15 #ifndef EDITOR_MOUSE_ACTION_UNIT_HPP
16 #define EDITOR_MOUSE_ACTION_UNIT_HPP
virtual void set_mouse_overlay(editor_display &disp)
Set the mouse overlay for this action.
editor_action * drag_left(editor_display &disp, int x, int y, bool &partial, editor_action *last_undo)
Drag operation.
void set_unit_mouse_overlay(editor_display &disp, const unit_type &u)
GLint GLint GLint GLint GLint GLint y
void move(editor_display &disp, const map_location &hex)
Mouse move (not a drag).
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.
Manage the empty-palette in the editor.
editor_action * up_left(editor_display &disp, int x, int y)
TODO.
Encapsulates the map of the game.
Unit placement action class.
editor_action * drag_end_left(editor_display &disp, int x, int y)
Drag end replaces the unit when clicked left, or adjusts the facing when clicked right.
Palette where the terrain to be drawn can be selected.
Base class for all editor actions.
GLint GLint GLint GLint GLint x
unit_palette & unit_palette_
mouse_action_unit(const CKey &key, unit_palette &palette)
A mouse action receives events from the controller, and responds to them by creating an appropriate e...
bool has_context_menu() const
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.