whole Player, like Judgment messages.
This allows any Player actor to show the combo; Combo is
only special in how its positioning is handled, and for
draw order.
only ever supported by Sprite and BitmapText. Handle it globally, using
m_size. This way, an actor only needs to set m_size to support alignment.
This means alignment can be set for non-drawing ActorFrames, if a size
is set explicitly. This allows stretching from the border of a frame
without playing games with extra nested frames. "setsize,100,100;valign,4;zoomx,.5"
This adds an extra matrix multiply. This will only happen for actors
actually set to non-centered alignment, which is the exception.
BitmapText still overrides this behavior a bit. Alignment for text
does two things: changes the alignment of the bounding box vs. the
X/Y position (the generic behavior), and changes the alignment of
the text within the bounding box.
yet decided whether these should be -1.0 ... +1.0, indicating
"fully left aligned" and "fully right aligned", or 0.0 ... 1.0,
indicating "anchor to this fractional position in m_size".
It may become the latter.)
(note: this approach is not recommended for new code. It's better to
control this stuff with Lua. This is just an interim before this stuff is
moved over to Lua, since I don't want to spend time converting it
right now.)
This was originally derived from the transitions, to make the
start times automatically work when people change transitions.
That doesn't give enough control, though.