<> <> <> <> <<>> DIRECTORY BufferedRefresh, GGGravity, GGInterfaceTypes, GGModelTypes, Imager; GGRefresh: CEDAR DEFINITIONS = BEGIN BoundBox: TYPE = GGModelTypes.BoundBox; FeatureData: TYPE = GGGravity.FeatureData; Slice: TYPE = GGModelTypes.Slice; SliceDescriptor: TYPE = GGModelTypes.SliceDescriptor; GGData: TYPE = GGInterfaceTypes.GGData; Outline: TYPE = GGModelTypes.Outline; Sandwich: TYPE = BufferedRefresh.Sandwich; SelectionClass: TYPE = GGInterfaceTypes.SelectionClass; Sequence: TYPE = GGModelTypes.Sequence; Traj: TYPE = GGModelTypes.Traj; CreateSandwich: PROC [] RETURNS [sandwich: Sandwich]; ActionAreaPaint: PROC [screen: Imager.Context, whatHasChanged: ATOM, ggData: GGData]; <> <> <<>> MoveToOverlay: PROC [sliceD: SliceDescriptor, ggData: GGData]; <> MoveJointsToOverlay: PROC [traj: Traj, ggData: GGData]; << A trajectory in the overlay plane is interpreted to mean that the trajectory's joints are to be painted on the overlay plane (for use in selection feedback).>> RemoveJointsFromOverlay: PROC [traj: Traj, ggData: GGData]; MoveToBackground: PROC [sliceD: SliceDescriptor, ggData: GGData]; <> MoveAllSelectedToOverlay: PROC [ggData: GGData, selectClass: SelectionClass]; MoveAllSelectedToBackground: PROC [ggData: GGData]; MoveOverlayToBackground: PROC [ggData: GGData]; EmptyOverlay: PROC [ggData: GGData] RETURNS [BOOL]; SplitBackgroundAndOverlay: PROC [ggData: GGData, restoreBox: BoundBox]; NoteNewForeground: PROC [alignObjects: LIST OF FeatureData, ggData: GGData]; UpdateForegroundForMotion: PROC [ggData: GGData]; <<>> <> <> PaintEntireScene: PROC [screen: Imager.Context, ggData: GGData, showColors: BOOL]; InterpressEntireScene: PROC [dc: Imager.Context, ggData: GGData]; SnapShot: PROC [dc: Imager.Context, ggData: GGData]; <> END.