6/08/08
- got curses skeleton going with poe
- got menu interface skeleton going

6/09/08
- menu interface is completely usable
- menu interface installs keymap, still hacky

6/11/08
- new hexed interface, Fixed, with simple routine to set a title
- fixed hexed offset bug
- eliminated flicker... clear only needs to be called when we nuke a whole line. the padding
  takes care of the other cases.

6/13/08
- uses new queue, greatly simplified

6/18/08
hexed:
- Hexed::Menu doesnt croak on long entries

6/19/08
- Shifting keys now have to be explicitly enabled or disabled
- choose popup is functioning well
- stack of key handlers works well
- functions to clean up old windows from display
- well designed nonblocking "wait for input" read
- choose popup completely works
- askfor prompt popup completely works

6/20/08
- The choose dialog is now also space-efficent.

7/03/08
- began overhaul, refactoring, etc

7/05/08
- overhaul finished. all old functionality, new code
- new concept... Frames. frames contains set of windows. so if an app needs to totally
  switch modes (like to/from game mode and inventory mode, each with set of windows), it can
  easily
- the Menu window cleans up entries correctly
- the Menu window now uses pads and has perfect scrolling

7/06/08
- template object for menu makes nice column-aligned tables easily

7/12/08
- random improvements to template
- more of above. multiple variables in one field supported

7/13/08
- template now has sprintf filtering for variables

7/14/08
- along with numerous unsuccessful attempts at getting subwindows to overlay properly, took out a redundant redraw method from Hexed::Menu

7/15/08
- subwindows overlap properly, removing bugs related to prompts and active menu windows

7/17/08
- turns out Menu's overloaded redraw method *WAS* necessary. :P

7/18/08
- added Hexed::Map in preparation for rejuvenated roguelike/simulation project
- Hexed::Map gets some fixes

7/21/08
- stable color in Hexed::Map

7/23/08
- Hexed::Msg, which wraps Menu, for an easy-to-use message console

7/25/08
- Hexed::Map has smarter hooks in BDSM::Map

7/28/08
- minor change in Hexed::Map's render routine so it won't care about my nonsense over in
  BDSM::Agent::blah

7/30/08
- Hexed::Map got an interactive target() function

8/31/08
- Hexed::Msg's usage sped up a billion-fold. I had a loop in a bad spot. :P

01/14/09
- began cleanup of HexedUI
- Cursed::Frame provides same methods but there's no need for multiple framesets

01/15/09
- more clean up of everything, tons of TODO items and testing needed

01/19/09
- render() in Hexed::Map grabs Object's symbol/color

01/22/09
- Hexed::Prompt splits control so it doesnt have to be the dominant window. unfinished

01/23/09
- finished splitting Hexed::Prompt into 3 sequences
- Hexed::Prompt cleans up when a prompting is done

01/24/09
- fixed some cursor stuff

01/25/09
- Hexed::Map renders items

01/28/09
- the choose popup short of does fullscreen now
- a bunch of redrawing stuff

01/31/09
- Msg scrolls and new popup

02/01/09
- escape key is <ESCAPE>, not <^[>
- correct rendering everywhere, including highlighting, with new tilemap class
- quick way to do temporary input

02/08/09
- slightly modified the highlighting stuff to account for new tiles

02/12/09
- Msg wraps messages horizontally and has color!

02/13/09
- border colors
- nicer key names (ENTER not ^M, TAB not ^I)

02/14/09
- Prompt can scroll horizontally
- Prompt redraw routine

02/15/09
- Map retains the focus

02/23/09
- Menu has color
- all cursor issues resolved

03/05/09
- moved tile rendering here, also does animation
- crappy snow

03/18/09
- light sources
- square line of sight works except moving diagonally
- after failed tricky LOS optimizations, found simple fast ones
- perpetual light

03/22/09
- render 3D dungeons (lighting messes up right now tho)
- lighting fixed

03/23/09
- better focusing in a blob

03/24/09
- public method to hide cursor

03/25/09
- better sizing of popup, choose, askfor
- popups that dont disappear or wait for input
- nuked bad 3D light code, blob light code

03/29/09
- switching to panels for overlapping windows, not done
- panels for overlapping works with pads and all
- fixed focus bug

03/31/09
- working on snow

04/05/09
- debuglight changes, scent-FOV
- took out logical FOV code

04/06/09
- fixed seeing '0' as not a key

04/08/09
- new window Form

04/24/09
- scrolling targetting

04/26/09
- tile appearance and tmp input fix
- map camera bugfix

04/28/09
- render layers
- render layers better -- grey out
- hiding in a layer

04/29/09
- snow moves relative to screen (not sure if this is better)

04/30/09
- different speed slow, overall effect is... actually nice

05/01/09
- bounds check on flakes
- two flake types, . and *
- bounds check on target
- messy solution to changing maps with timers
- fixed regression
