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#include "button.h"
#include "../game.h"
#include "screenIDs.h"
#include "stdio.h"
#include "stdlib.h"
#include "raylib.h"
#include "string.h"
Button * ButtonInitButton(Texture2D textures[4], Vector2 *position, char *text, int textLEN, int id){
Button *button = malloc(sizeof(Button));
button->textures[0] = textures[0];
button->textures[1] = textures[1];
button->textures[2] = textures[2];
button->textures[3] = textures[3];
button->position = (Vector2){position->x, position->y};
button->centerPosition = (Vector2){position->x + textures[0].width/2, position->y + textures[0].height/2};
strncpy(button->text, text, textLEN);
button->state = BUTTON_STATE_DEFAULT;
button->id = id;
return button;
}
void ButtonExecuteButton(Button *button, Game *game){
button->state = BUTTON_STATE_DEFAULT;
switch(button->id){
case BUTTON_ID_CONTINUE: // continue game
if(game->screen == SCREEN_PAUSE){
game->screen = SCREEN_GAME;
}
break;
}
}
void ButtonDrawButton(Button * button){
// erst Button Texture, dann Text zentriert drauf
DrawTexture(button->textures[button->state], button->position.x, button->position.y, WHITE);
DrawText(button->text, button->centerPosition.x - MeasureText(button->text, BUTTON_FONT_SIZE)/2, button->centerPosition.y - BUTTON_FONT_SIZE/2, BUTTON_FONT_SIZE, BLACK);
}
int ButtonUpdateButtonState(Button * button){
if(button->state == BUTTON_STATE_RELEASED){
// Wir verlassen den RELEASED State automatisch wenn wir den Code des Buttons ausführen, siehe ButtonExecuteButton
// So lange der Code nicht ausgeführt wurde bleiben wir im state damit er definitiv im nächsten Frame ausgeführt wird
return button->state;
}
else if(GetMouseX() > button->position.x &&
GetMouseX() < button->position.x + button->textures[button->state].width &&
GetMouseY() > button->position.y &&
GetMouseY() < button->position.y + button->textures[button->state].height
){
if(IsMouseButtonDown(MOUSE_BUTTON_LEFT)){
return button->state = BUTTON_STATE_PRESSED;
}
else if(button->state == BUTTON_STATE_PRESSED){
return button->state = BUTTON_STATE_RELEASED;
}
return button->state = BUTTON_STATE_HOVERED;
}
return button->state = BUTTON_STATE_DEFAULT;
}