First update on task type enumeration
[Job Manager] Design a possible way to handle job and task management.

In this factory design, the job manager maintains a list of factories and jobs.
Each concrete factory implement a standard interface and return a concrete job which also implements a standard interface.

I'm not sure this is the best design, but at least it's extensible without having to modify the job manager to add a new kind of job.
Another approach might be to codify jobs in text files and have a common utility to import them and this utility can just follow the 'script' from the file when creating a new job.
e.g.:
	JOB: Build House
	REQUIRE: 100 wood
	LOCATION: self
	TASK: build
	TASK: build

I'm not sure which approach is better.
world gen branch
[Config] Implement Config class to load setting from a file.
[VillagerAI] Initial class setup.
working on world gen
world gen, added .txt file that world gen uses to pull ino
[.gitignore] Add directories "ref" and "lib" to be ignored.
[Game Manager] Implement a Game Manager for views and state handling.
[makefile] Change SDL stuff to build a library. Add game-manager to compilation. Utilize Game Manager in main.
[SDL Widget] Rename 'SdlWidgetBase' to just 'SdlWidget'.
[SDL Manager] Move widget count update to top of update() instead of expecting every create* method to update it.
[SDL Utility] Implement new SDL Utility class for creating surfaces and SDL_Rects.
[SDL Widget] Add 'WIDGET_DISABLED' state. Add 'moveTo()' method.
[SDL Manager] Add general 'addWidget()' method to add widgets to the draw-list from outside of the 'create*' methods.
[SDL Manager] Move 'renderWidget' to different area of implementation file.

Move this method closer to the 'update()' method where it is called.
[SDL Utility] Add 'getColor()' method.
[SDL Utility] Change usage of 'Surface *' to 'ImageReference'.
[Game Manager] Fix typo on 'showCreditsButton'. Disable 'New Game' and 'Show Credits' buttons.
[SDL Button] Move default button creation out of Manager and into the Button class.