Reputation: 27
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.
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
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