main.rs 24KB

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  1. use std::cmp;
  2. use std::collections::HashMap;
  3. use std::f32::consts::FRAC_PI_2;
  4. use ggez::event::MouseButton;
  5. use ggez::graphics::{DrawMode, MeshBuilder, StrokeOptions};
  6. use ggez::input::keyboard::KeyCode;
  7. use ggez::timer::check_update_time;
  8. use ggez::{event, graphics, input, Context, GameResult};
  9. use crate::behavior::animate::{digest_current_behavior, digest_current_order, digest_next_order};
  10. use crate::behavior::order::Order;
  11. use crate::behavior::ItemBehavior;
  12. use crate::config::{
  13. ANIMATE_EACH, DEBUG, DEFAULT_SELECTED_SQUARE_SIDE, DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  14. DISPLAY_OFFSET_BY, DISPLAY_OFFSET_BY_SPEED, MAX_FRAME_I, META_EACH, MOVE_FAST_VELOCITY,
  15. MOVE_HIDE_VELOCITY, MOVE_TO_REACHED_WHEN_DISTANCE_INFERIOR_AT, MOVE_VELOCITY, PHYSICS_EACH,
  16. SCENE_ITEMS_CHANGE_ERR_MSG, SPRITE_EACH, TARGET_FPS,
  17. };
  18. use crate::physics::util::scene_point_from_window_point;
  19. use crate::physics::util::window_point_from_scene_point;
  20. use crate::physics::GridPosition;
  21. use crate::physics::{util, MetaEvent, PhysicEvent};
  22. use crate::scene::item::{
  23. apply_scene_item_modifier, ItemState, SceneItem, SceneItemModifier, SceneItemType,
  24. };
  25. use crate::ui::vertical_menu::{vertical_menu_sprite_info, VerticalMenuSpriteInfo};
  26. use crate::ui::MenuItem;
  27. use crate::ui::{SceneItemPrepareOrder, UiComponent, UserEvent};
  28. use crate::util::velocity_for_behavior;
  29. use crate::{Offset, ScenePoint, WindowPoint};
  30. pub struct MainState {
  31. // time
  32. frame_i: u32,
  33. // display
  34. display_offset: Offset,
  35. sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
  36. map_batch: graphics::spritebatch::SpriteBatch,
  37. ui_batch: graphics::spritebatch::SpriteBatch,
  38. // scene items
  39. scene_items: Vec<SceneItem>,
  40. scene_items_by_grid_position: HashMap<GridPosition, Vec<usize>>,
  41. // events
  42. physics_events: Vec<PhysicEvent>,
  43. // user interactions
  44. left_click_down: Option<WindowPoint>,
  45. right_click_down: Option<WindowPoint>,
  46. current_cursor_position: WindowPoint,
  47. user_events: Vec<UserEvent>,
  48. selected_scene_items: Vec<usize>, // scene_item usize
  49. scene_item_menu: Option<(usize, ScenePoint)>, // scene_item usize, display_at
  50. scene_item_prepare_order: Option<SceneItemPrepareOrder>,
  51. }
  52. impl MainState {
  53. pub fn new(ctx: &mut Context) -> GameResult<MainState> {
  54. let sprite_sheet = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap();
  55. let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet);
  56. let map = graphics::Image::new(ctx, "/map1bg.png").unwrap();
  57. let map_batch = graphics::spritebatch::SpriteBatch::new(map);
  58. let ui = graphics::Image::new(ctx, "/ui.png").unwrap();
  59. let ui_batch = graphics::spritebatch::SpriteBatch::new(ui);
  60. let mut scene_items = vec![];
  61. for x in 0..1 {
  62. for y in 0..4 {
  63. // let current_behavior = if y % 2 == 0 {
  64. // ItemBehavior::WalkingTo(util::vec_from_angle(90.0))
  65. // } else {
  66. // ItemBehavior::CrawlingTo()
  67. // };
  68. scene_items.push(SceneItem::new(
  69. SceneItemType::Soldier,
  70. ScenePoint::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
  71. ItemState::new(ItemBehavior::Standing),
  72. ));
  73. }
  74. }
  75. let mut main_state = MainState {
  76. frame_i: 0,
  77. display_offset: Offset::new(0.0, 0.0),
  78. sprite_sheet_batch,
  79. map_batch,
  80. ui_batch,
  81. scene_items,
  82. scene_items_by_grid_position: HashMap::new(),
  83. physics_events: vec![],
  84. left_click_down: None,
  85. right_click_down: None,
  86. current_cursor_position: WindowPoint::new(0.0, 0.0),
  87. user_events: vec![],
  88. selected_scene_items: vec![],
  89. scene_item_menu: None,
  90. scene_item_prepare_order: None,
  91. };
  92. for (i, scene_item) in main_state.scene_items.iter().enumerate() {
  93. let grid_position = util::grid_position_from_scene_point(&scene_item.position);
  94. main_state
  95. .scene_items_by_grid_position
  96. .entry(grid_position)
  97. .or_default()
  98. .push(i);
  99. }
  100. Ok(main_state)
  101. }
  102. fn get_scene_item(&self, index: usize) -> &SceneItem {
  103. self.scene_items
  104. .get(index)
  105. .expect(SCENE_ITEMS_CHANGE_ERR_MSG)
  106. }
  107. fn get_scene_item_mut(&mut self, index: usize) -> &mut SceneItem {
  108. self.scene_items
  109. .get_mut(index)
  110. .expect(SCENE_ITEMS_CHANGE_ERR_MSG)
  111. }
  112. fn inputs(&mut self, ctx: &Context) {
  113. let display_offset_by =
  114. if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
  115. DISPLAY_OFFSET_BY_SPEED
  116. } else {
  117. DISPLAY_OFFSET_BY
  118. };
  119. if input::keyboard::is_key_pressed(ctx, KeyCode::Left) {
  120. self.display_offset.x += display_offset_by;
  121. }
  122. if input::keyboard::is_key_pressed(ctx, KeyCode::Right) {
  123. self.display_offset.x -= display_offset_by;
  124. }
  125. if input::keyboard::is_key_pressed(ctx, KeyCode::Up) {
  126. self.display_offset.y += display_offset_by;
  127. }
  128. if input::keyboard::is_key_pressed(ctx, KeyCode::Down) {
  129. self.display_offset.y -= display_offset_by;
  130. }
  131. while let Some(user_event) = self.user_events.pop() {
  132. match user_event {
  133. UserEvent::Click(window_click_point) => self.digest_click(window_click_point),
  134. UserEvent::AreaSelection(window_from, window_to) => {
  135. self.digest_area_selection(window_from, window_to)
  136. }
  137. UserEvent::RightClick(window_right_click_point) => {
  138. self.digest_right_click(window_right_click_point)
  139. }
  140. }
  141. }
  142. }
  143. fn digest_click(&mut self, window_click_point: WindowPoint) {
  144. let scene_click_point =
  145. scene_point_from_window_point(&window_click_point, &self.display_offset);
  146. let mut scene_item_selected = false;
  147. let mut scene_item_menu_clicked = false;
  148. let mut prepare_order_clicked = false;
  149. if let Some(scene_item_usize) =
  150. self.get_first_scene_item_for_scene_point(&scene_click_point)
  151. {
  152. self.selected_scene_items.drain(..);
  153. self.selected_scene_items.push(scene_item_usize);
  154. scene_item_selected = true;
  155. }
  156. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  157. match scene_item_prepare_order {
  158. SceneItemPrepareOrder::Move(scene_item_usize) => {
  159. let mut scene_item = self.get_scene_item_mut(*scene_item_usize);
  160. scene_item.next_order = Some(Order::MoveTo(scene_click_point));
  161. }
  162. SceneItemPrepareOrder::MoveFast(scene_item_usize) => {
  163. let mut scene_item = self.get_scene_item_mut(*scene_item_usize);
  164. scene_item.next_order = Some(Order::MoveFastTo(scene_click_point));
  165. }
  166. SceneItemPrepareOrder::Hide(scene_item_usize) => {
  167. let mut scene_item = self.get_scene_item_mut(*scene_item_usize);
  168. scene_item.next_order = Some(Order::HideTo(scene_click_point));
  169. }
  170. }
  171. self.scene_item_prepare_order = None;
  172. prepare_order_clicked = true;
  173. }
  174. if let Some((scene_item_usize, scene_menu_point)) = self.scene_item_menu {
  175. let menu_sprite_info = vertical_menu_sprite_info(UiComponent::SceneItemMenu);
  176. if let Some(menu_item) =
  177. menu_sprite_info.item_clicked(&scene_menu_point, &scene_click_point)
  178. {
  179. match menu_item {
  180. MenuItem::Move => {
  181. self.scene_item_prepare_order =
  182. Some(SceneItemPrepareOrder::Move(scene_item_usize));
  183. self.scene_item_menu = None;
  184. }
  185. MenuItem::MoveFast => {
  186. self.scene_item_prepare_order =
  187. Some(SceneItemPrepareOrder::MoveFast(scene_item_usize));
  188. self.scene_item_menu = None;
  189. }
  190. MenuItem::Hide => {
  191. self.scene_item_prepare_order =
  192. Some(SceneItemPrepareOrder::Hide(scene_item_usize));
  193. self.scene_item_menu = None;
  194. }
  195. }
  196. };
  197. self.scene_item_menu = None;
  198. scene_item_menu_clicked = true;
  199. };
  200. if !prepare_order_clicked && !scene_item_menu_clicked && !scene_item_selected {
  201. self.selected_scene_items.drain(..);
  202. }
  203. }
  204. fn digest_right_click(&mut self, window_right_click_point: WindowPoint) {
  205. let scene_right_click_point =
  206. scene_point_from_window_point(&window_right_click_point, &self.display_offset);
  207. // TODO: aucune selection et right click sur un item: scene_item_menu sur un item
  208. // TODO: selection et right click sur un item de la selection: scene_item_menu sur un TOUS les item de la selection
  209. // TODO: selection et right click sur un item PAS dans la selection: scene_item_menu sur un item
  210. if let Some(scene_item_usize) =
  211. self.get_first_scene_item_for_scene_point(&scene_right_click_point)
  212. {
  213. if self.selected_scene_items.contains(&scene_item_usize) {
  214. let scene_item = self.get_scene_item(scene_item_usize);
  215. self.scene_item_menu = Some((scene_item_usize, scene_item.position))
  216. }
  217. }
  218. }
  219. fn digest_area_selection(&mut self, window_from: WindowPoint, window_to: WindowPoint) {
  220. let scene_from = scene_point_from_window_point(&window_from, &self.display_offset);
  221. let scene_to = scene_point_from_window_point(&window_to, &self.display_offset);
  222. self.selected_scene_items.drain(..);
  223. self.selected_scene_items
  224. .extend(self.get_scene_items_for_scene_area(&scene_from, &scene_to));
  225. }
  226. // TODO: manage errors
  227. fn physics(&mut self) {
  228. // Scene items movements
  229. for scene_item in self.scene_items.iter_mut() {
  230. match scene_item.state.current_behavior {
  231. ItemBehavior::Standing => {}
  232. ItemBehavior::MoveTo(move_to_scene_point)
  233. | ItemBehavior::MoveFastTo(move_to_scene_point)
  234. | ItemBehavior::HideTo(move_to_scene_point) => {
  235. let velocity = velocity_for_behavior(&scene_item.state.current_behavior)
  236. .expect("must have velocity here");
  237. let move_vector =
  238. (move_to_scene_point - scene_item.position).normalize() * velocity;
  239. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  240. scene_item.position.x += move_vector.x;
  241. scene_item.position.y += move_vector.y;
  242. scene_item.grid_position =
  243. util::grid_position_from_scene_point(&scene_item.position);
  244. }
  245. }
  246. }
  247. // (FAKE) Drop a bomb to motivate stop move
  248. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  249. self.physics_events.push(PhysicEvent::Explosion);
  250. }
  251. }
  252. fn metas(&mut self) {
  253. for physic_event in &self.physics_events {
  254. match physic_event {
  255. PhysicEvent::Explosion => {
  256. for scene_item in self.scene_items.iter_mut() {
  257. scene_item.meta_events.push(MetaEvent::FeelExplosion);
  258. }
  259. }
  260. }
  261. }
  262. }
  263. fn animate(&mut self) {
  264. for (i, scene_item) in self.scene_items.iter_mut().enumerate() {
  265. apply_scene_item_modifier(scene_item, digest_next_order(&scene_item));
  266. apply_scene_item_modifier(scene_item, digest_current_order(&scene_item));
  267. apply_scene_item_modifier(scene_item, digest_current_behavior(&scene_item));
  268. }
  269. }
  270. fn tick_sprites(&mut self) {
  271. for scene_item in self.scene_items.iter_mut() {
  272. scene_item.tick_sprite();
  273. }
  274. }
  275. fn get_first_scene_item_for_scene_point(&self, scene_position: &ScenePoint) -> Option<usize> {
  276. // TODO: if found multiple: select nearest
  277. for (i, scene_item) in self.scene_items.iter().enumerate() {
  278. let sprite_info = scene_item.sprite_info();
  279. if scene_item.position.x >= scene_position.x - sprite_info.tile_width
  280. && scene_item.position.x <= scene_position.x + sprite_info.tile_width
  281. && scene_item.position.y >= scene_position.y - sprite_info.tile_height
  282. && scene_item.position.y <= scene_position.y + sprite_info.tile_height
  283. {
  284. return Some(i);
  285. }
  286. }
  287. None
  288. }
  289. fn get_scene_items_for_scene_area(&self, from: &ScenePoint, to: &ScenePoint) -> Vec<usize> {
  290. let mut selection = vec![];
  291. for (i, scene_item) in self.scene_items.iter().enumerate() {
  292. if scene_item.position.x >= from.x
  293. && scene_item.position.x <= to.x
  294. && scene_item.position.y >= from.y
  295. && scene_item.position.y <= to.y
  296. {
  297. selection.push(i);
  298. }
  299. }
  300. selection
  301. }
  302. fn generate_scene_item_sprites(&mut self) -> GameResult {
  303. for scene_item in self.scene_items.iter() {
  304. self.sprite_sheet_batch.add(
  305. scene_item
  306. .as_draw_param(scene_item.current_frame as f32)
  307. .dest(scene_item.position.clone()),
  308. );
  309. }
  310. Ok(())
  311. }
  312. fn generate_scene_item_menu_sprites(&mut self) -> GameResult {
  313. if let Some((_, scene_point)) = self.scene_item_menu {
  314. for draw_param in vertical_menu_sprite_info(UiComponent::SceneItemMenu)
  315. .as_draw_params(&scene_point, &self.current_cursor_position)
  316. {
  317. self.ui_batch.add(draw_param);
  318. }
  319. }
  320. Ok(())
  321. }
  322. fn generate_map_sprites(&mut self) -> GameResult {
  323. self.map_batch.add(
  324. graphics::DrawParam::new()
  325. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  326. .dest(ScenePoint::new(0.0, 0.0)),
  327. );
  328. Ok(())
  329. }
  330. fn update_mesh_builder_with_debug(
  331. &self,
  332. mut mesh_builder: MeshBuilder,
  333. ) -> GameResult<MeshBuilder> {
  334. if DEBUG {
  335. // Draw circle on each scene item position
  336. for scene_item in self.scene_items.iter() {
  337. mesh_builder.circle(
  338. DrawMode::fill(),
  339. scene_item.position.clone(),
  340. 2.0,
  341. 2.0,
  342. graphics::WHITE,
  343. )?;
  344. }
  345. // Draw circle where left click down
  346. if let Some(window_left_click_down_point) = self.left_click_down {
  347. let scene_left_click_down_point = scene_point_from_window_point(
  348. &window_left_click_down_point,
  349. &self.display_offset,
  350. );
  351. mesh_builder.circle(
  352. DrawMode::fill(),
  353. scene_left_click_down_point,
  354. 2.0,
  355. 2.0,
  356. graphics::YELLOW,
  357. )?;
  358. }
  359. // Draw circle at cursor position
  360. mesh_builder.circle(
  361. DrawMode::fill(),
  362. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset),
  363. 2.0,
  364. 2.0,
  365. graphics::BLUE,
  366. )?;
  367. }
  368. GameResult::Ok(mesh_builder)
  369. }
  370. fn update_mesh_builder_with_selected_items(
  371. &self,
  372. mut mesh_builder: MeshBuilder,
  373. ) -> GameResult<MeshBuilder> {
  374. for i in &self.selected_scene_items {
  375. let selected_scene_item = self.get_scene_item(*i);
  376. mesh_builder.rectangle(
  377. DrawMode::Stroke(StrokeOptions::default()),
  378. graphics::Rect::new(
  379. selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  380. selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  381. DEFAULT_SELECTED_SQUARE_SIDE,
  382. DEFAULT_SELECTED_SQUARE_SIDE,
  383. ),
  384. graphics::GREEN,
  385. )?;
  386. }
  387. GameResult::Ok(mesh_builder)
  388. }
  389. fn update_mesh_builder_with_selection_area(
  390. &self,
  391. mut mesh_builder: MeshBuilder,
  392. ) -> GameResult<MeshBuilder> {
  393. if let Some(window_left_click_down_point) = self.left_click_down {
  394. let scene_left_click_down_point =
  395. scene_point_from_window_point(&window_left_click_down_point, &self.display_offset);
  396. let scene_current_cursor_position =
  397. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset);
  398. if scene_left_click_down_point != scene_current_cursor_position {
  399. mesh_builder.rectangle(
  400. DrawMode::stroke(1.0),
  401. graphics::Rect::new(
  402. scene_left_click_down_point.x,
  403. scene_left_click_down_point.y,
  404. scene_current_cursor_position.x - scene_left_click_down_point.x,
  405. scene_current_cursor_position.y - scene_left_click_down_point.y,
  406. ),
  407. graphics::GREEN,
  408. )?;
  409. }
  410. }
  411. GameResult::Ok(mesh_builder)
  412. }
  413. fn update_mesh_builder_with_prepare_order(
  414. &self,
  415. mut mesh_builder: MeshBuilder,
  416. ) -> GameResult<MeshBuilder> {
  417. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  418. match scene_item_prepare_order {
  419. SceneItemPrepareOrder::Move(scene_item_usize)
  420. | SceneItemPrepareOrder::MoveFast(scene_item_usize)
  421. | SceneItemPrepareOrder::Hide(scene_item_usize) => {
  422. let color = match &scene_item_prepare_order {
  423. SceneItemPrepareOrder::Move(_) => graphics::BLUE,
  424. SceneItemPrepareOrder::MoveFast(_) => graphics::MAGENTA,
  425. SceneItemPrepareOrder::Hide(_) => graphics::YELLOW,
  426. };
  427. let scene_item = self.get_scene_item(*scene_item_usize);
  428. mesh_builder.line(
  429. &vec![
  430. scene_item.position.clone(),
  431. scene_point_from_window_point(
  432. &self.current_cursor_position,
  433. &self.display_offset,
  434. ),
  435. ],
  436. 2.0,
  437. color,
  438. )?;
  439. }
  440. }
  441. }
  442. GameResult::Ok(mesh_builder)
  443. }
  444. }
  445. impl event::EventHandler for MainState {
  446. fn update(&mut self, ctx: &mut Context) -> GameResult {
  447. while check_update_time(ctx, TARGET_FPS) {
  448. self.inputs(ctx);
  449. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  450. // ennemi, dans animate il se mettra a tirer)
  451. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  452. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  453. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  454. let tick_meta = self.frame_i % META_EACH == 0;
  455. // Apply moves, explosions, etc
  456. if tick_physics {
  457. self.physics();
  458. }
  459. // Generate meta events according to physics events and current physic state
  460. if tick_meta {
  461. self.metas();
  462. }
  463. // Animate scene items according to meta events
  464. if tick_animate {
  465. self.animate();
  466. };
  467. // Change scene items tiles
  468. if tick_sprite {
  469. self.tick_sprites();
  470. }
  471. // Increment frame counter
  472. self.frame_i += 1;
  473. if self.frame_i >= MAX_FRAME_I {
  474. self.frame_i = 0;
  475. }
  476. // Empty physics event
  477. self.physics_events.drain(..);
  478. }
  479. Ok(())
  480. }
  481. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  482. graphics::clear(ctx, graphics::BLACK);
  483. let mut scene_mesh_builder = MeshBuilder::new();
  484. self.generate_scene_item_sprites()?;
  485. self.generate_scene_item_menu_sprites()?;
  486. self.generate_map_sprites()?;
  487. scene_mesh_builder = self.update_mesh_builder_with_debug(scene_mesh_builder)?;
  488. scene_mesh_builder = self.update_mesh_builder_with_selected_items(scene_mesh_builder)?;
  489. scene_mesh_builder = self.update_mesh_builder_with_selection_area(scene_mesh_builder)?;
  490. scene_mesh_builder = self.update_mesh_builder_with_prepare_order(scene_mesh_builder)?;
  491. let scene_mesh = scene_mesh_builder.build(ctx)?;
  492. let window_draw_param = graphics::DrawParam::new().dest(window_point_from_scene_point(
  493. &ScenePoint::new(0.0, 0.0),
  494. &self.display_offset,
  495. ));
  496. graphics::draw(ctx, &self.map_batch, window_draw_param)?;
  497. graphics::draw(ctx, &self.sprite_sheet_batch, window_draw_param)?;
  498. graphics::draw(ctx, &scene_mesh, window_draw_param)?;
  499. graphics::draw(ctx, &self.ui_batch, window_draw_param)?;
  500. self.sprite_sheet_batch.clear();
  501. self.map_batch.clear();
  502. self.ui_batch.clear();
  503. graphics::present(ctx)?;
  504. // println!("FPS: {}", ggez::timer::fps(ctx));
  505. Ok(())
  506. }
  507. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  508. match button {
  509. MouseButton::Left => {
  510. self.left_click_down = Some(WindowPoint::new(x, y));
  511. }
  512. MouseButton::Right => {
  513. self.right_click_down = Some(WindowPoint::new(x, y));
  514. }
  515. MouseButton::Middle => {}
  516. MouseButton::Other(_) => {}
  517. }
  518. }
  519. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  520. match button {
  521. MouseButton::Left => {
  522. if let Some(left_click_down) = self.left_click_down {
  523. if left_click_down == WindowPoint::new(x, y) {
  524. self.user_events.push(UserEvent::Click(left_click_down));
  525. } else {
  526. let from = WindowPoint::new(
  527. cmp::min(left_click_down.x as i32, x as i32) as f32,
  528. cmp::min(left_click_down.y as i32, y as i32) as f32,
  529. );
  530. let to = WindowPoint::new(
  531. cmp::max(left_click_down.x as i32, x as i32) as f32,
  532. cmp::max(left_click_down.y as i32, y as i32) as f32,
  533. );
  534. self.user_events.push(UserEvent::AreaSelection(from, to));
  535. }
  536. }
  537. self.left_click_down = None;
  538. }
  539. MouseButton::Right => {
  540. if let Some(right_click_down) = self.right_click_down {
  541. self.user_events
  542. .push(UserEvent::RightClick(right_click_down));
  543. }
  544. }
  545. MouseButton::Middle => {}
  546. MouseButton::Other(_) => {}
  547. }
  548. }
  549. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  550. self.current_cursor_position = WindowPoint::new(x, y);
  551. }
  552. }