because subscription no longer means receiving events.
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that have no specified layer. Made the scene editor gracefully handle
the case where there are no valid tile sets for use with the selected
scene layer.
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with distributed objects rather than having a single handleEvent() by
which all subscribers are forced to hear about all events. Now one
subscribes separately and then adds onesself as any of a few types of
listener once they have access to the subscribed object reference.
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across parlor.client, parlor.server and parlor.data.
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changed to Presents and Party changed to Crowd. Whee!
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Made TileSet an interface. Throw exceptions for unknown tile or tile
set requests. General clean-up and documentation.
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have actually entered the place. It's not tied to a particular UI toolkit
and this requires coordination between the client implementation and the
place implementation, but that seems better than the alternative of tying
the Parlor code to Swing or similar.
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provide some of what we were going to provide with the Parlor services.
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order. Also moved stuff from whirled.client.test and whirled.server.test
into whirled.test because it's silly having two separate test directories.
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InvocationDirector (please god let the renaming be done). Removed IntMap
and modified code to use samskivert's HashIntMap.
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an EditableSceneView. The comment said it was a hack anyway. :)
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Changed SceneManager to SceneDirector. Updated to deal with
LocationManager name change. Clean, clean, clean.
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packages. These contain all the message codes as well as error response
codes that are used by a particular invocation service.
Also changed client.LocationManager to client.LocationDirector and
chat.ChatManager to chat.ChatDirector to go along with the new philosophy
of naming the client-side managing entity for an invocation service a
director.
Also elimitated cocktail.util.Codes since it's no longer used as a central
repository for codes (instead they are in InvocationCodes and its
derivatives).
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Modified sprite and path code to make use of these timestamps to determine
a sprite's progress along the path. Abstracted the path stuff so that
paths other than line segment paths can be cleanly implemented.
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without having to create a selected icon. Changed editor and scene
map panel toolbars to make use of SelectableButton.
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Standardized config key member data names to match those used in the
cocktail code.
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associated with the animated view's component so that the refresh
interval can be registered and unregistered based on component
visibility.
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animated view, but to combine those so that the animated view provides the
necessary means by which to invalidate and paint. Now the SceneViewPanel
rather than the SceneView is what the animation manager talks to. It then
passes the necessary information on to the SceneView.
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