func (c *Canvas) moveCursor(pp pixelPosition) {
	if !c.canMove() {
		return
	}
	switch c.selection.moveState {
	case drag, rect:
		c.selection.end = pp
		c.Redraw()
		return
	case grab:
		if c.tileSelection(pp) == nil {
			c.selection.setMoveState(none)
		}
	case none:
		if c.tileSelection(pp) != nil {
			c.selection.setMoveState(grab)
		}
	}
}
// moveCursor should be called whenever the cursor moves, regardless of if a move is being made.
moveCursor should be called whenever the cursor moves, regardless of if a move is being made.
// moveCursor should be called whenever the cursor moves regardless of if a move is being made .
func (c *Canvas) moveCursor(pp pixelPosition) {
	if !c.canMove() {
		return
	}
	switch c.selection.moveState {
	case drag, rect:
		c.selection.end = pp
		c.Redraw()
		return
	case grab:
		if c.tileSelection(pp) == nil {
			c.selection.setMoveState(none)
		}
	case none:
		if c.tileSelection(pp) != nil {
			c.selection.setMoveState(grab)
		}
	}
}
func ( c * Canvas ) moveCursor ( pp pixelPosition ) { if ! c . canMove ( ) { return } switch c . selection . moveState { case drag , rect : c . selection . end = pp c . Redraw ( ) return case grab : if c . tileSelection ( pp ) == nil { c . selection . setMoveState ( none ) } case none : if c . tileSelection ( pp ) != nil { c . selection . setMoveState ( grab ) } } }
moveCursor should be called whenever the cursor moves, regardless of if a move is being made.
moveCursor should be called whenever the cursor moves regardless of if a move is being made .