07830b303f
Nixed a bunch of redundant casts.
Michael Bayne
2007-10-17 21:52:40 +00:00
e0a22877e2
This seems like its been pretty happy on ice, so take off the training wheels
Charlie Groves
2007-10-12 20:11:00 +00:00
8bc738c6d8
If a scene block resolution somehow gets abandoned, remove it from the list of blocks we're awaiting. I'd like to believe this is related to the mysterious YPP missing scene block bugs we've seen forever, but since I can't reproduce it - no idea if it actually is.
Mike Thomas
2007-10-10 18:15:15 +00:00
59186e034f
Added onStart function; cleaned up start().
Michael Bayne
2007-10-09 07:30:35 +00:00
6f67eac059
Brought my path stuff into general purpose land and improved it in the process.
Michael Bayne
2007-10-09 07:17:01 +00:00
094e6b1730
Dirty SceneObjectTips as they're laid out. This was relying on tips being added and laid out before the initial paint.
Charlie Groves
2007-10-08 23:00:20 +00:00
b4417cc330
Add a switch to disable dirtying the whole screen on an invalid component on the Mac again. I can't reproduce the problem now, and I might have just been seeing some sea monster badness before. Leave the current behavior on by default though.
Charlie Groves
2007-10-03 22:10:28 +00:00
1423c03890
Incidental genericity
Charlie Groves
2007-10-03 21:26:25 +00:00
ddb3c92fa1
Let's not make things that actually compose stuff hop about the screen by using their VolatileMirage offset in the place of their origin offset.
Charlie Groves
2007-09-26 22:18:27 +00:00
c45878681f
If we're creating a CompositedMultiFrameImage with only a single source image and it's a TileSetFrameImage, just use the Mirages in that TileSet rather than creating a whole new set of BufferedImages to composite them into. This halves the image memory used by anything that's just colorizing and transforming its images and doesn't really need composition.
Charlie Groves
2007-09-26 21:49:11 +00:00
8d5fc6c6ea
Rolling back r292 with great sadness in my heart. The non-repainting doesn't happen very often, but sure enough it does and sure enough it's awful.
Charlie Groves
2007-09-03 22:45:29 +00:00
68bdd9402c
Crank the CharacterManager cache up too so we're not compositing our sea monsters over and over again.
Charlie Groves
2007-09-01 00:45:40 +00:00
1e55b4ed7e
Haven't been able to see any non-repainting without this on my mac, and this was causing the whole screen to be dirtied once a second when the countdown timer in a seamonster battle ticked.
Charlie Groves
2007-08-31 17:18:35 +00:00
65b8cdbc3a
Factor in the percentage of the databuffer a BufferedMirage is using to estimate its memory if its BufferedImage is a subimage of another BufferedImage.
Charlie Groves
2007-08-30 22:50:24 +00:00
37b5e58961
If a MultiTileSprite overlaps with another item, take their render priorities into account.
Mike Thomas
2007-08-30 18:50:16 +00:00
a1332d45ff
Use junit4.jar.
Michael Bayne
2007-08-28 20:26:11 +00:00
11322269c2
Redraw seems to work correctly on the Mac now, so only invalidate the shifted region like on other platforms.
Charlie Groves
2007-08-28 17:07:39 +00:00
95c36c22a2
Explanatory comment.
Mike Thomas
2007-08-22 22:26:36 +00:00
b560a045cd
Add ability for a sprite to specify that it resides in a rectangular region of tiles rather than assuming all sprites only occupy one tile.
Mike Thomas
2007-08-22 22:24:54 +00:00
9d73fe0587
This needs to respect sprite offset.
Mike Thomas
2007-08-22 22:22:59 +00:00
e003d97535
Break the code for completing a fade into a method so subclasses can override it and do what they will when it finishes.
Charlie Groves
2007-08-10 22:00:50 +00:00
069fe85c70
A whole lot of widening, refactoring, thinking, rethinking and fiddling around for what ultimately boils down adding this method to BundledComponentRepository:
Michael Bayne
2007-08-03 22:04:04 +00:00
bbd5dd284e
Added version of getTile() that takes a rectangle into which to write the results.
Michael Bayne
2007-08-03 21:10:48 +00:00
205d57a7fe
Allow TileSetRuleSets to specify a custom tileset tag name, and use that to allow UniformTileSets as <uniformTileset> in addition to the existing SwissArmyTileSets as <tileset> in the bundle tasks.
Charlie Groves
2007-08-02 23:18:16 +00:00
1f435d582d
If our build process fails to properly trim a tile set, it's kinda a big deal, so throw a BuildException so ant hears about it and stops.
Mike Thomas
2007-07-30 20:59:32 +00:00
9ba5a61ab0
Have distclean just call what it needs in common-clean
Jonathan Le Plastrier
2007-07-28 04:15:13 +00:00
72d93f6bd9
One more for the Gipper.
Michael Bayne
2007-07-25 21:47:15 +00:00
4ea0d15236
Infoization.
Michael Bayne
2007-07-25 21:46:42 +00:00
81dcd90c1a
Simplify and combine fading out for both moving and stationary sprites.
Dave Hoover
2007-07-18 18:47:37 +00:00
0670fe26e7
Checking the value of a Loader's contentLoaderInfo.childAllowsParent 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.
Ray Greenwell
2007-07-17 00:45:19 +00:00
b5b3a5316e
Christmas comes but once a year, but svn keyword substitution day comes whenever the urge strikes!
Dave Hoover
2007-07-14 00:27:00 +00:00
f57c408d7f
If something goes wrong adding our tileset to the bundle, throw an exception so that 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.
Dave Hoover
2007-07-13 18:07:29 +00:00
7fdd8fee17
Add the ability to fade the sprite out without a path and fix fading out with a path so that it's actually fading out instead of fading in
Charlie Groves
2007-07-11 23:49:04 +00:00
7efd53a76c
Use _minAlpha to figure out when to stop moving alpha down, don't readd the sprite in tick since shutdown is taking care of it also
Charlie Groves
2007-07-09 22:49:48 +00:00
603d6bb0d2
It's a security error to specify a non-null SecurityDomain to Loader when in a local sandbox. Annoying.
Ray Greenwell
2007-07-05 02:39:10 +00:00
640b6fe1f6
Reset the up and down timers in reset and allow the maximum level of gleam and update frequency to be specified
Charlie Groves
2007-06-29 22:41:52 +00:00
717dc79c02
Tabs -> spaces
Dave Hoover
2007-06-26 00:07:47 +00:00
0250be64ac
Don't turn on variableRowHeight for every menu, but do have submenus inherit their parent's setting.
Ray Greenwell
2007-06-16 00:33:48 +00:00
7a6d334a99
Allow an already-instantiated IFlexDisplayObject to be used as the icon 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.
Ray Greenwell
2007-06-16 00:09:23 +00:00
25d48696ee
Update masking behavior: configure the mask to be the lesser of the maximum size and the actual SWF frame size in each dimensions.
Ray Greenwell
2007-06-14 22:23:43 +00:00
300d14c438
Some layout fixes. These buttons are still really ugly, alas.
Michael Bayne
2007-06-14 21:45:42 +00:00
767a82128e
Actually do keyword substitution on those freshly headered files.
Dave Hoover
2007-06-14 18:20:16 +00:00
7a65a62927
Widening.
Michael Bayne
2007-06-14 17:42:52 +00:00
46248c0354
All of our code should have headers, but our redistributable code should definitely have headers.
Michael Bayne
2007-06-14 17:40:30 +00:00
247bf757eb
Scratch that, reverse it.
Ray Greenwell
2007-06-14 00:50:37 +00:00
6b8ab48d17
Pass the url to configureMask().
Ray Greenwell
2007-06-14 00:49:12 +00:00
dcc950e9d5
Added missing boilerplate.
Robert Zubeck
2007-06-12 01:40:24 +00:00
13f361d8aa
Clamping is a useful abstraction, and easy to slip up on. Maybe more math idioms will end up in here as well?
Robert Zubeck
2007-06-12 01:39:29 +00:00
7ca448a91e
Let us optionally not auto-reposition TransformedMirages; it was being smart 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.
Dave Hoover
2007-06-01 18:08:34 +00:00
9412b19145
Fix the docs link and add a link to narya.
Jonathan Le Plastrier
2007-05-30 22:27:02 +00:00
97f6eb7c85
Switch to Java's logging facilities.
Michael Bayne
2007-05-30 01:18:06 +00:00
59c6998c30
Allow subclasses to choose not to call handleFrame() when ADDED_TO_STAGE is received.
Ray Greenwell
2007-05-28 01:17:37 +00:00
44d35eb9d3
Moved our custom hit-testing here from MsoySprite. 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..
Ray Greenwell
2007-05-18 20:40:24 +00:00
95f14a3c03
- Planted the TextField constants here. You know: thee ones that Adobe 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.
Ray Greenwell
2007-05-16 22:48:19 +00:00
c49e3102e9
Default to unselectable text.
Ray Greenwell
2007-05-16 22:45:46 +00:00
91c45db381
Let's do this in a way that allows more than a single value to be used in the natural comparison.
Michael Bayne
2007-05-15 17:50:16 +00:00
acea29604d
Make AbstractMedia implement Comparable instead of using a comparator. Added naturalOrder() which allows media to use a more consistent "same render order" order resolution value than Object.hashCode().
Michael Bayne
2007-05-15 17:45:18 +00:00
f7dfe51a9c
Oh yeah, we need to call that method.
Michael Bayne
2007-05-15 17:05:04 +00:00
9a30debf42
Type safety and widening.
Michael Bayne
2007-05-15 16:59:58 +00:00
c755fd626a
To reduce shader state changes and compilations, just use the 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.)
Andrzej Kapolka
2007-05-15 00:55:19 +00:00
124af1e0b1
Use a fragment shader as well as a vertex shader for the skinned meshes. I tracked the ATI slowdown down to using a vertex shader in combination with fixed function fog. Also cleaned up ShaderConfig a little.
Andrzej Kapolka
2007-05-14 20:13:39 +00:00
6b07087c31
32 matrices is just a feeeeew two many for ATI cards, but of course 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).
Andrzej Kapolka
2007-05-12 00:57:35 +00:00
12e17a9e33
Remove debug logging.
Michael Bayne
2007-05-11 23:28:00 +00:00
82ba950111
Go back to using byte buffers; that wasn't the problem.
Andrzej Kapolka
2007-05-11 18:30:51 +00:00
345895c32c
Comment fixup.
Ray Greenwell
2007-05-10 23:47:29 +00:00
ab892bcd9d
Handles some boilerplate functionality.
Ray Greenwell
2007-05-10 23:46:34 +00:00
fd192268c3
Try using shorts rather than bytes for bone indices.
Andrzej Kapolka
2007-05-10 23:21:15 +00:00
8a0168760f
Much work to reconfigure shaders automatically based on the model's current JME state set.
Andrzej Kapolka
2007-05-10 20:35:27 +00:00
1d8f04c43a
Prepend the #version directive before compiling the shader.
Andrzej Kapolka
2007-05-10 01:31:42 +00:00
e5db96b963
Ignore cull mode when we're generating frames to morph between.
Andrzej Kapolka
2007-05-10 01:07:54 +00:00
2e0678877b
Use the hacky PerfTimer if available and fall back to the NanoTimer if we're running in a sandbox.
Michael Bayne
2007-05-09 21:53:42 +00:00
20fe53d07f
Did I leave the stove on?
Dave Hoover
2007-05-09 20:11:02 +00:00
45df6d814b
Use VBOs for vertices, indices when using shaders; multiply vertices by weights even if we only have one weight per vertex.
Andrzej Kapolka
2007-05-09 19:51:32 +00:00
0024a02067
Wow, the media framework gets into a bad way if it's forced to use the inaccurate System.currentTimeMillis() timer. Fortuately Sun introduced System.nanoTime() in 1.5 which provides civilized timing information, so we can use that instead of sun.misc.Perf which is unavailable in an applet sandbox. We will need to go in and try to cope as best we can with currentTimeMillis() if we want to support unsigned play in JDK 1.4 or earlier. We'll do that later.
Michael Bayne
2007-05-09 19:22:10 +00:00
ef35b37648
We need to create a new array when we're *not* using shaders.
Andrzej Kapolka
2007-05-08 01:56:53 +00:00
742dc30f9e
Basic support for skinning with GLSL shaders. Still need to work out how to handle different lighting arrangements and complex materials (e.g., the metal effect for the Iron Plate).
Andrzej Kapolka
2007-05-08 01:50:07 +00:00
8a2e67831e
Also need to cope with non-component _root in BackFrameManager
Mike Thomas
2007-05-04 23:14:26 +00:00
2c6fdf5d94
Cope if our ManagedRoot is not a component.
Michael Bayne
2007-05-04 23:08:08 +00:00
3401bbf3bf
Don't skin what you can't see.
Andrzej Kapolka
2007-05-04 01:25:40 +00:00
d43eabc156
We should be removing ourselves from our parent when we're finished.
Ray Greenwell
2007-05-04 00:41:32 +00:00
bb54ec1888
Optimize vertex order for cache usage and use a better data structure to (re)index vertices.
Andrzej Kapolka
2007-05-04 00:39:54 +00:00
095c718244
Render to the applet instead of its parent window since that doesn't work.
Michael Bayne
2007-05-03 22:56:29 +00:00
ab6252cee7
Widened. Added getMirage(String).
Michael Bayne
2007-05-03 21:13:32 +00:00
277b62bd52
Don't merge meshes where, in any animation, one is visible and the other isn't.
Andrzej Kapolka
2007-05-02 18:19:09 +00:00
a855fa8340
Comment fixup.
Ray Greenwell
2007-05-02 00:13:29 +00:00
330a99f337
Added isContentInitialized(), which should be used to help differentiate between an MsoySprite that does not have any WhirledControl subclass in it and those that do, but are just not yet fully loaded.
Ray Greenwell
2007-05-02 00:10:00 +00:00
072926f814
Merge meshes in animated models by finding ones that maintain the same relative position throughout all animations. Also, don't include transforms in the animations for nodes that never move.
Andrzej Kapolka
2007-05-01 23:36:23 +00:00
86298ca832
I've decided I like setCallback() better than setFunction().
Ray Greenwell
2007-05-01 16:32:27 +00:00
353d7213d0
Bugfix for animations that complete instantly.
Ray Greenwell
2007-04-27 23:06:32 +00:00
250670e699
Default to using S3TC texture compression.
Andrzej Kapolka
2007-04-27 20:48:48 +00:00
1d04c51070
Use TextFieldUtil.
Ray Greenwell
2007-04-27 01:28:28 +00:00
f50613a913
Utility methods to attempt to make initializing a TextField easier.
Ray Greenwell
2007-04-27 01:27:54 +00:00
fb1eb6026b
Call updateAnimation() immediately on any starting animation.
Ray Greenwell
2007-04-27 00:51:50 +00:00
5f83a3bbcf
Revamping animations to be based off of ENTER_FRAME rather than using a rapidly-expiring Timer. Cleaned up some other bits.
Ray Greenwell
2007-04-26 23:52:25 +00:00
79c388a906
Basic 3D vector library.
Robert Zubeck
2007-04-25 23:13:16 +00:00
c48aa541e8
Added hook for subclasses to initialize things prior to loading a new piece of media.
Ray Greenwell
2007-04-24 23:25:03 +00:00
74d0b7286b
More text animations, these are capable of animating each character.
Ray Greenwell
2007-04-24 22:56:26 +00:00
03e3b1b91c
Some fixups. I think I'm going to want to refactor this so that there are util methods for creating nice textfields, and then generic animation classes for floating anything. This can then become a convenience class that marries the two.
Ray Greenwell
2007-04-24 22:55:29 +00:00
476334e5ee
It's ok to BE null, it just can't be set to null.
Ray Greenwell
2007-04-24 21:28:49 +00:00
97ff4caa41
Working towards some easy-to-use score animation type things. Actionscript's lack of method overloading sucks. I can't have more than one constructor, and factory methods will have to have different names.
Ray Greenwell
2007-04-24 21:22:54 +00:00