Animation on button click

This commit is contained in:
cool-mist 2025-05-11 19:00:52 +05:30
parent 8b71bce89c
commit 1dfe56ac50
2 changed files with 83 additions and 33 deletions

View File

@ -100,7 +100,7 @@ impl Game {
let mut button_action = None;
for btn in &mut self.btns {
btn.handle_input();
if btn.is_pressed {
if btn.is_clicked() {
button_action = Some(btn.action);
}
}
@ -431,7 +431,6 @@ impl Game {
self.board = self.original_board.clone();
self.reset_squares();
for btn in &mut self.btns {
btn.reset();
if let ButtonAction::Next = btn.action {
btn.is_active = false;
}

View File

@ -2,10 +2,12 @@ use macroquad::prelude::*;
pub struct Button {
pub text: String,
pub is_pressed: bool,
pub is_active: bool,
pub action: ButtonAction,
is_down: bool,
is_clicked: bool,
rect: Rect,
shadow_width: f32,
}
#[derive(Debug, Clone, Copy)]
@ -19,13 +21,24 @@ impl Button {
let rect = Rect::new(x, y, width, height);
Self {
text: text.to_string(),
is_pressed: false,
is_down: false,
is_clicked: false,
is_active: true,
rect,
action,
shadow_width: 5.0,
}
}
pub fn is_clicked(&mut self) -> bool {
if self.is_clicked {
self.is_clicked = false;
return true;
}
false
}
pub fn draw(&self) {
self.draw_button();
self.draw_label();
@ -33,81 +46,119 @@ impl Button {
fn draw_button(&self) {
let bg_color = Color::from_rgba(190, 190, 190, 255);
draw_rectangle(self.rect.x, self.rect.y, self.rect.w, self.rect.h, bg_color);
let button_draw_offset = self.get_button_draw_offset();
draw_rectangle(
self.rect.x + button_draw_offset,
self.rect.y + button_draw_offset,
self.rect.w,
self.rect.h,
bg_color,
);
self.draw_shadow();
}
fn draw_shadow(&self) {
if !self.is_active {
return;
}
if self.is_down {
return;
}
let color = Color::from_rgba(0, 0, 0, 100);
let width = 5.0;
draw_rectangle(
self.rect.x + self.rect.w,
self.rect.y + width,
width,
self.rect.y + self.shadow_width,
self.shadow_width,
self.rect.h,
color,
);
draw_rectangle(
self.rect.x + width,
self.rect.x + self.shadow_width,
self.rect.y + self.rect.h,
self.rect.w - width,
width,
self.rect.w - self.shadow_width,
self.shadow_width,
color,
);
draw_triangle(
vec2(self.rect.x + self.rect.w, self.rect.y),
vec2(self.rect.x + self.rect.w + width, self.rect.y + width),
vec2(self.rect.x + self.rect.w, self.rect.y + width),
vec2(
self.rect.x + self.rect.w + self.shadow_width,
self.rect.y + self.shadow_width,
),
vec2(self.rect.x + self.rect.w, self.rect.y + self.shadow_width),
color,
);
draw_triangle(
vec2(self.rect.x, self.rect.y + self.rect.h),
vec2(self.rect.x + width, self.rect.y + self.rect.h + width),
vec2(self.rect.x + width, self.rect.y + self.rect.h),
vec2(
self.rect.x + self.shadow_width,
self.rect.y + self.rect.h + self.shadow_width,
),
vec2(self.rect.x + self.shadow_width, self.rect.y + self.rect.h),
color,
);
}
fn draw_label(&self) {
let font_color = if self.is_active {
Color::from_rgba(0, 0, 0, 255)
} else {
Color::from_rgba(100, 0, 0, 255)
let font_color = match self.is_active {
true => Color::from_rgba(0, 0, 0, 255),
false => Color::from_rgba(100, 100, 100, 255)
};
let font_size = (0.5 * self.rect.h) as u16;
let dims = measure_text(&self.text, None, font_size, 1.0);
let button_draw_offset = self.get_button_draw_offset();
draw_text(
&self.text,
self.rect.x + (self.rect.w - dims.width) * 0.5,
self.rect.y + (self.rect.h - dims.height) * 0.5 + dims.offset_y,
self.rect.x + (self.rect.w - dims.width) * 0.5 + button_draw_offset,
self.rect.y + (self.rect.h - dims.height) * 0.5 + dims.offset_y + button_draw_offset,
font_size as f32,
font_color,
);
}
pub fn reset(&mut self) {
self.is_pressed = false;
self.is_active = true;
fn get_button_draw_offset(&self) -> f32 {
let button_pressed_correction = match self.is_down {
true => self.shadow_width,
false => match self.is_active {
true => 0.0,
false => self.shadow_width,
},
};
button_pressed_correction
}
pub fn handle_input(&mut self) {
if !self.is_active {
return;
}
if !is_mouse_button_released(MouseButton::Left) {
self.is_pressed = false;
self.is_down = false;
return;
}
let (mx, my) = mouse_position();
let c = Circle::new(mx, my, 0.0);
if c.overlaps_rect(&self.rect) {
self.is_pressed = true;
return;
if is_mouse_button_pressed(MouseButton::Left) {
if c.overlaps_rect(&self.rect) {
self.is_down = true;
return;
}
}
self.is_pressed = false;
if is_mouse_button_released(MouseButton::Left) {
if c.overlaps_rect(&self.rect) {
self.is_clicked = true;
self.is_down = false;
return;
}
self.is_down = false;
}
}
}