15 #ifndef EDITOR_EDITOR_DISPLAY_HPP_INCLUDED
16 #define EDITOR_EDITOR_DISPLAY_HPP_INCLUDED
TYPE
UNSCALED : image will be drawn "as is" without changing size, even in case of redraw SCALED_TO_ZOOM :...
editor_display(const display_context *dc, CVideo &video, reports &reports_object, const config &theme_cfg, const config &level)
image::TYPE get_image_type(const map_location &loc)
The editor uses different rules for terrain highlighting (e.g.
void set_brush_locs(const std::set< map_location > &hexes)
void pre_draw()
Called near the beginning of each draw() call.
void draw_sidebar()
Called near the end of a draw operation, derived classes can use this to render a specific sidebar...
Unit and team statistics.
void draw_hex(const map_location &loc)
Redraws a single gamemap location.
void remove_brush_loc(const map_location &hex)
map_display and display: classes which take care of displaying the map and game-data on the screen...
Manage the empty-palette in the editor.
Encapsulates the map of the game.
This class adds extra editor-specific functionality to a normal gamemap.
const display_context * get_dummy_display_context()
void rebuild_terrain(const map_location &loc)
const SDL_Rect & get_clip_rect()
Get the clipping rectangle for drawing.
std::set< map_location > brush_locations_
const gamemap & get_map() const
void add_brush_loc(const map_location &hex)
CVideo & video()
Gets the underlying screen object.
A config object defines a single node in a WML file, with access to child nodes.
const editor_map & map() const