<> <> <> <<>> DIRECTORY GGInterfaceTypes, GGModelTypes, Imager; GGRefresh: CEDAR DEFINITIONS = BEGIN Cluster: TYPE = GGModelTypes.Cluster; GargoyleData: TYPE = GGInterfaceTypes.GargoyleData; Outline: TYPE = GGModelTypes.Outline; SelectionClass: TYPE = GGInterfaceTypes.SelectionClass; Sequence: TYPE = GGModelTypes.Sequence; Traj: TYPE = GGModelTypes.Traj; ActionAreaPaint: PROC [dc: Imager.Context, whatToDo: 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]; StoreBackground: PROC [gargoyleData: GargoyleData]; <<>> <> <> DrawCluster: PROC [dc: Imager.Context, cluster: Cluster, gargoyleData: GargoyleData]; DrawOutline: PROC [dc: Imager.Context, outline: Outline, gargoyleData: GargoyleData]; DrawTraj: PROC [dc: Imager.Context, traj: Traj, gargoyleData: GargoyleData]; DrawSequence: PROC [dc: Imager.Context, seq: Sequence, gargoyleData: GargoyleData]; PaintEntireScene: PROC [dc: Imager.Context, gargoyleData: GargoyleData]; InterpressEntireScene: PROC [dc: Imager.Context, gargoyleData: GargoyleData]; <> END.