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- /*******************************************************************************************
- *
- * raylib [core] example - window scale letterbox (and virtual mouse)
- *
- * This example has been created using raylib 2.5 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
- *
- * Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #define max(a, b) ((a)>(b)? (a) : (b))
- #define min(a, b) ((a)<(b)? (a) : (b))
-
- // Clamp Vector2 value with min and max and return a new vector2
- // NOTE: Required for virtual mouse, to clamp inside virtual game size
- Vector2 ClampValue(Vector2 value, Vector2 min, Vector2 max)
- {
- Vector2 result = value;
- result.x = (result.x > max.x)? max.x : result.x;
- result.x = (result.x < min.x)? min.x : result.x;
- result.y = (result.y > max.y)? max.y : result.y;
- result.y = (result.y < min.y)? min.y : result.y;
- return result;
- }
-
- int main(void)
- {
- const int windowWidth = 800;
- const int windowHeight = 450;
-
- // Enable config flags for resizable window and vertical synchro
- SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT);
- InitWindow(windowWidth, windowHeight, "raylib [core] example - window scale letterbox");
- SetWindowMinSize(320, 240);
-
- int gameScreenWidth = 640;
- int gameScreenHeight = 480;
-
- // Render texture initialization, used to hold the rendering result so we can easily resize it
- RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
- SetTextureFilter(target.texture, FILTER_BILINEAR); // Texture scale filter to use
-
- Color colors[10] = { 0 };
- for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- // Compute required framebuffer scaling
- float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
-
- if (IsKeyPressed(KEY_SPACE))
- {
- // Recalculate random colors for the bars
- for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
- }
-
- // Update virtual mouse (clamped mouse value behind game screen)
- Vector2 mouse = GetMousePosition();
- Vector2 virtualMouse = { 0 };
- virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
- virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
- virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight });
-
- // Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui)
- //SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth*scale))*0.5f, -(GetScreenHeight() - (gameScreenHeight*scale))*0.5f);
- //SetMouseScale(1/scale, 1/scale);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(BLACK);
-
- // Draw everything in the render texture, note this will not be rendered on screen, yet
- BeginTextureMode(target);
-
- ClearBackground(RAYWHITE); // Clear render texture background color
-
- for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
-
- DrawText("If executed inside a window,\nyou can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
-
- DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
- DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);
-
- EndTextureMode();
-
- // Draw RenderTexture2D to window, properly scaled
- DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
- (Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5f, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f,
- (float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
-
- EndDrawing();
- //--------------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadRenderTexture(target); // Unload render texture
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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