createImageMask() not to freak out if the source image is not RGBA, Java
automatically unpacks pixels appropriately for 8-bit colormapped images,
so there's no need to be so picky. In createTracedImage() we were
converting the image to a screen optimized image anyway and thus the
source image format had absolutely no bearing on what we did with the
image later.
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determine whether or not all is well. Use that opportunity in the Linux
keyboard library to determine whether or not we can open a connection to
the X server, and if not, disable the library rather than throwing a
RuntimeException the first time we are called and generally sticking a
fork in the whole program.
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subscriber so that we don't hand them out as happily proxied objects to
subsequent subscribers that might come along before we receive our unsub
ack. We do still maintain non-acked objects in a dead table so that we
know when to warn about undispatchable events and when to ignore them.
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warning messages saying that we couldn't deliver events on the client that
come in after all client-side subscribers have been removed.
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because it's smart about that now. So we break out the reloading where
necessary.
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particular orientation; additionally, all frames for a particular
orientation are generated immediately which is not much overhead once the
source tileset images are available and is an arguably better approach for
everything except walking where you might change orientations without
actually using all of the frames in a particular orientations animation
sequence; lowered action cache size to 1 meg now that it actually reflects
reality.
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again, things added on the current tick are ticked and painted on that
tick, but cleaned things up so that we don't choke if things are added or
removed from funny places.
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files until they are known to be safely updated and ready to go.
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to be dispatched after tick() has been called on all sprites.
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so that we can ensure that only tick()ed media will be painted and so that
we aren't affected by additions and removals that happen during tick().
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the old path is replaced, it will go away quietly and cleanly.
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tile cache to be based on memory usage rather than tile count.
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number of bytes used rather than a certain image count.
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images, except that this is all fucked because the action frames get
generated on the fly which means that we'd need to update the LRU cache
with info on our new size which would hugely complicated things, so
instead we're going to rework the whole business in the future to cache
individually composited images rather than the whole goddamned action
frame kit and kaboodle.
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