Age | Commit message (Collapse) | Author |
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I realized that RlfAnimations don't use B-frames, therefore, can not easily go backwards.
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If an animation is 'mirrored', it doesn't have B-frames, only I-frames. However the animations are built
so the last half of the animation is the reverse of the first half
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Because y increases as you go down, not up
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Instead, pass all mouse events to ScriptManager
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This allows the main engine to pass mouse events to Controls
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iterate over _activeControls
We also change _activeControls to a List instead of a HashMap because a List should have
slightly better iteration time.
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Control syntax
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This makes memory management a lot easier as well as removes the need for
multiple lists that point to the same objects. However, there will be quite a few Controls
that don't need all the functionality of ActionNode and MouseEvent, so the default
implementations are No Op.
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go negative
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We no longer use SharedPtr
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using getFrameData()
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methods internally.
Rather than creating an instance of MouseEvent and passing argument around.
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every process()
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SharedPtrs
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The code was moved to the class PushToggleControl
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Some Puzzles don't have flags, which caused it to never be initialized
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This allows List::push_back() to not cause a data copy
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