...with fast switching between them. Can be disabled in the editor
settings. Also changed:
* the display class now holds a pointer to the map instead of a
reference, a pointer can be changed which permits the entire MDI
behavior. Related bits were also changed in terrain_builder.
* mouse_handler_base no longer holds a reference to the map
* the map labels class does not hold a gamemap reference, as it can
use the display object to access the map. Also clearing all labels
was exposed as a public member function.
* used scoped_ptrs and forward declarations to avoid having to include
map_label.hpp and terrain_builder.hpp in display.hpp, this reduces
build dependencies quite a bit.
* made get_action_state use the menu index to allow a dynamic menu to
have checkboxes. This entire chunk of code needs a rewrite.
...move into separate cpp/hpp pair. The code under src/ was modified
mainly using a global search-and-replace. This change allows reducing
code dependencies and gets rid of inner-class confusion (parts of the
code had to use "location" when referring to gamemap::location, it is
now consistent across the codebase.)
...and terrain codes from the editor2 into the common display
class. Allow setting this in-game via :sc and :tc commands. Unless
debug mode is on, only non-shrouded tiles will have the terrain code
displayed.
* use display redraw observers to redraw the palettes (this is a quick
fix for something that needs a larger redesign)
* draw current tool outline
* make the refresh_all more thorough