bundle so that we can recolor them if we later desire.
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context. Minor reformatting and enhanced toString().
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that is generated by cutting up a small image into nine sections and using
each appropriately to create the expanded background.
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it is displaying in a space smaller than its desired view size.
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in the same package. Also added support for applying a set of
recolorizations all at once so that previous recolorings aren't borked by
subsequent recolorings (plus it's more efficient).
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longer provide access to their underlying image (they actually still do,
but not in the normal course of affairs). This will allow us to use
"trimmed" tiles which are trimmed to the smallest rectangle that contains
the non-transparent pixels in a tile image, which will shrink up our
components and other tiles a great deal.
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internal images and doesn't necessarily need to decode them into multiple
images or even have actual images at all. This cleans things up and paves
the way for our "trimmed" image support which is forthcoming.
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JEditorPane, when displaying HTML that contains forms, pointlessly wraps
its Swing components in heavy weight AWT components which would otherwise
trigger some funny business that we don't want it to trigger.
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seem to be debugging the fucking rendering every other day. Fixed bug with
dirty region combining.
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Swing components and we go through and specifically render any components
in the upper layers (see JLayeredPane for what this means) that overlap
our frame participants every frame. This is non-optimal, but the hairy
code that somehow magically works out who to repaint when components
overlap is not even something that I want to dig more deeply into. There
are generally not many components in the upper layers (only popups like
menus and tooltips and internal frames when we use them).
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when doing old-skool rendering. We also needed to climb up the hierarchy
looking to see if a parent is dirty for each dirty component and combine
the child and parent dirty rects and only repaint the parent otherwise we
can run into problems with render order. Oh the complexity (though Swing
does this too).
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images. The PNG loader seems to be kind enough to throw fucking runtime
exceptions when it encounters file format problems instead of throwing
IOException or some other declared exception.
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work because we're not painting everything on every frame, but left the
commented out alternative rendering code in there in case we want to
fiddle with it at a later date (or provide support for buffer strategies
for applications that do want to paint everything).
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repainting, not necessarily the original component we're repainting.
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animations currently operating therein. (It doesn't pause scrolling which
I suppose I'll have to fix at some point if we ever need it.)
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the sprite to contain more than just the image. I didn't go all the way
though because I started looking at the stuff to handle render origin and
render offset and couldn't bring myself to add another offset into the mix
so it'll have to wait until I can give it some more serious thought and
perhaps simplify what we've got.
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paths one node at a time and add their desired orientation to the nodes.
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view or remain fixed relative to the scrolling view (the default and also
the old behavior).
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sprite was following a path is going to scroll; fixed bug in
getDirection(); added setDuration() which computes the path velocity based
on the time that the sprite should spend following the path.
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instead we say that we want to scroll by a certain amount in a certain
amount of time. This allows the animated panel (who knows about this
stuff) to figure out when to stop scrolling without overshooting by a
pixel or two.
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