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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but to have it set by the sprite manager when it is requested to manage
them.
Modified sprite manager to invalidate the view when sprites are added and
removed.
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it is ready. Then the client hangs on to it because the invocation manager
doesn't really need to hang on to the client object.
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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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where the elements are user defined objects that know how to read and
write themselves on a stream. Sets are required to contain elements all of
the same type to make network traffic more efficient (avoid sending the
classname every time an element is added or removed).
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can be implemented by objects that are streamable but that don't have an
associated type code.
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interface. Initial version of AStarPathUtil and hooked it in to
SceneView.getPath(). Not yet tested.
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we're eliminating the concept entirely from the MISO runtime stuff and
having the editor and viewer just talk directly to the XML file scene
repository.
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applications really need to deal directly with the scene repository. The
display part of the MISO code doesn't need a scene manager, per se,
because it is simply told to visualize a particular scene and scene
management happens entirely externally. This is in preparation for making
the MISO code work and place nicely with the Whirled code.
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and sprite stuff by added some interfaces in the sprite stuff and
implementing them with the miso stuff.
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work now. Scene activation is implemented. Some tests are written.
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makes it possible for derived classes to do the right thing if changing
location fails halfway through (meaning we can't subscribe to our place
object).
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