Separate our scene graph into user interface and geometry, reflect that in
the services we make available via the context. Added a sprite and path framework not wildly unlike that in media but based around the JME primitives. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3532 542714f4-19e9-0310-aa3c-eee0fc999fb1
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//
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// $Id$
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2005 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.jme.sprite;
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import com.jme.scene.Controller;
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/**
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* Defines a framework for moving sprites around and notifying interested
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* parties when the sprite has completed its path or if the path has been
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* cancelled.
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*/
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public abstract class Path extends Controller
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{
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/**
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* Creates and initializes this path with the sprite it will be
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* manipulating.
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*/
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protected Path (Sprite sprite)
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{
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_sprite = sprite;
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}
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/**
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* Called when this path is removed from its sprite (either due to
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* completion or cancellation).
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*/
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public void wasRemoved ()
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{
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}
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protected Sprite _sprite;
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}
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