into a single rectangle, since doing so may cause new areas to be
dirtied that impact portions of other sprites or objects that won't
get properly redrawn. Sigh.
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rectangle propagation and to only render the dirty portions of dirty
objects and sprites.
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scene view model more elegantly. Updated editor and scene view panel
to make use of said listener.
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tiles will be re-generated when the object footprint is stamped on
scene un-serialization.
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that have no specified layer. Made the scene editor gracefully handle
the case where there are no valid tile sets for use with the selected
scene layer.
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gather dirty sprites and objects and render after base and fringe tile
layers. Add shadow tiles in the footprint of objects to make them
impassable.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@460 542714f4-19e9-0310-aa3c-eee0fc999fb1
coordinates when editing a scene are valid before forging ahead with
scene modifications.
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Made TileSet an interface. Throw exceptions for unknown tile or tile
set requests. General clean-up and documentation.
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combined in a game that wishes to use both of them, but MISO no longer
extends Whirled's Scene interfaces.
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identifier. (We'll need to be able to look locations up by id.)
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Modified sprite and path code to make use of these timestamps to determine
a sprite's progress along the path. Abstracted the path stuff so that
paths other than line segment paths can be cleanly implemented.
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without having to create a selected icon. Changed editor and scene
map panel toolbars to make use of SelectableButton.
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Standardized config key member data names to match those used in the
cocktail code.
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associated with the animated view's component so that the refresh
interval can be registered and unregistered based on component
visibility.
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dirty rectangles, an animated view has to expand the dirty region, it can
call back to the sprite manager to determine whether this new, expanded
dirty region includes sprites that weren't previously considered to be
dirty. If so, those sprites' rendered bounds are added to the dirty
rectangle list being processed so that they will be properly redrawn
(which may trigger more sprites to be included and so on).
Also modified sprite internals in a cleany uppy sort of way.
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members protected and provided accessors. Added toString() to Path.
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animated view, but to combine those so that the animated view provides the
necessary means by which to invalidate and paint. Now the SceneViewPanel
rather than the SceneView is what the animation manager talks to. It then
passes the necessary information on to the SceneView.
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and report errors when attempting to bind entrance portal.
Sanity-check portals in all scenes in the group after bindings are
resolved and report warnings for any still-unbound portals.
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