- View all colorization mode shows all the colorizations of a selection colorization class for the image.
- Normal mode allows modification by sliders of the colorization parameters.
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- The range model was not correctly handling the case that the viewport in which we were arranging furniture was bigger than the area that the room wanted to cover. This problem never occurred in 800x600 mode, but could occur at larger resolutions in smaller rooms (such as shacks).
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location. This could possibly break something that depended on the old
behavior, so we'll have to watch for broken things and make them right.
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mechanism for layer components that know they will never be "under-rendered" to
avoid the expense of forced rendering on every tick.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3805 542714f4-19e9-0310-aa3c-eee0fc999fb1
that in there for hitTest().
(Note: a lot of what's going on in this class is untested beyond what
I need right now).
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was still hitting it didn't check for a new one. Let's keep the
check but instead let's just make sure that we ignore sprites
that are non-action or non-hover or are disabled.
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interface is provided that does that in a pluggable manner.
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but higher priority hover sprite was entered. Noted a refinement that would
make getHit() more correct in the overlapping case.
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still over a hover sprite as that prevents things from working properly if
hover sprites overlap. This isn't much of a tradeoff as most of the time the
mouse is not over a hover sprite in which case it does the full hit testing
anyway.
Also fixed a bug wherein the active sprite was not actually configured unless
it implemented HoverSprite which the rest of the code takes pains not to
require (it should be and is now possible to have action sprites that do not
implement HoverSprite but still work).
By the way, this whole action/hover/etc. sprite business is goddamned handy.
It's *so* much nicer than having to implement mouse listeners and do a bunch of
crap by hand.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3717 542714f4-19e9-0310-aa3c-eee0fc999fb1
shouldn't be transparent so that repaints don't travel up past them.
(Some were, but I think our repaint manager was keeping paints out of
the parents anyway, somehow).
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creation of this class).
- Track when all the sparks have moved outside the bounds of the animation
and end it then.
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- Added a 'fade' parameter so that you can decide if you want the
fade-out option.
- Renamed some other parameters.
- Fixed it so that it never paints outside its bounds.
- There is wacky broken behavior with the starting x/y velocities
that does unexpected things. It should probably be removed and handled
by code using this class, but it's called from too many places for me
to feel comfortable making that big a change.
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the timers not invalidate _every fucking tick_, even if they're not even
showing!!!
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useful delays can be built into the beginning or end of the animation.
Detect bogus parameters in the constructor and throw an exception to
save developer head-scratching time when the animation doesn't actually
do any fading.
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