Releases: pharo-spec/Chest
Releases · pharo-spec/Chest
v0.5.1: Adding a clipboard chest + doc
Features:
- Adding possibility to copy an object to a "Chest clipboard"
- Adding possibility to paste the last object copied to this clipnoard, into a spec code presenter
Known issues:
- Keyboard Shortcuts don't work for now and I don't know why yet. It looks like a Spec bug to me
Documentation:
- doc on how to use the chest clipboard, in the README.
- documentation can now be viewed directly in the documentation browser of Pharo (in the World context menu:
Help > Documentation Browser
v0.5.0: Code injection + doc
Feature:
- Adding possibility to inject code to access an object from a chest, inside a playground or a debugger
Other:
- updating documentation in the README:
- updating screenshots to show the UI
- adding details about weak chests
- adding details about the new code injection feature
[v0.4.2] Fixing Chest baseline with new group
Merge pull request #5 from adri09070/fix-baselines-so-that-newtools-l…
[v0.4.1] Moving 'Open Chests' to the debug world menu
Merge pull request #4 from adri09070/master Moving Chest to the #Debug World menu
Decoupling UI and logic in store and load commands
Decoupling UI and logic in store and load commands
Refactorings:
-
Making ChestStoreObjectCommand actually store the object into a chest, instead of letting the presenter do it
-
Making ChestLoadObjectCommand actually store the object into a chest, instead of letting the presenter do it
Adding weak chests
Feature:
- Adding possibility to add weak references to objects in chests. To do that, a weak chest needs to be created, via
Chest weakorWeakChest. Then the API is the same asChestandWeakChesthas even its own default instance soWeakChestcan be used as a chest itself.
Refactorings: code factorization and separation of preoccupations
Changes:
- enabling the deletion of the default Chest when naming a new chest or renaming an existing chest with a name identical to the default chest's name
- renaming
ChestLoadObjectIntoCodeintoChestLoadObjectIntoCodeCommand
Fixes:
- Fixing a bug because of which the load command could be used in code presenters even if its interaction model couldn't add bindings. Now, this is only possible to add bindings in a playground, in the debugger and in the Chest playground.
Implementation Notes:
- adding helpers in
StDebuggerto access its code interactionModel and its bindings more easily - cleaning unused methods and inst vars
- factorizing of the handling block from
on:do:when another chest has already the name that the user chooses inChestPresenter>>#presenterToNameNewChest:andChestPresenter>>#presenterToRenameChest: - factorizing code of popovers opening in
ChestPresenter>>#requestRenameChest:fromContextMenuItemandrequestNameNewChestFromToolbar:andChestPresenter>>#requestRenameObjectFromChest:fromContextMenu:Item: ChestPresenter>>#warningNamingObjectInChest:now delegates to the method of same name inChestTableWithContentPresenter- factorizing
transmitDo:blocks inChestTableWithContentPresenterso that it can be reused inChestPresenterwhen overriding thetransmitDo:block - refactoring
#isVisibleForContext:by adding a#canLoadBindingsmethod inSpCodeInteractionModel+ taking this into account inChestCommandTreeBuilderso that the load command is only visible if the code presenter's interaction model can add bindings. - Storing cancel and accept buttons in
ChestTableWithContentPresenterinstead of assuming that they are the last and first button in theChestTableWithContentPresenter's toolbar - making
Variable>>#comesFromChestaccess the chest tag via an accessor onChest classso that this tag can be accessed by any class that needs to know it - classifying methods + removing unused temps + renaming ChestTests into ChestTest + making ChestTest>>#setUp and ChestTest>>#tearDown call
super setUpand `super tearDown, necessary for green CI (~~ 30min)