Have the scene view panel create its own sprite manager and supply it with
a scene view model rather than a config object from which it would create a model. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1017 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -1,5 +1,5 @@
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//
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// $Id: SceneViewPanel.java,v 1.28 2002/02/17 23:45:36 mdb Exp $
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// $Id: SceneViewPanel.java,v 1.29 2002/02/18 00:40:58 mdb Exp $
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package com.threerings.miso.scene;
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@@ -13,8 +13,6 @@ import java.awt.event.MouseMotionAdapter;
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import java.util.List;
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import com.samskivert.util.Config;
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import com.threerings.media.animation.AnimationManager;
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import com.threerings.media.animation.AnimatedPanel;
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import com.threerings.media.sprite.SpriteManager;
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@@ -29,25 +27,25 @@ public class SceneViewPanel extends AnimatedPanel
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implements IsoSceneViewModelListener
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{
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/**
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* Constructs the scene view panel.
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* Constructs the scene view panel with the supplied view model.
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*/
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public SceneViewPanel (Config config, SpriteManager spritemgr)
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public SceneViewPanel (IsoSceneViewModel model)
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{
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// save off references
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_spritemgr = spritemgr;
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// create a sprite manager
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_spritemgr = new SpriteManager();
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// configure our animation manager with the sprite manager
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_animmgr.setSpriteManager(_spritemgr);
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// create the data model for the scene view
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_viewmodel = new IsoSceneViewModel(config);
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_viewmodel = model;
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// listen to the iso scene view model to receive notice when
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// the scene display has changed and needs must be repainted
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_viewmodel.addListener(this);
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// create the scene view
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_view = newSceneView(_animmgr, spritemgr, _viewmodel);
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_view = newSceneView(_animmgr, _spritemgr, _viewmodel);
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// listen to mouse...
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addMouseListener(new MouseAdapter() {
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