Browse Source

providing and example on how to apply the screen scale (as done in the virtual mouse) to the real mouse, to work with raygui (#1481)

pull/1486/head
Matheus Duarte 4 years ago
committed by GitHub
parent
commit
227496bea7
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 5 additions and 0 deletions
  1. +5
    -0
      examples/core/core_window_letterbox.c

+ 5
- 0
examples/core/core_window_letterbox.c View File

@ -71,6 +71,11 @@ int main(void)
virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale; virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale; virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight }); virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight });
// Apply the same transformation as the virtual mouse to the real mouse, to work with raygui.
// SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth * scale)) * 0.5f, -(GetScreenHeight() - (gameScreenHeight * scale)) * 0.5f);
// SetMouseScale(1 / scale, 1 / scale);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw

Loading…
Cancel
Save