something's never measured then it never gets these set.
This might break something.
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Half the places we use FlexWrapper we do something like this anyway.
Note that you can still override this by setting the width and height
(which sets the explicitWidth, explicitHeight).
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will scroll automagically if, even after doing its damnedest to make it fit, it still doesn't. This
will only happen if the menu (or submenu) is so tall that the it stretches from the bottom of the
bounds it's using, and extends past the top of the bounds.
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scrolling of any kind of the verticalScrollPolicy is set to ScrollPolicy.AUTO or ScrollPolicy.ON,
and the maxHeight has been set.
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in submenu layout, but it could never get set to anything but null. So, now it just assumes that
it should be fitting to the stage and does that (it would previously just put the menu wherever
its broken math put it, and not checking against the bounds of anything). I have a slight
inclination to bring back a method for supplying a fitting Rectangle so that it can be fitting these
menus between the header bar and control bar. Maybe I'll just do that next.
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this ugly pattern.
FYI, CommandButton also has buttonMode follow enabled-ness.
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look like it should be clickable. Let's turn buttonMode off when we get disabled.
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than -1, 0 or 1, Sort.findItem() goes into an infinite loop. Guard against that here.
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to assign a style name to the List instance. Also made the default renderer always use a
transparent background.
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to update and remove entries from the list may very well not have a reference to the same object
that is stored in the PlayerList (base case is Names in a DSet getting updated/added/removed). By
using a HashMap, we just need to ensure the hashCode() is the same, which is especially handy in
the display name update case where the MemberName.hashCode() is the memberId.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@483 ed5b42cb-e716-0410-a449-f6a68f950b19
works fine (better, really) with a Dictionary and pure object equality, so lets just do that.
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simplify my testing to check it in, so let's do just that.
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In fact, it can be swapped while the user is dragging it...
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That's because: flex is a pile of shit.
Created a basic KeyManager. This will probably change a lot, but it's
serving its purpose now.
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Added popUpAtMouse(), which is like our show() (which shows at the mouse)
only also allows specifying popLeftwards and popUpwards.
Also, in our show(), just fit the damn menu onto the stage. Always.
Why have a special method for doing what should be the common case?
I suppose the old code was trying to fit the menu into the roomview bounds,
which might've been nice if it actually worked.
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maximum visibility even if they can't fully pop up/down, left/right. (Menu's larger than
the bounded area will still have some issues).
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- Fixed CommandButton to turn off buttonMode when disabled.
- Created CommandCheckBox.
All CommandButtons that are toggle buttons will use their 'selected' state as
their arg if they have no regular arg. CommandCheckBoxes are of course always
toggles.
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I had initially been hesitant to do this because of the parameter that
can be one of two things, and the Java side of me wanted to hold
on to compile-time checking, but the convenience is too damn convenient.
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I'm actually going to make this the constructor, but I'm just fixing
the build now.
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a visible area or to expliclty pop up or left which it correctly passes on to
its submenus.
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where this made a bit of sense, but now it doesn't.
However, I'm just going to change this here because I'm already
down a rabbit hole.
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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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