Class that keeps track of all the keys on the keyboard.
A brush-drag mouse action base class which adds brush and drag processing to a basic mouse action.
The brush class represents a single brush – a set of relative locations around a "hotspot",...
Select (and deselect) action, by brush or "magic wand" (via keyboard modifier)
mouse_action_select(const brush *const *const brush, const CKey &key, empty_palette &palette)
std::unique_ptr< editor_action > click_perform_right(editor_display &disp, const std::set< map_location > &hexes) override
Right click/drag.
std::unique_ptr< editor_action > click_right(editor_display &disp, int x, int y) override
Right click does nothing for now.
std::set< map_location > affected_hexes(editor_display &disp, const map_location &hex) override
Overridden to allow special behavior based on modifier keys.
virtual void set_mouse_overlay(editor_display &disp) override
Set the mouse overlay for this action.
virtual bool has_context_menu() const override
virtual bool supports_brushes() const override
Whether we need the brush bar, is used to grey it out.
std::unique_ptr< editor_action > click_perform_left(editor_display &disp, const std::set< map_location > &hexes) override
Left click/drag selects.
std::unique_ptr< editor_action > key_event(editor_display &disp, const SDL_Event &e) override
Force a fake "move" event to update brush overlay on key event.
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.