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package objs
import (
"github.com/Zyko0/go-sdl3/sdl"
"ponger/ecs"
"ponger/events"
)
type Cursor struct {
*ecs.GameObject
MaxX, MaxY float32
Trail []sdl.FPoint
Pressed bool
}
func (c *Cursor) ProcessMousePress(ev events.MousePress) {
c.Pressed = ev.IsPressed
}
func (c *Cursor) ProcessWindowChange(ev events.WindowChange) {
c.MaxX = float32(ev.Width)
c.MaxY = float32(ev.Height)
}
func (c *Cursor) Render(renderer *sdl.Renderer) {
if c.Pressed {
c.Trail = append(c.Trail, c.Position)
} else {
c.Trail = nil
}
c.Safe(renderer.SetDrawColor(255, 0, 0, 255))
size := float32(13)
r := &sdl.FRect{
X: c.Position.X - size/2,
Y: c.Position.Y - size/2,
W: size,
H: size,
}
c.Safe(renderer.RenderRect(r))
if c.Trail != nil {
c.Safe(renderer.RenderLines(c.Trail))
}
}
func (c *Cursor) ProcessMouseMotion(ev events.MouseMotion) {
c.Position.X += ev.Dx
c.Position.Y += ev.Dy
if c.Position.X < 0 {
c.Position.X = 0
}
if c.Position.Y < 0 {
c.Position.Y = 0
}
if c.Position.X > c.MaxX {
c.Position.X = c.MaxX
}
if c.Position.Y > c.MaxY {
c.Position.Y = c.MaxY
}
}
func NewCursor() ecs.IsGameObject {
return &Cursor{
GameObject: &ecs.GameObject{},
}
}
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