First pass at custom cursor display
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@@ -34,6 +34,9 @@ type AssetStore struct {
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entries entryMap
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// These members are used to store things we've already loaded
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cursorObj *Object
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cursors map[CursorName]*Cursor
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fonts map[string]*Font
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generic *data.Generic
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maps map[string]*Map
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@@ -85,6 +88,8 @@ func (a *AssetStore) Refresh() error {
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}
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// Refresh
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a.cursorObj = nil
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a.cursors = make(map[CursorName]*Cursor)
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a.entries = newEntryMap
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a.fonts = make(map[string]*Font)
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a.maps = make(map[string]*Map)
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100
internal/assetstore/cursor.go
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100
internal/assetstore/cursor.go
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@@ -0,0 +1,100 @@
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package assetstore
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import (
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"image"
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"github.com/hajimehoshi/ebiten"
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)
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// These are just offsets into the Cursors.cur file
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type CursorName int
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type Cursor struct {
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Hotspot image.Point
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Image *ebiten.Image
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}
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const (
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UltPointer CursorName = 0
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ChaosPointer CursorName = 1
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UltWaiter CursorName = 2
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ChaosWaiter CursorName = 3
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// I think these cursors are used in drag + drop
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ChaosMarine1 CursorName = 4
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ChaosMarine2 CursorName = 5
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ChaosMarine3 CursorName = 6
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UltMarine1 CursorName = 7
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UltMarine2 CursorName = 8
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UltMarine3 CursorName = 9
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UltMarine4 CursorName = 10
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UltMarine5 CursorName = 11
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ChaosHeavy1 CursorName = 12
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ChaosHeavy2 CursorName = 13
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UltHeavy1 CursorName = 14
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UltHeavy2 CursorName = 15
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UltHeavy3 CursorName = 16
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UltHeavy4 CursorName = 17
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UltHeavy5 CursorName = 18
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UltHeavy6 CursorName = 19
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ChaosTerminator1 CursorName = 20
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ChaosTerminator2 CursorName = 21
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UltTerminator1 CursorName = 22
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UltTerminator2 CursorName = 23
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UltTerminator3 CursorName = 24
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UltTerminator4 CursorName = 25
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UltTerminator5 CursorName = 26
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Deny CursorName = 27 // Red X
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UltLogo CursorName = 28
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UltSquadMarine CursorName = 29
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UltSquadHeavy CursorName = 30
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UltSquadAssault CursorName = 31
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UltCaptain CursorName = 32
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UltChaplain CursorName = 33 // (maybe?)
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UltApothecary CursorName = 34
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UltTechmarine CursorName = 35
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UltLibrarian CursorName = 36
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DenyAgain CursorName = 37 // Identical to Deny as far as I can see *shrug*
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)
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func (a *AssetStore) Cursor(name CursorName) (*Cursor, error) {
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if cur, ok := a.cursors[name]; ok {
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return cur, nil
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}
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if a.cursorObj == nil {
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filename, err := a.lookup("Cursors.cur", "", "Cursor")
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if err != nil {
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return nil, err
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}
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obj, err := a.ObjectByPath(filename)
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if err != nil {
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return nil, err
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}
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a.cursorObj = obj
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}
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spr, err := a.cursorObj.Sprite(int(name))
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if err != nil {
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return nil, err
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}
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// TODO: hotspot info. We're using Cursor.cur because it's object format,
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// but we do also have .ani files that might contain hotspots.
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cur := &Cursor{Image: spr.Image}
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a.cursors[name] = cur
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return cur, nil
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}
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@@ -93,6 +93,13 @@ func Run(configFile string, overrideX, overrideY int) error {
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return fmt.Errorf("Failed to create window: %v", err)
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}
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// TODO: move this into driver. It will need to be able to change cursor.
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cursor, err := assets.Cursor(assetstore.UltPointer)
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if err != nil {
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log.Fatalf("Couldn't load cursor: %v", err)
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}
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win.SetCursor(cursor.Image)
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ordoor.win = win
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if err := ordoor.setupFlow(); err != nil {
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@@ -3,6 +3,7 @@ package ui
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import (
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"flag"
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"fmt"
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"image"
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"log"
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"os"
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"runtime/debug"
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@@ -23,11 +24,16 @@ var (
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cpuprofile = flag.String("cpuprofile", "", "write cpu profile to `file`")
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)
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// TODO: move all scaling into Window, so drivers only need to cope with one
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// coordinate space. This will allow us to draw custom mouse cursors in the
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// window, rather than in the driver.
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type Window struct {
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Title string
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KeyUpHandlers map[ebiten.Key]func()
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MouseWheelHandler func(float64, float64)
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cursor *ebiten.Image
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// Allow the "game" to be switched out at any time
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game Game
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@@ -68,6 +74,17 @@ func (w *Window) Layout(_, _ int) (int, int) {
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return w.xRes, w.yRes
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}
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func (w *Window) SetCursor(cursor *ebiten.Image) {
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w.cursor = cursor
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// Hide the system cursor if we have a custom one
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if cursor == nil {
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ebiten.SetCursorMode(ebiten.CursorModeVisible)
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} else {
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ebiten.SetCursorMode(ebiten.CursorModeHidden)
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}
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}
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func (w *Window) Update(screen *ebiten.Image) (outErr error) {
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// Ebiten does not like it if we panic inside its main loop
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defer func() {
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@@ -108,6 +125,16 @@ func (w *Window) Update(screen *ebiten.Image) (outErr error) {
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return err
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}
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if w.cursor != nil {
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// TODO: account for scaling, including the hotspot.
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pos := image.Pt(ebiten.CursorPosition())
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op := ebiten.DrawImageOptions{}
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op.GeoM.Translate(float64(pos.X), float64(pos.Y))
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if err := screen.DrawImage(w.cursor, &op); err != nil {
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return err
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}
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}
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if w.debug {
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// Draw FPS, etc, to the screen
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msg := fmt.Sprintf("tps=%0.2f fps=%0.2f", ebiten.CurrentTPS(), ebiten.CurrentFPS())
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