// Copyright 2018 The Ebiten Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package main import ( "bytes" "image" "image/color" _ "image/png" "log" "math/rand/v2" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" "github.com/hajimehoshi/ebiten/v2/examples/resources/images" "github.com/hajimehoshi/ebiten/v2/inpututil" ) const ( screenWidth = 640 screenHeight = 480 ) // Sprite represents an image. type Sprite struct { image *ebiten.Image alphaImage *image.Alpha x int y int dragged bool } // In returns true if (x, y) is in the sprite, and false otherwise. func (s *Sprite) In(x, y int) bool { // Check the actual color (alpha) value at the specified position // so that the result of In becomes natural to users. // // Use alphaImage (*image.Alpha) instead of image (*ebiten.Image) here. // It is because (*ebiten.Image).At is very slow as this reads pixels from GPU, // and should be avoided whenever possible. return s.alphaImage.At(x-s.x, y-s.y).(color.Alpha).A > 0 } // MoveTo moves the sprite to the position (x, y). func (s *Sprite) MoveTo(x, y int) { w, h := s.image.Bounds().Dx(), s.image.Bounds().Dy() s.x = x s.y = y if s.x < 0 { s.x = 0 } if s.x > screenWidth-w { s.x = screenWidth - w } if s.y < 0 { s.y = 0 } if s.y > screenHeight-h { s.y = screenHeight - h } } // Draw draws the sprite. func (s *Sprite) Draw(screen *ebiten.Image, alpha float32) { op := &ebiten.DrawImageOptions{} op.GeoM.Translate(float64(s.x), float64(s.y)) op.ColorScale.ScaleAlpha(alpha) screen.DrawImage(s.image, op) } // StrokeSource represents a input device to provide strokes. type StrokeSource interface { Position() (int, int) IsJustReleased() bool } // MouseStrokeSource is a StrokeSource implementation of mouse. type MouseStrokeSource struct{} func (m *MouseStrokeSource) Position() (int, int) { return ebiten.CursorPosition() } func (m *MouseStrokeSource) IsJustReleased() bool { return inpututil.IsMouseButtonJustReleased(ebiten.MouseButtonLeft) } // TouchStrokeSource is a StrokeSource implementation of touch. type TouchStrokeSource struct { ID ebiten.TouchID } func (t *TouchStrokeSource) Position() (int, int) { return ebiten.TouchPosition(t.ID) } func (t *TouchStrokeSource) IsJustReleased() bool { return inpututil.IsTouchJustReleased(t.ID) } // Stroke manages the current drag state by mouse. type Stroke struct { source StrokeSource // offsetX and offsetY represents a relative value from the sprite's upper-left position to the cursor position. offsetX int offsetY int // sprite represents a sprite being dragged. sprite *Sprite } func NewStroke(source StrokeSource, sprite *Sprite) *Stroke { sprite.dragged = true x, y := source.Position() return &Stroke{ source: source, offsetX: x - sprite.x, offsetY: y - sprite.y, sprite: sprite, } } func (s *Stroke) Update() { if !s.sprite.dragged { return } if s.source.IsJustReleased() { s.sprite.dragged = false return } x, y := s.source.Position() x -= s.offsetX y -= s.offsetY s.sprite.MoveTo(x, y) } func (s *Stroke) Sprite() *Sprite { return s.sprite } type Game struct { touchIDs []ebiten.TouchID strokes map[*Stroke]struct{} sprites []*Sprite } var ( ebitenImage *ebiten.Image ebitenAlphaImage *image.Alpha ) func init() { // Decode an image from the image file's byte slice. img, _, err := image.Decode(bytes.NewReader(images.Ebiten_png)) if err != nil { log.Fatal(err) } ebitenImage = ebiten.NewImageFromImage(img) // Clone an image but only with alpha values. // This is used to detect a user cursor touches the image. b := img.Bounds() ebitenAlphaImage = image.NewAlpha(b) for j := b.Min.Y; j < b.Max.Y; j++ { for i := b.Min.X; i < b.Max.X; i++ { ebitenAlphaImage.Set(i, j, img.At(i, j)) } } } func NewGame() *Game { // Initialize the sprites. sprites := []*Sprite{} w, h := ebitenImage.Bounds().Dx(), ebitenImage.Bounds().Dy() for i := 0; i < 50; i++ { s := &Sprite{ image: ebitenImage, alphaImage: ebitenAlphaImage, x: rand.IntN(screenWidth - w), y: rand.IntN(screenHeight - h), } sprites = append(sprites, s) } // Initialize the game. return &Game{ strokes: map[*Stroke]struct{}{}, sprites: sprites, } } func (g *Game) spriteAt(x, y int) *Sprite { // As the sprites are ordered from back to front, // search the clicked/touched sprite in reverse order. for i := len(g.sprites) - 1; i >= 0; i-- { s := g.sprites[i] if s.In(x, y) { return s } } return nil } func (g *Game) moveSpriteToFront(sprite *Sprite) { index := -1 for i, ss := range g.sprites { if ss == sprite { index = i break } } g.sprites = append(g.sprites[:index], g.sprites[index+1:]...) g.sprites = append(g.sprites, sprite) } func (g *Game) Update() error { if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft) { if sp := g.spriteAt(ebiten.CursorPosition()); sp != nil { s := NewStroke(&MouseStrokeSource{}, sp) g.strokes[s] = struct{}{} g.moveSpriteToFront(sp) } } g.touchIDs = inpututil.AppendJustPressedTouchIDs(g.touchIDs[:0]) for _, id := range g.touchIDs { if sp := g.spriteAt(ebiten.TouchPosition(id)); sp != nil { s := NewStroke(&TouchStrokeSource{id}, sp) g.strokes[s] = struct{}{} g.moveSpriteToFront(sp) } } for s := range g.strokes { s.Update() if !s.sprite.dragged { delete(g.strokes, s) } } return nil } func (g *Game) Draw(screen *ebiten.Image) { for _, s := range g.sprites { if s.dragged { s.Draw(screen, 0.5) } else { s.Draw(screen, 1) } } ebitenutil.DebugPrint(screen, "Drag & Drop the sprites!") } func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) { return screenWidth, screenHeight } func main() { ebiten.SetWindowSize(screenWidth, screenHeight) ebiten.SetWindowTitle("Drag & Drop (Ebitengine Demo)") if err := ebiten.RunGame(NewGame()); err != nil { log.Fatal(err) } }