virtual const std::string & get_id(const t_translation::terrain_code &terrain)
const t_translation::terrain_code & get_selected_bg_terrain()
const gamemap & map() const
Palette where the terrain to be drawn can be selected.
const t_translation::terrain_code & selected_bg_item() const
A terrain string which is converted to a terrain is a string with 1 or 2 layers the layers are separa...
virtual void setup(const config &cfg)
Setup the internal data structure.
const t_translation::terrain_code & get_selected_fg_terrain()
void select_bg_item(const t_translation::terrain_code &terrain)
virtual std::string get_help_string()
Encapsulates the map of the game.
Manage the empty-palette in the editor.
void select_fg_item(const t_translation::terrain_code &terrain)
static const ::config * terrain
The terrain used to create the cache.
terrain_palette(editor_display &gui, const config &cfg, editor_toolkit &toolkit)
const gamemap & get_map() const
virtual void draw_item(const t_translation::terrain_code &terrain, surface &item_image, std::stringstream &tooltip_text)
const t_translation::terrain_code & selected_fg_item() const
A config object defines a single node in a WML file, with access to child nodes.