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
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.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@297 542714f4-19e9-0310-aa3c-eee0fc999fb1
and sprite stuff by added some interfaces in the sprite stuff and
implementing them with the miso stuff.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@245 542714f4-19e9-0310-aa3c-eee0fc999fb1
actual animation so that animating components can call
AnimationManager.start() when they know they're fully laid out and
ready to be regularly re-painted. Return desired dimensions based on
requested scene bounds in SceneViewPanel.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@186 542714f4-19e9-0310-aa3c-eee0fc999fb1