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193
examples/scroll/main.go
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193
examples/scroll/main.go
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// Copyright 2024 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package main
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import (
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"fmt"
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"image"
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"image/color"
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"log"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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type Game struct {
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contentArea image.Rectangle
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// dragging indicates whether a pointing device is dragging the content.
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dragging bool
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// prevY is the previous Y value of a pointing device in the last frame.
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prevY int
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// startY is the initial Y value of a pointing device where dragging started.
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startY int
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// offsetY is the content offset in the Y axis.
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offsetY int
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// offsetStartY is the content offset in the Y axis when dragging started.
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offsetStartY int
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// velocityY is the scrolling velocity in the Y axis.
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velocityY int
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itemCount int
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itemHeight int
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touchIDs []ebiten.TouchID
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justReleasedTouchIDs []ebiten.TouchID
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}
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func (g *Game) updateInput() {
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g.touchIDs = ebiten.AppendTouchIDs(g.touchIDs[:0])
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g.justReleasedTouchIDs = inpututil.AppendJustReleasedTouchIDs(g.justReleasedTouchIDs[:0])
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}
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// pointingDevicePosition returns the position of a pointing device (a touch or a mouse).
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func (g *Game) pointingDevicePosition() (x, y int) {
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if len(g.touchIDs) > 0 {
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return ebiten.TouchPosition(g.touchIDs[0])
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}
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return ebiten.CursorPosition()
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}
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// isPointingDevicePressed reports whether a pointing device is pressed.
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func (g *Game) isPointingDevicePressed() bool {
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if len(g.touchIDs) > 0 {
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return true
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}
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return ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft)
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}
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// isPointingDeviceJustReleased reports whether a pointing device is just released.
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func (g *Game) isPointingDeviceJustReleased() bool {
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if len(g.justReleasedTouchIDs) > 0 {
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return false
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}
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return inpututil.IsMouseButtonJustReleased(ebiten.MouseButtonLeft)
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}
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func (g *Game) Update() error {
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g.updateInput()
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x, y := g.pointingDevicePosition()
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defer func() {
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g.prevY = y
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}()
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hovering := image.Pt(x, y).In(g.contentArea)
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// If a pointing device is just released, start scrolling.
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if g.isPointingDeviceJustReleased() && g.dragging {
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g.dragging = false
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g.velocityY = y - g.prevY
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return nil
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}
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// Process a mouse wheel.
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if _, wheelY := ebiten.Wheel(); wheelY != 0 && !g.dragging && hovering {
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g.velocityY = int(wheelY)
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}
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// If a pointing device is NOT pressed, scroll by the inertia.
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if !g.isPointingDevicePressed() {
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g.dragging = false
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g.setOffsetY(g.offsetY + g.velocityY)
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if g.velocityY != 0 {
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g.velocityY = int(float64(g.velocityY) * 15.0 / 16.0)
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}
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return nil
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}
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// As a pointing device is pressed, stop the inertia.
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g.velocityY = 0
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if !g.dragging && hovering {
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g.dragging = true
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g.offsetStartY = g.offsetY
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g.startY = y
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}
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// If a pinting device is pressed, adjust the offset by the movement.
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if g.dragging {
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g.setOffsetY(g.offsetStartY + y - g.startY)
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}
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return nil
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}
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func (g *Game) setOffsetY(offsetY int) {
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g.offsetY = offsetY
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if g.offsetY > 0 {
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g.offsetY = 0
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}
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h := g.contentHeight()
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if g.offsetY < -h+g.contentArea.Dy() {
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g.offsetY = -h + g.contentArea.Dy()
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}
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}
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func (g *Game) contentHeight() int {
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return g.itemCount * g.itemHeight
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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// Render the content. Use SubImage as a mask.
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screenContentArea := screen.SubImage(g.contentArea).(*ebiten.Image)
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for i := 0; i < g.itemCount; i++ {
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itemRegion := image.Rect(0, i*g.itemHeight, g.contentArea.Dx(), (i+1)*g.itemHeight)
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itemRegion = itemRegion.Add(image.Pt(g.contentArea.Min.X, g.contentArea.Min.Y))
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itemRegion = itemRegion.Add(image.Pt(0, g.offsetY))
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// Skip rendering if the item is out of the content area.
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if itemRegion.Intersect(g.contentArea).Empty() {
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continue
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}
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vector.DrawFilledRect(screenContentArea, float32(itemRegion.Min.X), float32(itemRegion.Min.Y), float32(itemRegion.Dx()), float32(itemRegion.Dy()), color.RGBA{byte(i), byte(i), byte(i), 0xff}, false)
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text := fmt.Sprintf("Item %d", i)
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if i == 0 {
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text += " (drag or touch to scroll)"
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}
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ebitenutil.DebugPrintAt(screenContentArea, text, itemRegion.Min.X, itemRegion.Min.Y)
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}
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// Render the content border line.
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vector.StrokeRect(screen, float32(g.contentArea.Min.X), float32(g.contentArea.Min.Y), float32(g.contentArea.Dx()), float32(g.contentArea.Dy()), 1, color.White, false)
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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const offset = 16
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g.contentArea = image.Rect(offset, offset, outsideWidth-offset, outsideHeight-offset)
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return outsideWidth, outsideHeight
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}
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func main() {
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ebiten.SetWindowTitle("Scroll (Ebitengine Demo)")
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ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
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ebiten.SetWindowSizeLimits(320, 240, -1, -1)
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if err := ebiten.RunGame(&Game{
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itemCount: 256,
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itemHeight: 24,
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}); err != nil {
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log.Fatal(err)
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}
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}
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