Class that keeps track of all the keys on the keyboard.
Base class for all editor actions.
std::unique_ptr< editor_action > drag_left(editor_display &disp, int x, int y, bool &partial, editor_action *last_undo) override
Drags a label.
mouse_action_map_label(const CKey &key, empty_palette &palette)
std::unique_ptr< editor_action > up_right(editor_display &disp, int x, int y) override
Right click erases the label under the mouse.
std::unique_ptr< editor_action > drag_end_left(editor_display &disp, int x, int y) override
Replaces the label under the mouse with the dragged label.
std::unique_ptr< editor_action > click_left(editor_display &disp, int x, int y) override
A click, possibly the beginning of a drag.
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
Left click displays a dialog that is used for entering the label string.
std::unique_ptr< editor_action > click_right(editor_display &disp, int x, int y) override
A click, possibly the beginning of 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.