Style setters are now only setup once for each element type and
not for each element instance as before. A static map holds the
setters for each element type. Also an animation type is stored
which will later allow to animate properties of Canvas elements
without specifying and animation type.
Create a pick group for each object, instead of a single one. This
can be optimised in the future but this structure is backwards-
compatible with existing usage, which is more important.
Pick, knob and slider animations support additional object-names,
which are always invisible and untransformed (in the case of knobs/
sliders). These objects act to extend the hover/pick area, making small
switches and knobs more usable. (Especially for users with smaller
screens / windows).
This makes Nasal unload hooks of scenery objects working again.
Previously the same SGModelData instance was used for all objects
which never got destroyed and therefore was not able to call any
unload callback.
Inspired by jQuery.animate() properties can be interpolated using
different easing functions and specifying an animation duration.
Additionally animations can be chained to get table-based
animations like with the current SGInterpolator, or also create
looped animations or other more complicated curves.
Currently this system is not used yet, but it is intended to
replace SGInterpolator and allow more advanced animations of
eg. also colors, for example, for the canvas.
Initial ground-work to support efficient updating of condition/expression results; allow collecting all the dependent property values from the hierarchy, so they can be observed. Also add a very small test-case for this.
Using template parameter dependent name lookup it is
now possible to create to_nasal_helper overloads
for custom types and having them used for automatic
type conversion with binding methods/member on
nasal::Ghost objects.