ci/woodpecker/push/woodpecker Pipeline was successful
Registration order was the only thing deciding what a widget was drawn over, which forced a domain to keep one ordered list of every widget it owns — the one shape that cannot be split into a file per widget. A widget now says where it belongs: Layer, the eight LayerScene..LayerCursor constants, the optional Layered interface and LayerOf for wrappers. Draw runs from the bottom layer up, Tick from the top down, and registration order only breaks ties inside a layer. Every built-in declares its own; anything that stays quiet sits on LayerHUD, so existing HUDs come out where they were. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
39 lines
1.2 KiB
Go
39 lines
1.2 KiB
Go
package inkwell
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import (
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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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// 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) Layer() Layer { return LayerCursor }
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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 && !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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dst.DrawImage(img, op)
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return
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}
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}
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}
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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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