15 #ifndef EDITOR_MOUSE_ACTION_ITEM_HPP
16 #define EDITOR_MOUSE_ACTION_ITEM_HPP
editor_action * click_right(editor_display &, int, int)
A click, possibly the beginning of a drag.
editor_action * click_left(editor_display &disp, int x, int y)
TODO.
GLint GLint GLint GLint GLint GLint y
editor_action * up_left(editor_display &disp, int x, int y)
TODO.
item placement action class
editor_action * drag_left(editor_display &disp, int x, int y, bool &partial, editor_action *last_undo)
Drag operation.
item_palette & item_palette_
Manage the empty-palette in the editor.
virtual void set_mouse_overlay(editor_display &disp)
Set the mouse overlay for this action.
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
GLint GLint GLint GLint GLint x
A mouse action receives events from the controller, and responds to them by creating an appropriate e...
void move(editor_display &disp, const map_location &hex)
Mouse move (not a drag).
Class that keeps track of all the keys on the keyboard.
std::vector< Uint32 > palette(color_range cr)
Creates a reference color palette from a color range.
editor_action * drag_end_left(editor_display &disp, int x, int y)
Drag end replaces the item when clicked left, or adjusts the facing when clicked right.