Ricardo Pomalaza
Ricardo Pomalaza

Reputation: 27

Simple Button using DRAW GUI in GameMaker

This is my button under DRAW GUI.

if point_in_rectangle(window_mouse_get_x(),window_mouse_get_y(),790,317,943,385)
{ var hover=1; } else { var hover=0; }
draw_sprite(spr_mainmenu_smallbutton,hover,865,360);
if (distance_to_point(mouse_x,mouse_y)<=0)
{
if mouse_check_button(mb_left)
draw_sprite(spr_mainmenu_smallbutton,2,865,360); 
}
draw_set_color(make_colour_rgb(163,190,240));
draw_set_font(fnt_mainmenu_text);
draw_text(865,350,"New  Game");

Fairly simple. It draws a rectangle and the text "New Game" on it. When the mouse hovers over it, it lights up. When you click it, the graphic changes. It's a good button.

The problem occurs when I enter the area of the button while HOLDING the mouse button.

enter image description here

See how it behaves? Instead of lighting up, it gets pressed.

All because I am holding the mouse button as I come in. Any way to avoid this and have it light up instead?

Upvotes: 1

Views: 5578

Answers (1)

Dmi7ry
Dmi7ry

Reputation: 1777

You need use mouse_check_button_pressed() instead mouse_check_button(). Something like this:

Create event:

button_pressed = false;
mouse_over = false;

button_x = 865;
button_y = 350;
button_width = 153;
button_height = 68;

button_left = button_x - button_width div 2;
button_right = button_left + button_width - 1;
button_top = button_y - button_height div 2;
button_bottom = button_top + button_height - 1;

Step end event:

mouse_over = point_in_rectangle(device_mouse_x_to_gui(0), device_mouse_y_to_gui(0), button_left, button_top, button_right, button_bottom);

if !mouse_over
    button_pressed = false;
else
{
    if mouse_check_button_pressed(mb_left)
    {
        button_pressed = true;
    }
    else if mouse_check_button_released(mb_left) and button_pressed
    {
        // action
        show_message("pressed");
    }
}

Draw GUI event:

if button_pressed
    draw_sprite(sprite_index, 0, button_x, button_y);
else if mouse_over
    draw_sprite(sprite_index, 1, button_x, button_y);
else
    draw_sprite(sprite_index, 2, button_x, button_y);

Upvotes: 2

Related Questions