mirror of
https://github.com/hajimehoshi/ebiten.git
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91e1c0ea29
This change adds these new cursor shapes: * CursorShapeNESWResize * CursorShapeNWSEResize * CursorShapeMove * CursorShapeNotAllowed Closes #2476
135 lines
4.0 KiB
Go
135 lines
4.0 KiB
Go
// Copyright 2021 The Ebiten 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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"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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const (
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screenWidth = 640
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screenHeight = 480
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)
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type Game struct {
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grids map[image.Rectangle]ebiten.CursorShapeType
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gridColors map[image.Rectangle]color.Color
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cursor ebiten.CursorShapeType
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}
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func (g *Game) Update() error {
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pt := image.Pt(ebiten.CursorPosition())
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cursor := ebiten.CursorShapeDefault
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for r, c := range g.grids {
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if pt.In(r) {
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cursor = c
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break
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}
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}
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// Call SetCursorShape only when this is changed to test Ebitengine remembers the current cursor correctly even when it is hidden.
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if g.cursor != cursor {
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ebiten.SetCursorShape(cursor)
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g.cursor = cursor
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyC) {
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switch ebiten.CursorMode() {
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case ebiten.CursorModeVisible:
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ebiten.SetCursorMode(ebiten.CursorModeHidden)
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case ebiten.CursorModeHidden:
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ebiten.SetCursorMode(ebiten.CursorModeVisible)
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}
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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for r, c := range g.gridColors {
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vector.DrawFilledRect(screen, float32(r.Min.X), float32(r.Min.Y), float32(r.Dx()), float32(r.Dy()), c, false)
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}
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switch ebiten.CursorShape() {
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case ebiten.CursorShapeDefault:
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ebitenutil.DebugPrint(screen, "CursorShape: Default")
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case ebiten.CursorShapeText:
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ebitenutil.DebugPrint(screen, "CursorShape: Text")
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case ebiten.CursorShapeCrosshair:
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ebitenutil.DebugPrint(screen, "CursorShape: Crosshair")
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case ebiten.CursorShapePointer:
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ebitenutil.DebugPrint(screen, "CursorShape: Pointer")
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case ebiten.CursorShapeEWResize:
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ebitenutil.DebugPrint(screen, "CursorShape: EW Resize")
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case ebiten.CursorShapeNSResize:
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ebitenutil.DebugPrint(screen, "CursorShape: NS Resize")
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case ebiten.CursorShapeNESWResize:
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ebitenutil.DebugPrint(screen, "CursorShape: NESW Resize")
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case ebiten.CursorShapeNWSEResize:
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ebitenutil.DebugPrint(screen, "CursorShape: NWSE Resize")
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case ebiten.CursorShapeMove:
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ebitenutil.DebugPrint(screen, "CursorShape: Move")
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case ebiten.CursorShapeNotAllowed:
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ebitenutil.DebugPrint(screen, "CursorShape: Not Allowed")
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}
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return screenWidth, screenHeight
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}
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func main() {
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g := &Game{
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grids: map[image.Rectangle]ebiten.CursorShapeType{
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image.Rect(100, 100, 200, 200): ebiten.CursorShapeDefault,
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image.Rect(200, 100, 300, 200): ebiten.CursorShapeText,
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image.Rect(300, 100, 400, 200): ebiten.CursorShapeCrosshair,
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image.Rect(400, 100, 500, 200): ebiten.CursorShapePointer,
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image.Rect(100, 200, 200, 300): ebiten.CursorShapeEWResize,
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image.Rect(200, 200, 300, 300): ebiten.CursorShapeNSResize,
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image.Rect(300, 200, 400, 300): ebiten.CursorShapeNESWResize,
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image.Rect(400, 200, 500, 300): ebiten.CursorShapeNWSEResize,
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image.Rect(100, 300, 200, 400): ebiten.CursorShapeMove,
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image.Rect(200, 300, 300, 400): ebiten.CursorShapeNotAllowed,
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},
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gridColors: map[image.Rectangle]color.Color{},
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}
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for rect, c := range g.grids {
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clr := color.RGBA{0x40, 0x40, 0x40, 0xff}
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switch c % 3 {
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case 0:
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clr.R = 0x80
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case 1:
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clr.G = 0x80
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case 2:
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clr.B = 0x80
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}
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g.gridColors[rect] = clr
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}
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ebiten.SetWindowSize(screenWidth, screenHeight)
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ebiten.SetWindowTitle("Cursor (Ebitengine Demo)")
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if err := ebiten.RunGame(g); err != nil {
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log.Fatal(err)
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}
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}
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