Merge pull request #154 from StephenMichaelis/master
Mouse/Cursor Operations
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commit
9e0f11abbb
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@ -84,6 +84,14 @@ func (u Vec) Sub(v Vec) Vec {
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}
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}
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// Floor converts x and y to their integer equivalents.
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func (u Vec) Floor() Vec {
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return Vec{
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math.Floor(u.X),
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math.Floor(u.Y),
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}
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}
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// To returns the vector from u to v. Equivalent to v.Sub(u).
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func (u Vec) To(v Vec) Vec {
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return Vec{
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@ -33,6 +33,32 @@ func (w *Window) MousePosition() pixel.Vec {
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return w.currInp.mouse
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}
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// MousePreviousPosition returns the previous mouse position in the Window's Bounds.
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func (w *Window) MousePreviousPosition() pixel.Vec {
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return w.prevInp.mouse
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}
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// SetMousePosition positions the mouse cursor anywhere within the Window's Bounds.
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func (w *Window) SetMousePosition(v pixel.Vec) {
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mainthread.Call(func() {
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if (v.X >= 0 && v.X <= w.bounds.W()) &&
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(v.Y >= 0 && v.Y <= w.bounds.H()) {
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w.window.SetCursorPos(
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v.X+w.bounds.Min.X,
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(w.bounds.H()-v.Y)+w.bounds.Min.Y,
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)
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w.prevInp.mouse = v
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w.currInp.mouse = v
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w.tempInp.mouse = v
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}
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})
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}
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// MouseEntered returns true if the mouse position is within the Window's Bounds.
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func (w *Window) MouseInsideWindow() bool {
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return w.cursorInsideWindow
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}
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// MouseScroll returns the mouse scroll amount (in both axes) since the last call to Window.Update.
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func (w *Window) MouseScroll() pixel.Vec {
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return w.currInp.scroll
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@ -354,6 +380,10 @@ func (w *Window) initInput() {
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}
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})
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w.window.SetCursorEnterCallback(func(_ *glfw.Window, entered bool) {
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w.cursorInsideWindow = entered
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})
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w.window.SetCursorPosCallback(func(_ *glfw.Window, x, y float64) {
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w.tempInp.mouse = pixel.V(
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x+w.bounds.Min.X,
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@ -55,10 +55,11 @@ type WindowConfig struct {
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type Window struct {
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window *glfw.Window
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bounds pixel.Rect
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canvas *Canvas
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vsync bool
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cursorVisible bool
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bounds pixel.Rect
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canvas *Canvas
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vsync bool
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cursorVisible bool
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cursorInsideWindow bool
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// need to save these to correctly restore a fullscreen window
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restore struct {
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