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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the game on the client side and have started to wire up the DObject stuff.
Whee!
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scene repository. Also added example config for the static connection
provider that's used by default.
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identifier. (We'll need to be able to look locations up by id.)
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manager and obtain building information from the config object.
Separated test code from base scene node map code.
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from the tileset manager successfully. Cleaned up comments.
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rather than codes to indicate different types of events. Also modified
name of sprite observer callback as spriteChanged() implies that the
sprite actually changed which it may not have, whereas handleEvent()
doesn't imply anything other than the sprite observer is being asked to
deal with a sprite event.
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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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that observers can do things like remove sprites without unhappy
side-effects.
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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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Early work on evolving the node map into a miniaturized scene display.
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dirty rectangles, an animated view has to expand the dirty region, it can
call back to the sprite manager to determine whether this new, expanded
dirty region includes sprites that weren't previously considered to be
dirty. If so, those sprites' rendered bounds are added to the dirty
rectangle list being processed so that they will be properly redrawn
(which may trigger more sprites to be included and so on).
Also modified sprite internals in a cleany uppy sort of way.
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probably come out again because it should really be added by the manager
used by the target application. They may not want exactly the same kind of
chat support.
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make handling just one or two of the callbacks for those interfaces
simpler.
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