and our RootPaneContainer might be different things (the Window would naturally
contain the RootPaneContainer but wouldn't necessarily be the same component).
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These are the preferred way to get instances of Boolean, Byte,
Short, Character, Integer, Long, Float, and Double object.
It's always made sense for Boolean objects, and with 1.5 these factory
methods were blessed as the proper way to get instances unless one
absolutely needed a distinct object.
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genericize Narya data structures, nor make the existing code type safe. That's
going to be an extremely large project.
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- 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.
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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.
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