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migrate texture atlases to scoped ownership
- replace TextureAtlasManager and GlobalTextureAtlas with catalog-backed atlas ownership - make TextureAtlas and TextureRegion creation return explicit resource handles - let atlases retain their textures and regions through shared ownership - add atlas publication, lookup, removal, and enumeration to ResourceCatalog and ResourceScope - make TextureAtlasLoader publish atlases and regions into an explicit resource scope - move theme atlas ownership into each theme resource catalog - migrate maps, editors, examples, and tests away from the global atlas manager - add scope-aware Sprite pattern-loading overloads while preserving default-scope compatibility - fix re-entrant style-state invalidation when applying styles creates new widgets - add atlas ownership, scoped Sprite lookup, and style-state regression coverage - update the resource ownership plan and texture atlas editor launch configuration
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@@ -121,9 +121,9 @@ EE_MAIN_FUNC int main( int, char*[] ) {
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// Create a static sprite
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Planet.createStatic( PlanetTex );
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// It will look for a TextureRegion ( in any Texture Atlas loaded, or the GlobalTextureAtlas
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// ) animation by its name, it will search for "gn00" to "gnXX" to create a new animation
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// see TextureAtlasManager::GetTextureRegionsByPattern for more information.
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// It will look for a TextureRegion animation in the default resource scope by its name. It
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// will search for "gn00" to "gnXX" to create a new animation. See
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// ResourceScope::findTextureRegionsByPattern for more information.
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// This is the easiest way to load animated sprites.
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Monster.addFramesByPattern( "gn" );
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