15 #ifndef EDITOR_MOUSE_ACTION_SELECT_HPP
16 #define EDITOR_MOUSE_ACTION_SELECT_HPP
editor_action * click_right(editor_display &disp, int x, int y)
Right click does nothing for now.
mouse_action_select(const brush *const *const brush, const CKey &key, empty_palette &palette)
GLint GLint GLint GLint GLint GLint y
virtual void set_mouse_overlay(editor_display &disp)
Set the mouse overlay for this action.
Select (and deselect) action, by brush or "magic wand" (via keyboard modifier)
A brush-drag mouse action base class which adds brush and drag processing to a basic mouse action...
editor_action * key_event(editor_display &disp, const SDL_Event &e)
Force a fake "move" event to update brush overlay on key event.
The brush class represents a single brush – a set of relative locations around a "hotspot"...
Manage the empty-palette in the editor.
Encapsulates the map of the game.
editor_action * click_perform_right(editor_display &disp, const std::set< map_location > &hexes)
Right click/drag.
Base class for all editor actions.
GLint GLint GLint GLint GLint x
std::set< map_location > affected_hexes(editor_display &disp, const map_location &hex)
Overridden to allow special behavior based on modifier keys.
bool has_context_menu() const
bool supports_brushes()
Whether we need the brush bar, is used to grey it out.
editor_action * click_perform_left(editor_display &disp, const std::set< map_location > &hexes)
Left click/drag selects.
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.