exact same API. So if you ship with GC instead of Guava, nothing will break.
Eventually we'll want to ship with Guava instead of GC so that we can use
Guava-specific methods, but projects can make that switch at their leisure.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@905 ed5b42cb-e716-0410-a449-f6a68f950b19
toArray(ArrayList<Float> list) which erase to the same argument types. They
differ in return types which means that the JVM recognizes them as different,
so when the compiler resolved that it needed to call
"toArray(Ljava/util/ArrayList;)[F", it was not a problem that
"toArray(Ljava/util/ArrayList;)[I" also existed.
javac 1.7 is a bit stricter about this sort of thing and issues a concerned
warning message. Since the ArrayList<Integer> version is not used, I'm nixing
it to avoid confusion.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@903 ed5b42cb-e716-0410-a449-f6a68f950b19
The Scene Resolver thread and the dobj/AWT thread both talk to the _blocks map. And if the resolver tried to get while someone else was doing a put(), that put could decide to resize/rearrange the map. Which could result in the resolver not finding its block. Which resulted in annoying missing tile blocks. So - ConcurrentHashMap it up.
Woo!
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@894 ed5b42cb-e716-0410-a449-f6a68f950b19
I've been doing a whole bunch of AnimationSequences and 99% of the time
it's been one of those two stupid simple cases, so make them stupid
simple to do & stop cluttering up my code with extra args to linewrap.
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play) and then quickly stop it, so that the sound would resolve (and
thus start playing) after the call to stop. To avoid that, store the
desired state if the sound is not yet resolved and check it when the
resolution finishes.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@885 ed5b42cb-e716-0410-a449-f6a68f950b19
Google's Android has handy-dandy NinePatches for making a graphic that
stretches appropriately to border things, so here's my AWT
re-implementation of it.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@882 ed5b42cb-e716-0410-a449-f6a68f950b19
duplicate colorIds, but let's at least scream & not put the new color in.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@875 ed5b42cb-e716-0410-a449-f6a68f950b19
have the time to do to this guy, but here's a quicky that I've wanted before
that I can bolt on and make things even uglier
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@869 ed5b42cb-e716-0410-a449-f6a68f950b19
We hit a wall in yohoho where we really needed 3 colors on a scene object.
Turns out that colorizations are restricted to 255 even though we stuff it
in a short, and even WE are only up to mid 50s or so with our zations, so
forcing it into a byte hopefully won't pain anybody else that happens to be
using this code.
So we add the ability to have tertiary and quaternary zations on miso objects
while keeping backwards compatability by slotting our two new bytes into
unused space.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@867 ed5b42cb-e716-0410-a449-f6a68f950b19
build file, and this change shouldn't cause any problems there from what I can tell. This is needed
for the hyena build in facepirate, but if it breaks things I'll revert and figure out another way
to do it.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@856 ed5b42cb-e716-0410-a449-f6a68f950b19