Noah Petherbridge
0ec259b171
* The level scroll logic was getting a null pointer crash if you open a doodad rather than a level file. * Add a crosshair option to the level editor, configurable in the Game Settings window.
71 lines
1.5 KiB
Go
71 lines
1.5 KiB
Go
package uix
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import (
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"git.kirsle.net/apps/doodle/pkg/shmem"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/ui"
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)
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/*
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Functions for the Crosshair feature of the game.
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NOT dependent on Canvas!
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*/
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type Crosshair struct {
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LengthPct float64 // between 0 and 1
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Widget ui.Widget
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}
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func NewCrosshair(child ui.Widget, length float64) *Crosshair {
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return &Crosshair{
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LengthPct: length,
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Widget: child,
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}
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}
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// DrawCrosshair renders a crosshair on the screen. It appears while the mouse cursor is
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// over the child widget and draws within the bounds of the child widget.
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//
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// The lengthPct is an integer ranged 0 to 100 to be a percentage length of the crosshair.
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// A value of zero will not draw anything and just return.
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func DrawCrosshair(e render.Engine, child ui.Widget, color render.Color, lengthPct int) {
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// Get our window boundaries based on our widget.
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var (
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Position = ui.AbsolutePosition(child)
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Size = child.Size()
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Cursor = shmem.Cursor
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VertLine = []render.Point{
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{X: Cursor.X, Y: Position.Y},
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{X: Cursor.X, Y: Position.Y + Size.H},
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}
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HozLine = []render.Point{
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{X: Position.X, Y: Cursor.Y},
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{X: Position.X + Size.W, Y: Cursor.Y},
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}
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)
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if lengthPct > 100 {
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lengthPct = 100
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} else if lengthPct <= 0 {
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return
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}
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// Mouse outside our box.
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if Cursor.X < Position.X || Cursor.X > Position.X+Size.W ||
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Cursor.Y < Position.Y || Cursor.Y > Position.Y+Size.H {
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return
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}
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e.DrawLine(
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color,
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VertLine[0],
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VertLine[1],
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)
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e.DrawLine(
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color,
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HozLine[0],
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HozLine[1],
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)
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}
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