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Fixed rooms not getting brought to the front sometimes
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cc19594bf5
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@ -163,12 +163,22 @@ beestat.component.card.floor_plan_editor.prototype.decorate_drawing_pane_ = func
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// Activate the currently active room (mostly for rerenders).
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if (room === self.state_.active_room) {
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room_entity.set_active(true);
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} else {
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// Render the room and save to the list of current entities.
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room_entity.render(self.floor_plan_.get_g());
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self.entities_.room.push(room_entity);
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}
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// Render the room and save to the list of current entities.
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room_entity.render(self.floor_plan_.get_g());
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self.entities_.room.push(room_entity);
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});
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/**
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* If there was an active room, defer to adding it last so it ends up on
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* top. The set_active function doesn't do anything if the room isn't
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* rendered otherwise.
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*/
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if (this.state_.active_room_entity !== undefined) {
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this.state_.active_room_entity.render(this.floor_plan_.get_g());
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this.entities_.room.push(this.state_.active_room_entity);
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}
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};
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/**
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@ -81,7 +81,7 @@ beestat.component.floor_plan_entity.prototype.rerender = function() {
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/**
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* Bring the current element to the front.
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*/
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beestat.component.floor_plan_entity.prototype.bring_to_front = function() {
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beestat.component.floor_plan_entity.prototype.bring_to_front_ = function() {
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if (this.rendered_ === true) {
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this.g_.parentNode.appendChild(this.g_);
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}
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@ -256,9 +256,9 @@ beestat.component.floor_plan_entity.room.prototype.set_active = function(active)
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this.dispatchEvent('activate');
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this.update_snap_points_();
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this.bring_to_front();
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this.bring_to_front_();
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} else {
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// throw 'foo';
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delete this.state_.active_room;
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delete this.state_.active_room_entity;
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