widgets
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+17
-10
@@ -1,21 +1,28 @@
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package pncdsl
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import (
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"image/color"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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// drawCursor renders a simple crosshair at the mouse position. When an
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// inventory item is selected, the item sprite is drawn instead.
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func drawCursor(dst *ebiten.Image, g *Game) {
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x, y := g.input.Pos()
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// Cursor renders the mouse cursor. When the player has an inventory item
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// selected, the item's sprite is drawn at the cursor instead of the
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// default crosshair. Registered last so it draws on top.
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type Cursor struct {
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Name string
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}
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func (c *Cursor) GetName() string { return c.Name }
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func (c *Cursor) Tick(ctx *UICtx) {}
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func (c *Cursor) Draw(dst *ebiten.Image, ctx *UICtx) {
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g := ctx.Game
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x, y := g.Input.Pos()
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if sel := g.Inventory.Selected(); sel != "" {
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if it, ok := g.ItemManager.Get(sel); ok {
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img := g.loaded.image(g.AssetManager, it.Sprite)
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sw, sh := img.Bounds().Dx(), img.Bounds().Dy()
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if sw > 0 && sh > 0 {
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if sw > 0 && sh > 0 && !g.loaded.isPlaceholder(it.Sprite) {
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Scale(16/float64(sw), 16/float64(sh))
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op.GeoM.Translate(float64(x-8), float64(y-8))
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@@ -24,7 +31,7 @@ func drawCursor(dst *ebiten.Image, g *Game) {
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}
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}
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}
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c := color.RGBA{255, 255, 255, 255}
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vector.StrokeLine(dst, float32(x-3), float32(y), float32(x+4), float32(y), 1, c, false)
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vector.StrokeLine(dst, float32(x), float32(y-3), float32(x), float32(y+4), 1, c, false)
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col := g.Theme().CursorColor
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vector.StrokeLine(dst, float32(x-3), float32(y), float32(x+4), float32(y), 1, col, false)
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vector.StrokeLine(dst, float32(x), float32(y-3), float32(x), float32(y+4), 1, col, false)
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}
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