15 #ifndef EDITOR_MOUSE_ACTION_MAP_LABEL_HPP
16 #define EDITOR_MOUSE_ACTION_MAP_LABEL_HPP
editor_action * up_left(editor_display &disp, int x, int y)
Left click displays a dialog that is used for entering the label string.
GLint GLint GLint GLint GLint GLint y
mouse_action_map_label(const CKey &key, empty_palette &palette)
editor_action * click_right(editor_display &disp, int x, int y)
A click, possibly the beginning of a drag.
editor_action * drag_left(editor_display &disp, int x, int y, bool &partial, editor_action *last_undo)
Drag operation.
Manage the empty-palette in the editor.
Encapsulates the map of the game.
editor_action * up_right(editor_display &disp, int x, int y)
Right click erases the label under the mouse.
virtual void set_mouse_overlay(editor_display &disp)
Set the mouse overlay for this action.
Base class for all editor actions.
GLint GLint GLint GLint GLint x
editor_action * click_left(editor_display &disp, int x, int y)
A click, possibly the beginning of a drag.
map_location last_draged_
A mouse action receives events from the controller, and responds to them by creating an appropriate e...
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.