Class that keeps track of all the keys on the keyboard.
Base class for all editor actions.
Unit placement action class.
virtual void set_mouse_overlay(editor_display &disp) override
Set the mouse overlay for this action.
std::unique_ptr< editor_action > click_left(editor_display &disp, int x, int y) override
TODO.
unit_palette & unit_palette_
std::unique_ptr< editor_action > drag_left(editor_display &disp, int x, int y, bool &partial, editor_action *last_undo) override
Drag operation.
bool has_context_menu() const override
mouse_action_unit(const CKey &key, unit_palette &palette)
std::unique_ptr< editor_action > click_right(editor_display &, int, int) override
A click, possibly the beginning of a drag.
std::unique_ptr< editor_action > up_left(editor_display &disp, int x, int y) override
TODO.
std::unique_ptr< editor_action > drag_end_left(editor_display &disp, int x, int y) override
Drag end replaces the unit when clicked left, or adjusts the facing when clicked right.
void set_unit_mouse_overlay(editor_display &disp, const unit_type &u)
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...
Palette where the terrain to be drawn can be selected.
A single unit type that the player may recruit.
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.