Added button bars.
No tile is hovered when mouse is over button bars.
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b9515823d3
commit
cbb6e6c144
BIN
cmd/tins2020/res/images/game_control_hover.png
Normal file
BIN
cmd/tins2020/res/images/game_control_hover.png
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Binary file not shown.
After Width: | Height: | Size: 297 B |
Before Width: | Height: | Size: 2.9 KiB After Width: | Height: | Size: 2.9 KiB |
@ -1,8 +1,9 @@
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game-control-hover: images/game_control_hover.png
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tile-dirt: images/tile_dirt.png
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tile-grass: images/tile_grass.png
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tile-snow: images/tile_snow.png
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hover: images/hover.png
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tile-hover: images/tile_hover.png
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cactus-small-1: images/cactus_short_NE.png
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cactus-small-2: images/cactus_short_NW.png
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@ -92,6 +92,8 @@ func run() error {
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app := tins2020.NewContainer()
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overlays := tins2020.NewContainer()
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overlays.AddChild(&tins2020.FPS{})
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gameControls := tins2020.NewGameControls()
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overlays.AddChild(gameControls)
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content := tins2020.NewContainer()
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app.AddChild(content)
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app.AddChild(overlays)
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@ -34,8 +34,8 @@ type FlowerResistance struct {
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// NewPoppyTraits creates the traits of a poppy, a very generic flower that thrives in a moderate climate.
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func NewPoppyTraits() FlowerTraits {
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return FlowerTraits{
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Spread: 0.01,
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Life: 0.9991,
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Spread: 0.0007,
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Life: 0.99991,
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Resistance: FlowerResistance{
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Cold: 0.3,
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Hot: 0.3,
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110
gamecontrols.go
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110
gamecontrols.go
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@ -0,0 +1,110 @@
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package tins2020
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import (
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"log"
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"github.com/veandco/go-sdl2/sdl"
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)
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type GameControls struct {
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ControlBase
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menu ButtonBar
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flowers ButtonBar
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}
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type ButtonBar struct {
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Top int32
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Left int32
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Bottom int32
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Hover int
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Buttons []Button
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}
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type Button struct {
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Icon string
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Disabled string
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IsDisabled bool
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}
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const buttonBarWidth = 96
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func (b *ButtonBar) Handle(ctx *Context, event sdl.Event) {
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switch e := event.(type) {
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case *sdl.MouseMotionEvent:
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if e.X > b.Left && e.X < b.Left+buttonBarWidth {
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button := int(e.Y-b.Top) / buttonBarWidth
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if button < 0 || button >= len(b.Buttons) || b.Buttons[button].IsDisabled {
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button = -1
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}
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b.Hover = button
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}
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}
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}
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func (b *ButtonBar) Render(ctx *Context) {
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ctx.Renderer.FillRect(&sdl.Rect{X: b.Left, Y: b.Top, W: b.Left + buttonBarWidth, H: b.Bottom})
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texture := func(b Button) *Texture {
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if b.IsDisabled {
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texture := ctx.Textures.Texture(b.Disabled)
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if texture != nil {
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return texture
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}
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}
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return ctx.Textures.Texture(b.Icon)
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}
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hoverTexture := ctx.Textures.Texture("game-control-hover")
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for i, button := range b.Buttons {
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pos := Pt(b.Left, b.Top+int32(i)*buttonBarWidth)
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texture := texture(button)
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texture.Copy(ctx.Renderer, &sdl.Rect{X: pos.X, Y: pos.Y, W: buttonBarWidth, H: buttonBarWidth})
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if b.Hover == i {
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hoverTexture.Copy(ctx.Renderer, hoverTexture.RectOffset(pos))
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}
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}
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}
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func NewGameControls() *GameControls {
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return &GameControls{}
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}
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func (c *GameControls) Init(ctx *Context) error {
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c.flowers.Buttons = []Button{
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Button{Icon: "flower-poppy-1", Disabled: "flower-red-c-1"},
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Button{Icon: "flower-poppy-1", Disabled: "flower-red-c-1", IsDisabled: true},
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}
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return c.updateBarPositions(ctx)
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}
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func (c *GameControls) Handle(ctx *Context, event sdl.Event) {
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c.menu.Handle(ctx, event)
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c.flowers.Handle(ctx, event)
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switch e := event.(type) {
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case *sdl.WindowEvent:
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switch e.Event {
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case sdl.WINDOWEVENT_RESIZED:
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err := c.updateBarPositions(ctx)
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if err != nil {
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log.Fatal(err)
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}
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}
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}
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}
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func (c *GameControls) Render(ctx *Context) {
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ctx.Renderer.SetDrawColor(74, 198, 154, 255)
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c.menu.Render(ctx)
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c.flowers.Render(ctx)
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}
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func (c *GameControls) updateBarPositions(ctx *Context) error {
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w, h, err := ctx.Renderer.GetOutputSize()
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if err != nil {
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return err
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}
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c.menu.Top, c.menu.Left, c.menu.Bottom = 0, 0, h
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c.flowers.Top, c.flowers.Left, c.flowers.Bottom = 0, w-buttonBarWidth, h
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return nil
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}
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2
math.go
2
math.go
@ -34,4 +34,6 @@ func Min32(a, b float32) float32 {
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return b
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}
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func Round32(x float32) float32 { return float32(math.Round(float64(x))) }
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func Sqrt32(x float32) float32 { return float32(math.Sqrt(float64(x))) }
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@ -64,7 +64,7 @@ func (p *projection) update(renderer *sdl.Renderer) {
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log.Fatal(err)
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}
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p.windowCenter = Pt(windowW/2, windowH/2)
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p.windowRect = sdl.Rect{X: 0, Y: 0, W: windowW - 0, H: windowH - 0}
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p.windowRect = sdl.Rect{X: buttonBarWidth, Y: 0, W: windowW - 2*buttonBarWidth, H: windowH - 0}
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}
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func (p *projection) visibleTiles(action func(int32, int32, Point)) {
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@ -4,12 +4,11 @@ import (
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"fmt"
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"github.com/veandco/go-sdl2/sdl"
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"opslag.de/schobers/geom"
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)
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type terrainRenderer struct {
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terrain *Map
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hover PointF
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hover *Point
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project projection
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interact interaction
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@ -42,7 +41,12 @@ func (r *terrainRenderer) Handle(ctx *Context, event sdl.Event) {
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}
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}
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case *sdl.MouseMotionEvent:
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r.hover = r.project.screenToMap(e.X, e.Y)
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if insideRect(e.X, e.Y, &r.project.windowRect) {
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hover := r.project.screenToMap(e.X, e.Y)
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r.hover = &Point{X: int32(Round32(hover.X)), Y: int32(Round32(hover.Y))}
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} else {
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r.hover = nil
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}
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if r.interact.mouseDrag != nil {
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r.project.center = r.project.center.Sub(r.project.screenToMapRel(e.X-r.interact.mouseDrag.X, e.Y-r.interact.mouseDrag.Y))
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r.project.update(ctx.Renderer)
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@ -63,8 +67,13 @@ func (r *terrainRenderer) Handle(ctx *Context, event sdl.Event) {
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}
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}
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func insideRect(x, y int32, rect *sdl.Rect) bool {
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return x >= rect.X && x < rect.X+rect.W && y >= rect.Y && y < rect.Y+rect.H
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}
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func insideRectPt(p Point, rect *sdl.Rect) bool { return insideRect(p.X, p.Y, rect) }
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func (r *terrainRenderer) Render(ctx *Context) {
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hover := Pt(int32(geom.Round32(r.hover.X)), int32(geom.Round32(r.hover.Y)))
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toTileTexture := func(x, y int32) *Texture {
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temp := r.terrain.Temp.Value(x, y)
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if temp < .35 {
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@ -148,8 +157,8 @@ func (r *terrainRenderer) Render(ctx *Context) {
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rect := r.project.screenToTileRect(pos)
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text.Copy(ctx.Renderer, rect)
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if x == hover.X && y == hover.Y {
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ctx.Textures.Texture("hover").Copy(ctx.Renderer, rect)
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if r.hover != nil && x == r.hover.X && y == r.hover.Y {
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ctx.Textures.Texture("tile-hover").Copy(ctx.Renderer, rect)
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}
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})
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