main.rs 24KB

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  1. use std::cmp;
  2. use std::collections::HashMap;
  3. use ggez::event::MouseButton;
  4. use ggez::graphics::{DrawMode, MeshBuilder, StrokeOptions};
  5. use ggez::input::keyboard::KeyCode;
  6. use ggez::timer::check_update_time;
  7. use ggez::{event, graphics, input, Context, GameResult};
  8. use crate::behavior::ItemBehavior;
  9. use crate::behavior::order::Order;
  10. use crate::config::{
  11. ANIMATE_EACH, DEBUG, DEFAULT_SELECTED_SQUARE_SIDE, DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  12. DISPLAY_OFFSET_BY, DISPLAY_OFFSET_BY_SPEED, MAX_FRAME_I, META_EACH, PHYSICS_EACH,
  13. SCENE_ITEMS_CHANGE_ERR_MSG, SPRITE_EACH, TARGET_FPS,
  14. };
  15. use crate::physics::util::scene_point_from_window_point;
  16. use crate::physics::util::window_point_from_scene_point;
  17. use crate::physics::GridPosition;
  18. use crate::physics::{util, MetaEvent, PhysicEvent};
  19. use crate::scene::item::{ItemState, SceneItem, SceneItemType};
  20. use crate::ui::scene_item_menu::SceneItemMenuItem;
  21. use crate::ui::{SceneItemPrepareOrder, UiItem, UiSpriteInfo, UserEvent};
  22. use crate::{Offset, ScenePoint, WindowPoint};
  23. use std::f32::consts::FRAC_PI_2;
  24. pub struct MainState {
  25. // time
  26. frame_i: u32,
  27. // display
  28. display_offset: Offset,
  29. sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
  30. map_batch: graphics::spritebatch::SpriteBatch,
  31. ui_batch: graphics::spritebatch::SpriteBatch,
  32. // scene items
  33. scene_items: Vec<SceneItem>,
  34. scene_items_by_grid_position: HashMap<GridPosition, Vec<usize>>,
  35. // events
  36. physics_events: Vec<PhysicEvent>,
  37. // user interactions
  38. left_click_down: Option<WindowPoint>,
  39. right_click_down: Option<WindowPoint>,
  40. current_cursor_position: WindowPoint,
  41. user_events: Vec<UserEvent>,
  42. selected_scene_items: Vec<usize>, // scene_item usize
  43. scene_item_menu: Option<(usize, ScenePoint)>, // scene_item usize, display_at
  44. scene_item_prepare_order: Option<SceneItemPrepareOrder>,
  45. }
  46. impl MainState {
  47. pub fn new(ctx: &mut Context) -> GameResult<MainState> {
  48. let sprite_sheet = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap();
  49. let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet);
  50. let map = graphics::Image::new(ctx, "/map1bg.png").unwrap();
  51. let map_batch = graphics::spritebatch::SpriteBatch::new(map);
  52. let ui = graphics::Image::new(ctx, "/ui.png").unwrap();
  53. let ui_batch = graphics::spritebatch::SpriteBatch::new(ui);
  54. let mut scene_items = vec![];
  55. for x in 0..1 {
  56. for y in 0..4 {
  57. let current_behavior = if y % 2 == 0 {
  58. ItemBehavior::Walking(util::vec_from_angle(90.0))
  59. } else {
  60. ItemBehavior::Crawling
  61. };
  62. scene_items.push(SceneItem::new(
  63. SceneItemType::Soldier,
  64. ScenePoint::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
  65. ItemState::new(current_behavior),
  66. ));
  67. }
  68. }
  69. let mut main_state = MainState {
  70. frame_i: 0,
  71. display_offset: Offset::new(0.0, 0.0),
  72. sprite_sheet_batch,
  73. map_batch,
  74. ui_batch,
  75. scene_items,
  76. scene_items_by_grid_position: HashMap::new(),
  77. physics_events: vec![],
  78. left_click_down: None,
  79. right_click_down: None,
  80. current_cursor_position: WindowPoint::new(0.0, 0.0),
  81. user_events: vec![],
  82. selected_scene_items: vec![],
  83. scene_item_menu: None,
  84. scene_item_prepare_order: None,
  85. };
  86. for (i, scene_item) in main_state.scene_items.iter().enumerate() {
  87. let grid_position = util::grid_position_from_scene_point(&scene_item.position);
  88. main_state
  89. .scene_items_by_grid_position
  90. .entry(grid_position)
  91. .or_default()
  92. .push(i);
  93. }
  94. Ok(main_state)
  95. }
  96. fn get_scene_item(&self, index: usize) -> &SceneItem {
  97. self.scene_items
  98. .get(index)
  99. .expect(SCENE_ITEMS_CHANGE_ERR_MSG)
  100. }
  101. fn get_scene_item_mut(&mut self, index: usize) -> &mut SceneItem {
  102. self.scene_items
  103. .get_mut(index)
  104. .expect(SCENE_ITEMS_CHANGE_ERR_MSG)
  105. }
  106. fn inputs(&mut self, ctx: &Context) {
  107. let display_offset_by =
  108. if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
  109. DISPLAY_OFFSET_BY_SPEED
  110. } else {
  111. DISPLAY_OFFSET_BY
  112. };
  113. if input::keyboard::is_key_pressed(ctx, KeyCode::Left) {
  114. self.display_offset.x += display_offset_by;
  115. }
  116. if input::keyboard::is_key_pressed(ctx, KeyCode::Right) {
  117. self.display_offset.x -= display_offset_by;
  118. }
  119. if input::keyboard::is_key_pressed(ctx, KeyCode::Up) {
  120. self.display_offset.y += display_offset_by;
  121. }
  122. if input::keyboard::is_key_pressed(ctx, KeyCode::Down) {
  123. self.display_offset.y -= display_offset_by;
  124. }
  125. while let Some(user_event) = self.user_events.pop() {
  126. match user_event {
  127. UserEvent::Click(window_click_point) => self.digest_click(window_click_point),
  128. UserEvent::AreaSelection(window_from, window_to) => {
  129. self.digest_area_selection(window_from, window_to)
  130. }
  131. UserEvent::RightClick(window_right_click_point) => {
  132. self.digest_right_click(window_right_click_point)
  133. }
  134. }
  135. }
  136. }
  137. fn digest_click(&mut self, window_click_point: WindowPoint) {
  138. let scene_position =
  139. scene_point_from_window_point(&window_click_point, &self.display_offset);
  140. self.selected_scene_items.drain(..);
  141. if let Some(scene_item_usize) = self.get_first_scene_item_for_scene_point(&scene_position) {
  142. self.selected_scene_items.push(scene_item_usize);
  143. }
  144. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  145. // TODO: Add order to scene_item
  146. match scene_item_prepare_order {
  147. SceneItemPrepareOrder::Move(scene_item_usize) => {
  148. let mut scene_item = self.get_scene_item_mut(*scene_item_usize);
  149. scene_item.next_order = Some(Order::MoveTo(scene_position));
  150. // TODO: remove this code when used in right place
  151. let angle = f32::atan2(
  152. scene_position.y - scene_item.position.y,
  153. scene_position.x - scene_item.position.x,
  154. ) + FRAC_PI_2;
  155. println!("{:?}", angle);
  156. }
  157. }
  158. self.scene_item_prepare_order = None;
  159. }
  160. // FIXME BS NOW: interpreter sur quel element du menu on a click ...
  161. if let Some((scene_item_usize, scene_menu_point)) = self.scene_item_menu {
  162. let window_menu_point =
  163. window_point_from_scene_point(&scene_menu_point, &self.display_offset);
  164. let menu_sprite_info = UiSpriteInfo::from_type(UiItem::SceneItemMenu);
  165. let scene_item = self.get_scene_item(scene_item_usize);
  166. if window_click_point.x >= window_menu_point.x
  167. && window_click_point.x <= window_menu_point.x + menu_sprite_info.width
  168. && window_click_point.y >= window_menu_point.y
  169. && window_click_point.y <= window_menu_point.y + menu_sprite_info.height
  170. {
  171. if let Some(menu_item) = menu_sprite_info.which_item_clicked(
  172. window_menu_point,
  173. window_click_point,
  174. scene_item,
  175. ) {
  176. match menu_item {
  177. SceneItemMenuItem::Move => {
  178. self.scene_item_prepare_order =
  179. Some(SceneItemPrepareOrder::Move(scene_item_usize));
  180. self.scene_item_menu = None;
  181. }
  182. }
  183. }
  184. } else {
  185. self.scene_item_menu = None;
  186. }
  187. };
  188. }
  189. fn digest_right_click(&mut self, window_right_click_point: WindowPoint) {
  190. let scene_right_click_point =
  191. scene_point_from_window_point(&window_right_click_point, &self.display_offset);
  192. // TODO: aucune selection et right click sur un item: scene_item_menu sur un item
  193. // TODO: selection et right click sur un item de la selection: scene_item_menu sur un TOUS les item de la selection
  194. // TODO: selection et right click sur un item PAS dans la selection: scene_item_menu sur un item
  195. if let Some(scene_item_usize) =
  196. self.get_first_scene_item_for_scene_point(&scene_right_click_point)
  197. {
  198. if self.selected_scene_items.contains(&scene_item_usize) {
  199. let scene_item = self.get_scene_item(scene_item_usize);
  200. self.scene_item_menu = Some((scene_item_usize, scene_item.position))
  201. }
  202. }
  203. }
  204. fn digest_area_selection(&mut self, window_from: WindowPoint, window_to: WindowPoint) {
  205. let scene_from = scene_point_from_window_point(&window_from, &self.display_offset);
  206. let scene_to = scene_point_from_window_point(&window_to, &self.display_offset);
  207. self.selected_scene_items.drain(..);
  208. self.selected_scene_items
  209. .extend(self.get_scene_items_for_scene_area(&scene_from, &scene_to));
  210. }
  211. // TODO: manage errors
  212. fn physics(&mut self) {
  213. // Scene items movements
  214. for scene_item in self.scene_items.iter_mut() {
  215. match scene_item.state.current_behavior {
  216. ItemBehavior::Walking(move_vector) => {
  217. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  218. scene_item.position.x += move_vector.x;
  219. scene_item.position.y += move_vector.y;
  220. scene_item.grid_position = util::grid_position_from_scene_point(&scene_item.position);
  221. }
  222. _ => {}
  223. }
  224. }
  225. // (FAKE) Drop a bomb to motivate stop move
  226. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  227. self.physics_events.push(PhysicEvent::Explosion);
  228. }
  229. }
  230. fn metas(&mut self) {
  231. for physic_event in &self.physics_events {
  232. match physic_event {
  233. PhysicEvent::Explosion => {
  234. for scene_item in self.scene_items.iter_mut() {
  235. scene_item.meta_events.push(MetaEvent::FeelExplosion);
  236. }
  237. }
  238. }
  239. }
  240. }
  241. fn animate(&mut self) {
  242. // TODO: ici il faut reflechir a comment organiser les comportements
  243. for scene_item in self.scene_items.iter_mut() {
  244. for meta_event in &scene_item.meta_events {
  245. match meta_event {
  246. MetaEvent::FeelExplosion => {
  247. scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
  248. }
  249. }
  250. }
  251. // match scene_item.state.current_behavior {
  252. // ItemBehavior::Crawling => {
  253. // scene_item.state =
  254. // ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  255. // }
  256. // ItemBehavior::Walking(_) => {
  257. // scene_item.state = ItemState::new(ItemBehavior::Crawling);
  258. // }
  259. // ItemBehavior::Standing(since) => {
  260. // if self.frame_i - since >= 120 {
  261. // scene_item.state =
  262. // ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  263. // }
  264. // }
  265. // }
  266. scene_item.meta_events.drain(..);
  267. if let Some(next_order) = &scene_item.next_order {
  268. // Compute here if it possible (fear, compatible with current order, etc)
  269. match next_order {
  270. Order::MoveTo(move_to_scene_point) => {
  271. scene_item.current_order = Some(Order::MoveTo(*move_to_scene_point));
  272. // FIXME BS NOW: velocity
  273. let move_vector = (*move_to_scene_point - scene_item.position).normalize() * 1.0;
  274. scene_item.state = ItemState::new(ItemBehavior::Walking(move_vector));
  275. }
  276. }
  277. scene_item.next_order = None;
  278. }
  279. // FIXME BS NOW: stop move when move is accomplished; warn: recompute move_vector here
  280. if let Some(current_order) = &scene_item.current_order {
  281. match current_order {
  282. Order::MoveTo(move_to_scene_point) => {
  283. let move_vector = (*move_to_scene_point - scene_item.position).normalize() * 1.0;
  284. println!("{:?}", move_vector);
  285. }
  286. }
  287. }
  288. }
  289. }
  290. fn tick_sprites(&mut self) {
  291. for scene_item in self.scene_items.iter_mut() {
  292. scene_item.tick_sprite();
  293. }
  294. }
  295. fn get_first_scene_item_for_scene_point(&self, scene_position: &ScenePoint) -> Option<usize> {
  296. // TODO: if found multiple: select nearest
  297. for (i, scene_item) in self.scene_items.iter().enumerate() {
  298. let sprite_info = scene_item.sprite_info();
  299. if scene_item.position.x >= scene_position.x - sprite_info.tile_width
  300. && scene_item.position.x <= scene_position.x + sprite_info.tile_width
  301. && scene_item.position.y >= scene_position.y - sprite_info.tile_height
  302. && scene_item.position.y <= scene_position.y + sprite_info.tile_height
  303. {
  304. return Some(i);
  305. }
  306. }
  307. None
  308. }
  309. fn get_scene_items_for_scene_area(&self, from: &ScenePoint, to: &ScenePoint) -> Vec<usize> {
  310. let mut selection = vec![];
  311. for (i, scene_item) in self.scene_items.iter().enumerate() {
  312. if scene_item.position.x >= from.x
  313. && scene_item.position.x <= to.x
  314. && scene_item.position.y >= from.y
  315. && scene_item.position.y <= to.y
  316. {
  317. selection.push(i);
  318. }
  319. }
  320. selection
  321. }
  322. fn generate_scene_item_sprites(&mut self) -> GameResult {
  323. for scene_item in self.scene_items.iter() {
  324. self.sprite_sheet_batch.add(
  325. scene_item
  326. .as_draw_param(scene_item.current_frame as f32)
  327. .dest(scene_item.position.clone()),
  328. );
  329. }
  330. Ok(())
  331. }
  332. fn generate_scene_item_menu_sprites(&mut self) -> GameResult {
  333. if let Some((_, scene_point)) = self.scene_item_menu {
  334. self.ui_batch.add(
  335. UiSpriteInfo::from_type(UiItem::SceneItemMenu)
  336. .as_draw_param()
  337. .dest(scene_point),
  338. );
  339. }
  340. Ok(())
  341. }
  342. fn generate_map_sprites(&mut self) -> GameResult {
  343. self.map_batch.add(
  344. graphics::DrawParam::new()
  345. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  346. .dest(ScenePoint::new(0.0, 0.0)),
  347. );
  348. Ok(())
  349. }
  350. fn update_mesh_builder_with_debug(
  351. &self,
  352. mut mesh_builder: MeshBuilder,
  353. ) -> GameResult<MeshBuilder> {
  354. if DEBUG {
  355. // Draw circle on each scene item position
  356. for scene_item in self.scene_items.iter() {
  357. mesh_builder.circle(
  358. DrawMode::fill(),
  359. scene_item.position.clone(),
  360. 2.0,
  361. 2.0,
  362. graphics::WHITE,
  363. )?;
  364. }
  365. // Draw circle where left click down
  366. if let Some(window_left_click_down_point) = self.left_click_down {
  367. let scene_left_click_down_point = scene_point_from_window_point(
  368. &window_left_click_down_point,
  369. &self.display_offset,
  370. );
  371. mesh_builder.circle(
  372. DrawMode::fill(),
  373. scene_left_click_down_point,
  374. 2.0,
  375. 2.0,
  376. graphics::YELLOW,
  377. )?;
  378. }
  379. // Draw circle at cursor position
  380. mesh_builder.circle(
  381. DrawMode::fill(),
  382. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset),
  383. 2.0,
  384. 2.0,
  385. graphics::BLUE,
  386. )?;
  387. }
  388. GameResult::Ok(mesh_builder)
  389. }
  390. fn update_mesh_builder_with_selected_items(
  391. &self,
  392. mut mesh_builder: MeshBuilder,
  393. ) -> GameResult<MeshBuilder> {
  394. for i in &self.selected_scene_items {
  395. let selected_scene_item = self.get_scene_item(*i);
  396. mesh_builder.rectangle(
  397. DrawMode::Stroke(StrokeOptions::default()),
  398. graphics::Rect::new(
  399. selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  400. selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  401. DEFAULT_SELECTED_SQUARE_SIDE,
  402. DEFAULT_SELECTED_SQUARE_SIDE,
  403. ),
  404. graphics::GREEN,
  405. )?;
  406. }
  407. GameResult::Ok(mesh_builder)
  408. }
  409. fn update_mesh_builder_with_selection_area(
  410. &self,
  411. mut mesh_builder: MeshBuilder,
  412. ) -> GameResult<MeshBuilder> {
  413. if let Some(window_left_click_down_point) = self.left_click_down {
  414. let scene_left_click_down_point =
  415. scene_point_from_window_point(&window_left_click_down_point, &self.display_offset);
  416. let scene_current_cursor_position =
  417. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset);
  418. if scene_left_click_down_point != scene_current_cursor_position {
  419. mesh_builder.rectangle(
  420. DrawMode::stroke(1.0),
  421. graphics::Rect::new(
  422. scene_left_click_down_point.x,
  423. scene_left_click_down_point.y,
  424. scene_current_cursor_position.x - scene_left_click_down_point.x,
  425. scene_current_cursor_position.y - scene_left_click_down_point.y,
  426. ),
  427. graphics::GREEN,
  428. )?;
  429. }
  430. }
  431. GameResult::Ok(mesh_builder)
  432. }
  433. fn update_mesh_builder_with_prepare_order(
  434. &self,
  435. mut mesh_builder: MeshBuilder,
  436. ) -> GameResult<MeshBuilder> {
  437. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  438. match scene_item_prepare_order {
  439. SceneItemPrepareOrder::Move(scene_item_usize) => {
  440. let scene_item = self.get_scene_item(*scene_item_usize);
  441. mesh_builder.line(
  442. &vec![
  443. scene_item.position.clone(),
  444. scene_point_from_window_point(
  445. &self.current_cursor_position,
  446. &self.display_offset,
  447. ),
  448. ],
  449. 2.0,
  450. graphics::WHITE,
  451. )?;
  452. }
  453. }
  454. }
  455. GameResult::Ok(mesh_builder)
  456. }
  457. }
  458. impl event::EventHandler for MainState {
  459. fn update(&mut self, ctx: &mut Context) -> GameResult {
  460. while check_update_time(ctx, TARGET_FPS) {
  461. self.inputs(ctx);
  462. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  463. // ennemi, dans animate il se mettra a tirer)
  464. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  465. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  466. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  467. let tick_meta = self.frame_i % META_EACH == 0;
  468. // Apply moves, explosions, etc
  469. if tick_physics {
  470. self.physics();
  471. }
  472. // Generate meta events according to physics events and current physic state
  473. if tick_meta {
  474. self.metas();
  475. }
  476. // Animate scene items according to meta events
  477. if tick_animate {
  478. self.animate();
  479. };
  480. // Change scene items tiles
  481. if tick_sprite {
  482. self.tick_sprites();
  483. }
  484. // Increment frame counter
  485. self.frame_i += 1;
  486. if self.frame_i >= MAX_FRAME_I {
  487. self.frame_i = 0;
  488. }
  489. // Empty physics event
  490. self.physics_events.drain(..);
  491. }
  492. Ok(())
  493. }
  494. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  495. graphics::clear(ctx, graphics::BLACK);
  496. let mut scene_mesh_builder = MeshBuilder::new();
  497. self.generate_scene_item_sprites()?;
  498. self.generate_scene_item_menu_sprites()?;
  499. self.generate_map_sprites()?;
  500. scene_mesh_builder = self.update_mesh_builder_with_debug(scene_mesh_builder)?;
  501. scene_mesh_builder = self.update_mesh_builder_with_selected_items(scene_mesh_builder)?;
  502. scene_mesh_builder = self.update_mesh_builder_with_selection_area(scene_mesh_builder)?;
  503. scene_mesh_builder = self.update_mesh_builder_with_prepare_order(scene_mesh_builder)?;
  504. let scene_mesh = scene_mesh_builder.build(ctx)?;
  505. let window_draw_param = graphics::DrawParam::new().dest(window_point_from_scene_point(
  506. &ScenePoint::new(0.0, 0.0),
  507. &self.display_offset,
  508. ));
  509. graphics::draw(ctx, &self.map_batch, window_draw_param)?;
  510. graphics::draw(ctx, &self.sprite_sheet_batch, window_draw_param)?;
  511. graphics::draw(ctx, &scene_mesh, window_draw_param)?;
  512. graphics::draw(ctx, &self.ui_batch, window_draw_param)?;
  513. self.sprite_sheet_batch.clear();
  514. self.map_batch.clear();
  515. self.ui_batch.clear();
  516. graphics::present(ctx)?;
  517. // println!("FPS: {}", ggez::timer::fps(ctx));
  518. Ok(())
  519. }
  520. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  521. match button {
  522. MouseButton::Left => {
  523. self.left_click_down = Some(WindowPoint::new(x, y));
  524. }
  525. MouseButton::Right => {
  526. self.right_click_down = Some(WindowPoint::new(x, y));
  527. }
  528. MouseButton::Middle => {}
  529. MouseButton::Other(_) => {}
  530. }
  531. }
  532. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  533. match button {
  534. MouseButton::Left => {
  535. if let Some(left_click_down) = self.left_click_down {
  536. if left_click_down == WindowPoint::new(x, y) {
  537. self.user_events.push(UserEvent::Click(left_click_down));
  538. } else {
  539. let from = WindowPoint::new(
  540. cmp::min(left_click_down.x as i32, x as i32) as f32,
  541. cmp::min(left_click_down.y as i32, y as i32) as f32,
  542. );
  543. let to = WindowPoint::new(
  544. cmp::max(left_click_down.x as i32, x as i32) as f32,
  545. cmp::max(left_click_down.y as i32, y as i32) as f32,
  546. );
  547. self.user_events.push(UserEvent::AreaSelection(from, to));
  548. }
  549. }
  550. self.left_click_down = None;
  551. }
  552. MouseButton::Right => {
  553. if let Some(right_click_down) = self.right_click_down {
  554. self.user_events
  555. .push(UserEvent::RightClick(right_click_down));
  556. }
  557. }
  558. MouseButton::Middle => {}
  559. MouseButton::Other(_) => {}
  560. }
  561. }
  562. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  563. self.current_cursor_position = WindowPoint::new(x, y);
  564. }
  565. }