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