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reimplemented flashing cursor; but disabled till it doesnt blink when cursor is moved.
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parent
f44a2a0239
commit
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@ -698,14 +698,14 @@ func (b *Buffer) HandleEvent(evt strife.StrifeEvent) {
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}
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}
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var lastCursorDraw = time.Now()
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var renderFlashingCursor = true
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func (b *Buffer) OnUpdate() bool {
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if !b.HasFocus {
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return false
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}
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prev_x := b.curs.x
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prev_y := b.curs.y
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SHIFT_DOWN = strife.KeyPressed(sdl.K_LSHIFT) || strife.KeyPressed(sdl.K_RSHIFT)
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SUPER_DOWN = strife.KeyPressed(sdl.K_LGUI) || strife.KeyPressed(sdl.K_RGUI)
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ALT_DOWN = strife.KeyPressed(sdl.K_LALT) || strife.KeyPressed(sdl.K_RALT)
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@ -727,27 +727,19 @@ func (b *Buffer) OnUpdate() bool {
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}
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}
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// handle cursor flash
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if b.cfg.Cursor.Flash && runtime.GOOS == "spookyghost" {
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if time.Now().Sub(lastCursorDraw) >= time.Duration(b.cfg.Cursor.Flash_Rate)*time.Millisecond {
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renderFlashingCursor = !renderFlashingCursor
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lastCursorDraw = time.Now()
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}
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}
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// FIXME handle focus properly
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if b.inputHandler == nil {
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return false
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}
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if b.curs.x != prev_x || b.curs.y != prev_y {
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should_draw = true
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should_flash = false
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reset_timer = strife.CurrentTimeMillis()
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}
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// fixme to not use CurrentTimeMillis
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if !should_flash && strife.CurrentTimeMillis()-reset_timer > b.cfg.Cursor.Reset_Delay {
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should_flash = true
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}
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if strife.CurrentTimeMillis()-timer > b.cfg.Cursor.Flash_Rate && (should_flash && b.cfg.Cursor.Flash) {
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timer = strife.CurrentTimeMillis()
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should_draw = !should_draw
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}
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return false
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}
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@ -776,7 +768,7 @@ func (b *Buffer) renderAt(ctx *strife.Renderer, rx int, ry int) {
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}
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// render the ol' cursor
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if should_draw && b.cfg.Cursor.Draw && b.HasFocus {
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if b.HasFocus && renderFlashingCursor && b.cfg.Cursor.Draw {
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cursorWidth := b.cfg.Cursor.GetCaretWidth()
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if cursorWidth == -1 {
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cursorWidth = last_w
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