for what ultimately boils down adding this method to BundledComponentRepository:
@Override // from IMImageProvider
public Mirage getTileImage (String path, Rectangle bounds, Colorization[] zations)
{
// we don't need our images prepared for screen rendering
BufferedImage src = _imgr.getImage(getImageKey(path), zations);
if (bounds != null) {
src = src.getSubimage(bounds.x, bounds.y, bounds.width, bounds.height);
}
return new BufferedMirage(src);
}
So much fun to revisit code I wrote six years ago.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@283 ed5b42cb-e716-0410-a449-f6a68f950b19
itself issues a security warning. This is the value to check to SEE if
a security exception would be thrown. So things worked, but now that I'm
testing security locally I cannot tolerate 10,000 warnings about security
filling my trace log, obliterating any other debug logging.
Hack it: just remember if we're loading an image and check that value later.
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things fail & attract attentino, rather than trying to work around it and printing
a stack trace that will likely go unnoticed amidst a slew of other build messages.
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inherit their parent's setting.
It turns out, it wasn't just a problem with MediaWrapper. Using any image-based
icon seems to cause flex internal boo-boos. Too weird.
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for a menu item. JFC, this is pretty straightforward but was a fiasco
to get right because I was using a MediaWrapper as the icon, and something
wasn't playing nicely (not yet debugged), but the error looked like
it was with the Menu superclass.
Also set all CommandMenus to have variableRowHeight.
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the maximum size and the actual SWF frame size in each dimensions.
This may break some avatars that were smaller than full size but
drawing a little outside their bounds to the right or bottom. Probably
nobody was actually depending on this bug..
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Maybe more math idioms will end up in here as well?
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for things like scales and rotates so 0,0 still meant the same place, but that
meant I couldn't just reposition something, since it would promptly undo the
transform I passed in.
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I was hoping to have our nice transparent-pixels-don't-count hitting
for every media container, including any game icon decoration over
an avatar's head, but after moving this I remembered that it may
be pointless, as it *never matters*- flash simply doesn't use this
method to test mouse-overness. So it may be moot, unless we do mouse-over
polling like we do in the RoomView, which is too expensive to do everywhere..
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thought it would be fun for everyone to guess.
- Added a static method to track TextFields and ensure that only
one of those tracked ever has a selection.
- On linux, automatically put selected text (in one of these tracked
TextFields) into the clipboard. Untested: it at least doesn't work with
the standalone player.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@251 ed5b42cb-e716-0410-a449-f6a68f950b19
naturalOrder() which allows media to use a more consistent "same render order"
order resolution value than Object.hashCode().
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four-bone-per-vertex configuration for all skinned meshes. Depending on
the models we have, it may be worth compiling a separate one for two
bones per vertex. Added a hook to customize the material color (for
per-vertex colors, e.g.)
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I tracked the ATI slowdown down to using a vertex shader in combination
with fixed function fog. Also cleaned up ShaderConfig a little.
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their drivers can't do anything useful like report an error; they just
silently screw up. Limiting it to 31 makes it work, but there's still a
strange slowdown issue (and it's not that the shaders are being run in
software, but it's worth checking for that anyway).
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