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.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@309 542714f4-19e9-0310-aa3c-eee0fc999fb1
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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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.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@246 542714f4-19e9-0310-aa3c-eee0fc999fb1
and sprite stuff by added some interfaces in the sprite stuff and
implementing them with the miso stuff.
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Location objects and needn't muck about with full coordinates.
Beginning work on exit placement.
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