wip update.
start adding support for jumping to a direct frame in the buffer proc. give it 2x the player procs stack (since all the work takes place in it)
allocate a sync signal for the playback proc to inform it to jump to a new frame. add a noskip option, and when it isnt specified try to skip frames to keep the correct frame rate for the animation (highly wip). default to enabling frameskip in the datatype but for now create a prefs file which disables it.
there are 2 main issues with this code that I am currently still working on -:
# when frameskip is enabled, some animations will stop loading once they fill the buffer and just show the first frames, or not load the very last frames.
# some animations show corrupt gfx on the first iteration.
git-svn-id: https://svn.aros.org/svn/aros/trunk/AROS@51459 fb15a70f-31f2-0310-bbcc-cdcc74a49acc