Removed MethodQueue.setStage(), use the same trick we use in
AnimationManager and that I saw in use in Tweener: just listen for ENTER_FRAME on some random sprite. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4926 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -21,7 +21,7 @@
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package com.threerings.util {
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import flash.display.Stage;
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import flash.display.Sprite;
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import flash.events.Event;
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@@ -31,48 +31,14 @@ import flash.events.Event;
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*/
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public class MethodQueue
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{
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/**
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* Set the stage which will be used for coordinating the use of the
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* method queue. If no stage is set, functions will continue to pile up
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* without being called.
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*/
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public static function setStage (stage :Stage) :void
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{
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if (_listening) {
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removeListener();
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}
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_stage = stage;
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checkListen();
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}
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/**
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* Call the specified method at the entry to the next frame.
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*/
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public static function callLater (fn :Function, args :Array = null) :void
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{
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_methodQueue.push([fn, args]);
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if (!_listening) {
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checkListen();
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}
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}
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/**
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* Stop listening for the frame event.
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*/
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protected static function removeListener () :void
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{
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_stage.removeEventListener(Event.ENTER_FRAME, handleEnterFrame);
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_listening = false;
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}
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/**
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* Check to see if we should be listening for the next frame event.
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*/
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protected static function checkListen () :void
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{
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if (_stage != null && _methodQueue.length > 0) {
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_stage.addEventListener(Event.ENTER_FRAME, handleEnterFrame);
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_listening = true;
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if (!_d.hasEventListener(Event.ENTER_FRAME)) {
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_d.addEventListener(Event.ENTER_FRAME, handleEnterFrame);
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}
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}
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@@ -101,17 +67,14 @@ public class MethodQueue
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// If no new functions were added while we were calling the current set,
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// then remove the listener.
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if (_methodQueue.length == 0) {
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removeListener();
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_d.removeEventListener(Event.ENTER_FRAME, handleEnterFrame);
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}
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}
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/** The stage we're working with. */
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protected static var _stage :Stage;
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/** A display object on which we listen for ENTER_FRAME. */
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protected static var _d :Sprite = new Sprite();
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/** The currently queued functions. */
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protected static var _methodQueue :Array = [];
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/** Are we presently listening for the frame event? */
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protected static var _listening :Boolean = false;
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}
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}
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