Fixed menu-mouse-click crash.

Not sure about this. Having click events on buttons that destroy the
actual button might seem pretty stupid. But I think I'd rather have that
then having to think about menu memory allocation maintenance
constantly.
This commit is contained in:
Linus Probert 2018-02-14 23:14:30 +01:00
parent 4290d7c114
commit 65806c1285
3 changed files with 60 additions and 27 deletions

View File

@ -31,7 +31,7 @@ x Menus
x In game menu
x Player death (GAME_OVER state) (graphic or text?)
o Sound?
- Fix crash when clicking menu items with pointer
x Fix crash when clicking menu items with pointer
- Make things less difficult and more interesting
- Interesting items
- A different license perhaps?

View File

@ -29,7 +29,8 @@ gui_button_handle_event(GuiButton *button, SDL_Event *event)
if (event->button.button != SDL_BUTTON_LEFT)
return;
if (button->hover && button->event)
Position p = { event->button.x, event->button.y };
if (position_in_rect(&p, &button->area) && button->event)
button->event(button->usrdata);
} else if (event->type == SDL_MOUSEMOTION) {

View File

@ -23,56 +23,86 @@ menu_create(void)
return menu;
}
void
menu_handle_event(Menu *m, SDL_Event *event)
static void
handle_keyboard_event(Menu *m, SDL_Event *event)
{
LinkedList *items;
bool reset_buttons = false;
bool trigger_button = false;
int lastSelect = -1;
if (keyboard_direction_press(UP, event)) {
lastSelect = m->selected;
m->selected--;
reset_buttons = true;
} else if (keyboard_direction_press(DOWN, event)) {
lastSelect = m->selected;
m->selected++;
reset_buttons = true;
} else if (keyboard_press(SDLK_RETURN, event)) {
trigger_button = true;
}
m->selected = m->selected % linkedlist_size(m->items);
if (trigger_button) {
MenuItem *item = linkedlist_get(&m->items, m->selected);
if (item->button->event)
item->button->event(item->button->usrdata);
return;
} else {
return;
}
m->selected = m->selected % linkedlist_size(m->items);
if (reset_buttons)
if (lastSelect != -1)
mixer_play_effect(CLICK);
int current_select = 0;
bool mouse_selection = false;
items = m->items;
while (items) {
MenuItem *item = items->data;
items = items->next;
if (reset_buttons)
item->button->hover = false;
gui_button_handle_event(item->button, event);
if (item->button->hover) {
m->selected = current_select;
mouse_selection = true;
((MenuItem*) linkedlist_get(&m->items, lastSelect))->button->hover = false;
((MenuItem*) linkedlist_get(&m->items, m->selected))->button->hover = true;
}
static void
handle_mouse_motion_event(Menu *m, SDL_Event *event)
{
LinkedList *items;
MenuItem *item;
int current_select;
bool activeItemFound = false;
items = m->items;
current_select = 0;
while (items) {
item = items->data;
items = items->next;
item->button->hover = false;
gui_button_handle_event(item->button, event);
if (item->button->hover) {
if (current_select != m->selected) {
mixer_play_effect(CLICK);
m->selected = current_select;
}
activeItemFound = true;
}
current_select++;
}
if (!mouse_selection)
if (!activeItemFound)
((MenuItem*) linkedlist_get(&m->items, m->selected))->button->hover = true;
}
static void
handle_mouse_button_event(Menu *m, SDL_Event *event)
{
/* NOTE: In some cases the button/item is destroyed by the click action
* make sure you don't 'use' items after a click event has fired. It
* might break. */
MenuItem *item = linkedlist_get(&m->items, m->selected);
gui_button_handle_event(item->button, event);
}
void
menu_handle_event(Menu *m, SDL_Event *event)
{
if (event->type == SDL_KEYDOWN)
handle_keyboard_event(m, event);
else if (event->type == SDL_MOUSEMOTION)
handle_mouse_motion_event(m, event);
else if (event->type == SDL_MOUSEBUTTONDOWN)
handle_mouse_button_event(m, event);
}
void
menu_item_add(Menu *m, Sprite *s1, Sprite *s2, void (*event)(void*))
{
@ -87,6 +117,8 @@ menu_item_add(Menu *m, Sprite *s1, Sprite *s2, void (*event)(void*))
item->sprite->textures[0]->dim.height
};
item->button = gui_button_create(area, event, NULL);
if (linkedlist_size(m->items) == 0)
item->button->hover = true;
linkedlist_append(&m->items, item);
}