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/******************************************************************************************* |
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* |
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* raylib [core] example - window scale letterbox |
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* |
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* This example has been created using raylib 2.5 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* Copyright (c) 2019 Anata and Ramon Santamaria (@raysan5) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#define max(a, b) ((a)>(b)? (a) : (b)) |
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#define min(a, b) ((a)<(b)? (a) : (b)) |
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int main() |
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{ |
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const int windowWidth = 800; |
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const int windowHeight = 450; |
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// Enable config flags for resizable window and vertical synchro |
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SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT); |
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InitWindow(windowWidth, windowHeight, "raylib [core] example - window scale letterbox"); |
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SetWindowMinSize(320, 240); |
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int gameScreenWidth = 640; |
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int gameScreenHeight = 480; |
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// Render texture initialization |
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RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight); |
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SetTextureFilter(target.texture, FILTER_BILINEAR); // Texture scale filter to use |
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Color colors[10] = { 0 }; |
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for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 }; |
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SetTargetFPS(60); |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while( !WindowShouldClose() ) // Detect window close button or ESC key |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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// Compute required framebuffer scaling |
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float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight); |
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if (IsKeyPressed(KEY_SPACE)) |
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{ |
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// Recalculate random colors for the bars |
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for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 }; |
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} |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(BLACK); |
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// Draw everything in the render texture |
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BeginTextureMode(target); |
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ClearBackground(RAYWHITE); // Clear render texture background color |
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for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]); |
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DrawText("You can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE); |
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EndTextureMode(); |
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// Draw RenderTexture2D to window, properly scaled |
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DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height }, |
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(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5, |
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(float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE); |
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EndDrawing(); |
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//-------------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadRenderTexture(target); // Unload render texture |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |