Class that keeps track of all the keys on the keyboard.
Base class for all editor actions.
Palette where the terrain to be drawn can be selected.
item placement action class
std::unique_ptr< editor_action > drag_left(editor_display &disp, int x, int y, bool &partial, editor_action *last_undo) override
Drag operation.
mouse_action_item(const CKey &key, item_palette &palette)
void set_item_mouse_overlay(editor_display &disp, const overlay &u)
std::unique_ptr< editor_action > click_left(editor_display &disp, int x, int y) override
Left clicking places the currently selected item on the x,y map hex.
bool has_context_menu() const override
std::unique_ptr< editor_action > drag_end_left(editor_display &disp, int x, int y) override
Drag end replaces the item when clicked left, or adjusts the facing when clicked right.
std::unique_ptr< editor_action > click_right(editor_display &disp, int x, int y) override
Right clicking removes the item on the x,y map hex.
virtual void set_mouse_overlay(editor_display &disp) override
Set the mouse overlay for this action.
std::unique_ptr< editor_action > up_left(editor_display &disp, int x, int y) override
TODO.
item_palette & item_palette_
void move(editor_display &disp, const map_location &hex) override
Mouse move (not a drag).
A mouse action receives events from the controller, and responds to them by creating an appropriate e...
std::vector< color_t > palette(const color_range &cr)
Creates a reference color palette from a color range.
Manage the empty-palette in the editor.
Encapsulates the map of the game.