* a11y: remove SemanticsSortOrder; sort locally only; semanticsOwner post-test check
* update accessibility test framework
- default nextNodeId/previousNodeId to -1
- stop treating null as opt-out from value testing
- add `id`, `TestSemantics.root`, and `tags` to the suggested code in the TestSemantics failure message
- fix a small bug with raw string escaping
- update all tests accordingly
* fix sortKey doc
* prefer const over final
This adds an API for defining the semantic node traversal order.
It adds a sortOrder argument to the Semantics widget, which is a class that can define a list of sort keys to sort on. The keys are sorted globally so that an order that doesn't have to do with the current widget hierarchy may be defined.
It also adds a shortcut sortKey argument to the Semantics widget that simply sets the sortOrder to just contain that key.
The platform side (flutter/engine#4540) gets an additional member in the SemanticsData object that is an integer describing where in the overall order each semantics node belongs. There is an associated engine-side change that takes this integer and uses it to order widgets for the platform's accessibility services.
For backward compatibility we keep supporting specifying the shape as a
combination of MaterialType and borderRadius, and we just use that as a
default when shapeBorder is null.
To cleanup the implementation if shapeBorder was not specified we just
translate the specified shape to a shapeBorder internally.
I benchmarked paint, layout and hit testing, with the specialized shape
clippers vs. the equivalent path clippers and did not see any
significant performance difference.
For testing, I extended the clippers/physicalShape matchers to match either the
specialized shape or the equivalent shape.
**tl;dr:** A `RenderObject` can only be an effective semantics boundary if it actually owned a `SemanticsNode` in the previous tree generation.
When using the `BlockSemantics` widget it is possible to introduce `RenderObject`s that are configured to be a semantics boundary, but because their semantics are blocked by `BlockSemantics` they will not (immediately) end up owning a `SemanticsNode`. When now a descendant of such a node-less semantics boundary marks itself as needing a semantics update we walk up the tree until we find the closest semantics boundary (which is our node-less `RenderObject`). We now incorrectly assume that this semantics boundary has a valid `SemanticsNode` and only regenerate the semantics subtree below this node. However, because the identified semantics boundary doesn't actually own a valid `SemanticsNode` asserts are throwing (e.g. `Child with id xx is invisible and should not be added to tree.`).
To fix this problem, we can just abort the walk if we reach a semantics boundary without a semantics node because (for now) we know that the semantics information of this branch will not make it into the final semantics tree.
If the semantics block is ever removed, the current algorithm re-generates the semantics for the entire branch and the semantics will be up-to-date then despite the abort. I've added a test to verify this to make sure it continues to work even when we change the algorithm.
Fixes https://github.com/flutter/flutter/issues/13326.
/cc @gavindoughtie FYI
**This PR contains a breaking API change:**
`SemanticsConfiguration.addAction()` has been removed and replaces by action-specific setters (`onTap`, `onLongPress`, etc.) to take care of the fact that some action handlers (those, who take arguments) have different signatures.
* make time picker accessible
* use new CustomPaint a11y API
* flutter_localizations tests; use bigger distance delta
* fix am/pm control; selected values
* fix translations; remove @mustCallSuper in describeSemanticsConfiguration
* exclude AM/PM announcement from iOS as on iOS the label is read back automatically
Summary:
- Add `key` field to `SemanticsNode`, while moving key into `foundation` library so it can be used by the render layer.
- Introduce `SemanticsProperties` and move many of the `Semantics` fields into it.
- Introduce `CustomPaintSemantics` - a `SemanticsNode` prototype created by `CustomPainter`.
- Introduce `semanticsBuilder` and `shouldRebuildSemantics` in `CustomerPainter`
**Breaking change**
The default `Semantics` constructor becomes non-const (due to https://github.com/dart-lang/sdk/issues/20962). However, a new `const Semantics.fromProperties` is added that still allowed creating constant `Semantics` widgets ([mailing list announcement](https://groups.google.com/forum/#!topic/flutter-dev/KQXBl2_1sws)).
Fixes https://github.com/flutter/flutter/issues/11791
Fixes https://github.com/flutter/flutter/issues/1666
I got tired of drive-by spelling fixes, so I figured I'd just take care of them all at once.
This only corrects errors in the dartdocs, not regular comments, and I skipped any sample code in the dartdocs. It doesn't touch any identifiers in the dartdocs either. No code changes, just comments.
This makes ListTile expand vertically when text is scaled, or really when whatever is placed inside it is larger than the available space.
In order for UnconstrainedBox to be useful here, I needed for it to only unconstrain the child Row in one dimension, so I added a "constrainedAxis" parameter to the UnconstrainedBox.
Also, changed one enum test to use a switch instead.
I modified the ListTile test to be more representative of the intention of the spec: we were testing with text in the leading and trailing sections, and the design wants icons there. Because there was leading text, and the dense mode only changes the font size on the text lines, the leading text was propping up the minimum size of the tile, making so that the test wasn't really testing any changes in dense mode.
UnconstrainedBox will allow its child to size itself as if it had no constraints, and then attempt to fit around that object, until its own constraints are exceeded, in which case it will clip and display an overflow warning.
I also factored out DebugOverflowIndicator, which will draw overflow indicators on containers which overflow but aren't expected to.
* Surface shadowColor from RenderPhysicalModel to Material
* Fix typo in material_test
* Add nullability info to documentation
* Add support for animating elevation shadow color
* Add shadowColor to Material's debugFillProperties()
* Add missing default value for elevation in Material debugFillProperties()
* Add missing non-null asserts for animate flags in AnimatedPhysicalModel
* Add test for shadow color animating smoothly
In order to allow chips to be properly drawn when they expand in size (without
using IntrinsicHeight), I needed a BoxDecoration shape that would be dependent
upon the rendered height of the widget. This seemed to be pretty generally
useful, so I added a new ShapeDecoration called StadiumBorder. It uses the
minimum dimension to adjust the BorderRadius of a rounded rect in the shape
decoration.
I also converted some uses of BoxShape to be case statements, updated the
chips to use the StadiumBorder decoration, and updated some of the metrics to match
the Material spec, as well as implementing lerping to and from StadiumBorder.
Various improvements (in particular a new painting fuzzer) to the text manual test.
Some additional documentation.
A fix to Stack to remove an LTR bias: make unpositioned children apply "alignment".
Some more debugging information on RichText and Text.
A fix to the flutter tool to not crash when an RPC call throws an exception.
This updates the bottom navigation bar to be able to handle more general widgets in the place of the label in the bottom navigation bar, so that Text with a textScaleFactor larger than 1.0 will behave nicely in a bottom navigation bar.
It also means that other widgets given instead of a Text widget for the label will work more predictably.
I also vastly simplified the layout logic, eliminating many computations that were not needed, and refactored the build function to use a separate private navigation tile widget.
Also, the color splash animations were coming from the wrong location (they were coming from far to the right of the touched widget), so that works as specified now.
Previously, we used `Alignment`, which was difficult to understand. Now,
we just use an `Offset` scaled to the child's size, which is much easier
to understand.
Unlike FractionalOffset, Alignment uses the center as the zero of the
coordinate system, which makes the RTL math work out much cleaner.
Also, make FractionalOffset into a subclass of Alignment so that clients
can continue to use FractionalOffset.
* Allow FloatingActionButton to not have a heroTag.
* Allow FloatingActionButton to not have a child.
* Allow Tooltip to not have a child.
* Improve the debug output of the default FloatingActionButton hero tag.
* Improve the error message in the Hero clashing-tag case.
* Improve the debug output of the Hero widget.
* Improve the debug output of gesture-related widgets.
* Minor improvements to documentation.
* Fix some typos in comments.
* Fix some style nits.