editor_display(editor_controller &controller, reports &reports_object, const config &theme_cfg)
TYPE
UNSCALED : image will be drawn "as is" without changing size, even in case of redraw SCALED_TO_ZOOM :...
const editor_map & map() const
image::TYPE get_image_type(const map_location &loc) override
The editor uses different rules for terrain highlighting (e.g.
editor_controller & controller_
virtual overlay_map & get_overlays() override
Inherited from display.
void set_brush_locs(const std::set< map_location > &hexes)
bool in_editor() const override
The editor_controller class contains the mouse and keyboard event handling routines for the editor...
Unit and team statistics.
Object which defines a time of day with associated bonuses, image, sounds etc.
void draw_sidebar() override
Called near the end of a draw operation, derived classes can use this to render a specific sidebar...
void remove_brush_loc(const map_location &hex)
void pre_draw() override
Called near the beginning of each draw() call.
std::map< map_location, std::vector< overlay > > overlay_map
virtual const time_of_day & get_time_of_day(const map_location &loc=map_location::null_location()) const override
Inherited from display.
map_display and display: classes which take care of displaying the map and game-data on the screen...
Manage the empty-palette in the editor.
Encapsulates the map of the game.
This class adds extra editor-specific functionality to a normal gamemap.
void rebuild_terrain(const map_location &loc)
const SDL_Rect & get_clip_rect() override
Get the clipping rectangle for drawing.
std::set< map_location > brush_locations_
const gamemap & get_map() const
editor_controller & get_controller()
void add_brush_loc(const map_location &hex)
static const map_location & null_location()
void draw_hex(const map_location &loc) override
Redraws a single gamemap location.
A config object defines a single node in a WML file, with access to child nodes.