once the new one is
ready, but that's a later CL.
R=abarth@chromium.org
BUG=
Review URL: https://codereview.chromium.org/952273003
This patch adds utility functions which provide a single choke point for calling into sky application code. For now this is only serving the purpose of having a common trace event for calls into app code.
R=abarth@chromium.org, abarth
BUG=
Review URL: https://codereview.chromium.org/941153003
After this CL, you can use <sky-element> to describe custom elements. The
current iteration is very basic and is hardcoded to "example", but its a start.
This CL renames the |init| function to |_init| to prevent importers from
calling it directly. Also, we now pass the <script> element to |_init| to give
some context.
R=ojan@chromium.org, eseidel@chromium.org
Review URL: https://codereview.chromium.org/950493003
This does several things:
1. Teaches sky about asynchronous script execution. Previously once all imports
were loaded and the script text was available, we executed a script and assumed
it completed synchronously. We left the parser loop to do so, but that was fine
as the next chunk from the background thread would resume the parser. In this
change scripts now load and execute separately. The "load" step may trigger
further dart import loads which may cause the execution to happen asynchronously
which required teaching both the DartController and the HTMLScriptRunner to
take callbacks to allow HTMLDocumentParser to know to continue parsing after
the Dart script has resolved its imports and executed.
This required re-working some of how the parser executes scripts and I
re-purposed isWaitingForScripts to include "is the parser blocked" where
as before it was limited only to "does the treebuilder have a script", even
though the imports system may have had pending scripts as well.
I made HTMLScriptRunner live only as long as the script it was executing
since it only contained per-script state at this point.
2. Fixed an error reporting bug whereby we would not show errors when "init"
failed to execute, only "main". This required using the dart_mirrors_api.h
which required adding an include path to the core build. :(
3. Made it possible for a single sky file to contain multiple dart <script>
tags. Each <script> is a separate library and executes as
soon as </script> is seen. main or init is called for each. This required
mangling "urls" for these script blocks since Dart unique's libraries by urls.
Before this change it may have been possible to do <import 'foo.sky'> and then
<script>import 'foo.sky'</script> and have it work!?
R=abarth@chromium.org
BUG=
Review URL: https://codereview.chromium.org/938623005
Because we dump dart errors to LOG(ERROR) (stderr) instead
of console.log / stdout, tests with dart errors just "pass"
and we don't notice they're not running.
This was the case with canvas-rounded-corners.sky.
I don't think this test actually passes yet, despite it
claiming to, but I at least have made it run and not crash.
Required me commenting out a ton of CanvasRenderingContext2D, but
that's fine, it wasn't actually working and it's better to have
it be compiling valid dart.
R=abarth@chromium.org, ojan@chromium.org
BUG=
Review URL: https://codereview.chromium.org/936563002