<> <> <> <> <<>> DIRECTORY GGGravity, GGInterfaceTypes, GGModelTypes, Imager; GGRefresh: CEDAR DEFINITIONS = BEGIN BoundBox: TYPE = GGModelTypes.BoundBox; FeatureData: TYPE = GGGravity.FeatureData; Slice: TYPE = GGModelTypes.Slice; GargoyleData: TYPE = GGInterfaceTypes.GargoyleData; Outline: TYPE = GGModelTypes.Outline; SelectionClass: TYPE = GGInterfaceTypes.SelectionClass; Sequence: TYPE = GGModelTypes.Sequence; Traj: TYPE = GGModelTypes.Traj; ActionAreaPaint: PROC [screen: Imager.Context, whatHasChanged: ATOM, gargoyleData: GargoyleData]; <> <> <<>> MoveToOverlay: PROC [entity: REF ANY, gargoyleData: GargoyleData]; <> MoveJointsToOverlay: PROC [traj: Traj, gargoyleData: GargoyleData]; << 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, gargoyleData: GargoyleData]; MoveToBackground: PROC [entity: REF ANY, gargoyleData: GargoyleData]; <> MoveAllSelectedToOverlay: PROC [gargoyleData: GargoyleData, selectClass: SelectionClass]; MoveAllSelectedToBackground: PROC [gargoyleData: GargoyleData]; MoveOverlayToBackground: PROC [gargoyleData: GargoyleData]; EmptyOverlay: PROC [gargoyleData: GargoyleData] RETURNS [BOOL]; SplitBackgroundAndOverlay: PROC [gargoyleData: GargoyleData, restoreBox: BoundBox]; NoteNewForeground: PROC [alignObjects: LIST OF FeatureData, gargoyleData: GargoyleData]; <<>> <> <> PaintEntireScene: PROC [screen: Imager.Context, gargoyleData: GargoyleData]; InterpressEntireScene: PROC [dc: Imager.Context, gargoyleData: GargoyleData]; SnapShot: PROC [dc: Imager.Context, gargoyleData: GargoyleData]; <> END.