std::vector< color_t > palette(const color_range &cr)
Creates a reference color palette from a color range.
void move(editor_display &disp, const map_location &hex) override
Mouse move (not a drag).
std::unique_ptr< editor_action > up_left(editor_display &disp, int x, int y) override
TODO.
item placement action class
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 > drag_left(editor_display &disp, int x, int y, bool &partial, editor_action *last_undo) override
Drag operation.
item_palette & item_palette_
Manage the empty-palette in the editor.
Encapsulates the map of the game.
void set_item_mouse_overlay(editor_display &disp, const overlay &u)
mouse_action_item(const CKey &key, item_palette &palette)
Palette where the terrain to be drawn can be selected.
Base class for all editor actions.
bool has_context_menu() const override
std::unique_ptr< editor_action > click_right(editor_display &, int, int) 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...
virtual void set_mouse_overlay(editor_display &disp) override
Set the mouse overlay for this action.
There are still moves and/or attacks possible, but the unit doesn't fit in the "unmoved" status...
Class that keeps track of all the keys on the keyboard.
std::unique_ptr< editor_action > click_left(editor_display &disp, int x, int y) override
TODO.