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@ -17,11 +17,9 @@ |
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#include "raylib.h" |
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// For itteration purposes and teaching example |
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#define RESOLUTION_COUNT 4 |
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#define RESOLUTION_COUNT 4 // For iteration purposes and teaching example |
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enum ViewportType |
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{ |
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typedef enum { |
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// Only upscale, useful for pixel art |
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KEEP_ASPECT_INTEGER, |
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KEEP_HEIGHT_INTEGER, |
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@ -32,24 +30,28 @@ enum ViewportType |
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KEEP_WIDTH, |
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// For itteration purposes and as a teaching example |
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VIEWPORT_TYPE_COUNT, |
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} ViewportType; |
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// For displaying on GUI |
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const char *ViewportTypeNames[VIEWPORT_TYPE_COUNT] = { |
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"KEEP_ASPECT_INTEGER", |
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"KEEP_HEIGHT_INTEGER", |
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"KEEP_WIDTH_INTEGER", |
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"KEEP_ASPECT", |
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"KEEP_HEIGHT", |
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"KEEP_WIDTH", |
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}; |
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//-------------------------------------------------------------------------------------- |
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// Module Functions Declaration |
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//-------------------------------------------------------------------------------------- |
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static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect); |
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static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect); |
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static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect); |
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static void KeepAspectCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect); |
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static void KeepHeightCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect); |
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static void KeepWidthCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect); |
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static void ResizeRenderSize(enum ViewportType viewportType, int *screenWidth, int *screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect, RenderTexture2D *target); |
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static void ResizeRenderSize(ViewportType viewportType, int *screenWidth, int *screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect, RenderTexture2D *target); |
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// Example how to calculate position on RenderTexture |
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static Vector2 Screen2RenderTexturePosition(Vector2 point, Rectangle *textureRect, Rectangle *scaledRect); |
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@ -61,91 +63,89 @@ int main(void) |
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{ |
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// Initialization |
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//--------------------------------------------------------- |
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int screenWidth = 800; |
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int screenHeight = 450; |
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SetConfigFlags(FLAG_WINDOW_RESIZABLE); |
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InitWindow(screenWidth, screenHeight, "raylib [core] example - viewport scaling"); |
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// Preset resolutions that could be created by subdividing screen resolution |
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Vector2 resolutionList[RESOLUTION_COUNT] = { |
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(Vector2){64, 64}, |
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(Vector2){256, 240}, |
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(Vector2){320, 180}, |
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(Vector2){ 64, 64 }, |
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(Vector2){ 256, 240 }, |
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(Vector2){ 320, 180 }, |
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// 4K doesn't work with integer scaling but included for example purposes with non-integer scaling |
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(Vector2){3840, 2160}, |
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(Vector2){ 3840, 2160 }, |
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}; |
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int resolutionIndex = 0; |
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int screenWidth = 800; |
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int screenHeight = 450; |
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int resolutionIndex = 0; |
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int gameWidth = 64; |
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int gameHeight = 64; |
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RenderTexture2D target = (RenderTexture2D){0}; |
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Rectangle sourceRect = (Rectangle){0}; |
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Rectangle destRect = (Rectangle){0}; |
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// For displaying on GUI |
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const char *ViewportTypeNames[VIEWPORT_TYPE_COUNT] = { |
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"KEEP_ASPECT_INTEGER", |
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"KEEP_HEIGHT_INTEGER", |
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"KEEP_WIDTH_INTEGER", |
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"KEEP_ASPECT", |
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"KEEP_HEIGHT", |
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"KEEP_WIDTH", |
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}; |
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enum ViewportType viewportType = KEEP_ASPECT_INTEGER; |
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RenderTexture2D target = (RenderTexture2D){ 0 }; |
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Rectangle sourceRect = (Rectangle){ 0 }; |
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Rectangle destRect = (Rectangle){ 0 }; |
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SetConfigFlags(FLAG_WINDOW_RESIZABLE); |
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InitWindow(screenWidth, screenHeight, "raylib [core] example - viewport scaling"); |
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ViewportType viewportType = KEEP_ASPECT_INTEGER; |
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ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target); |
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// Button rectangles |
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Rectangle decreaseResolutionButton = (Rectangle){ 200, 30, 10, 10 }; |
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Rectangle increaseResolutionButton = (Rectangle){ 215, 30, 10, 10 }; |
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Rectangle decreaseTypeButton = (Rectangle){ 200, 45, 10, 10 }; |
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Rectangle increaseTypeButton = (Rectangle){ 215, 45, 10, 10 }; |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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//---------------------------------------------------------- |
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// Button rectangles |
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Rectangle decreaseResolutionButton = (Rectangle){200, 30, 10, 10}; |
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Rectangle increaseResolutionButton = (Rectangle){215, 30, 10, 10}; |
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Rectangle decreaseTypeButton = (Rectangle){200, 45, 10, 10}; |
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Rectangle increaseTypeButton = (Rectangle){215, 45, 10, 10}; |
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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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if (IsWindowResized()){ |
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ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target); |
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} |
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//---------------------------------------------------------------------------------- |
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if (IsWindowResized()) ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target); |
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Vector2 mousePosition = GetMousePosition(); |
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bool mousePressed = IsMouseButtonPressed(MOUSE_BUTTON_LEFT); |
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// Check buttons and rescale |
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if (CheckCollisionPointRec(mousePosition, decreaseResolutionButton) && mousePressed){ |
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resolutionIndex = (resolutionIndex + RESOLUTION_COUNT - 1) % RESOLUTION_COUNT; |
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if (CheckCollisionPointRec(mousePosition, decreaseResolutionButton) && mousePressed) |
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{ |
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resolutionIndex = (resolutionIndex + RESOLUTION_COUNT - 1)%RESOLUTION_COUNT; |
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gameWidth = resolutionList[resolutionIndex].x; |
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gameHeight = resolutionList[resolutionIndex].y; |
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ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target); |
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} |
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if (CheckCollisionPointRec(mousePosition, increaseResolutionButton) && mousePressed){ |
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resolutionIndex = (resolutionIndex + 1) % RESOLUTION_COUNT; |
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if (CheckCollisionPointRec(mousePosition, increaseResolutionButton) && mousePressed) |
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{ |
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resolutionIndex = (resolutionIndex + 1)%RESOLUTION_COUNT; |
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gameWidth = resolutionList[resolutionIndex].x; |
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gameHeight = resolutionList[resolutionIndex].y; |
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ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target); |
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} |
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if (CheckCollisionPointRec(mousePosition, decreaseTypeButton) && mousePressed){ |
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viewportType = (viewportType + VIEWPORT_TYPE_COUNT - 1) % VIEWPORT_TYPE_COUNT; |
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if (CheckCollisionPointRec(mousePosition, decreaseTypeButton) && mousePressed) |
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{ |
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viewportType = (viewportType + VIEWPORT_TYPE_COUNT - 1)%VIEWPORT_TYPE_COUNT; |
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ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target); |
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} |
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if (CheckCollisionPointRec(mousePosition, increaseTypeButton) && mousePressed){ |
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viewportType = (viewportType + 1) % VIEWPORT_TYPE_COUNT; |
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if (CheckCollisionPointRec(mousePosition, increaseTypeButton) && mousePressed) |
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{ |
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viewportType = (viewportType + 1)%VIEWPORT_TYPE_COUNT; |
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ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target); |
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} |
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Vector2 textureMousePosition = Screen2RenderTexturePosition(mousePosition, &sourceRect, &destRect); |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//----------------------------------------------------- |
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//---------------------------------------------------------------------------------- |
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// Draw our scene to the render texture |
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BeginTextureMode(target); |
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ClearBackground(WHITE); |
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DrawCircle(textureMousePosition.x, textureMousePosition.y, 20.f, LIME); |
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DrawCircle(textureMousePosition.x, textureMousePosition.y, 20.0f, LIME); |
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EndTextureMode(); |
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// Draw render texture to main framebuffer |
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@ -153,9 +153,7 @@ int main(void) |
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ClearBackground(BLACK); |
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// Draw our render texture with rotation applied |
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const Vector2 ORIGIN_POSITION = (Vector2){ 0.0f, 0.0f }; |
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const float ROTATION = 0.f; |
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DrawTexturePro(target.texture, sourceRect, destRect, ORIGIN_POSITION, ROTATION, WHITE); |
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DrawTexturePro(target.texture, sourceRect, destRect, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE); |
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// Draw Native resolution (GUI or anything) |
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// Draw info box |
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@ -167,15 +165,10 @@ int main(void) |
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DrawText(TextFormat("Game Resolution: %d x %d", gameWidth, gameHeight), 15, 30, 10, BLACK); |
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DrawText(TextFormat("Type: %s", ViewportTypeNames[viewportType]), 15, 45, 10, BLACK); |
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Vector2 scaleRatio = (Vector2){destRect.width / sourceRect.width, destRect.height / -sourceRect.height}; |
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if (scaleRatio.x < 0.001f || scaleRatio.y < 0.001f) |
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{ |
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DrawText(TextFormat("Scale ratio: INVALID"), 15, 60, 10, BLACK); |
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} |
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else |
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{ |
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DrawText(TextFormat("Scale ratio: %.2f x %.2f", scaleRatio.x, scaleRatio.y), 15, 60, 10, BLACK); |
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} |
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Vector2 scaleRatio = (Vector2){destRect.width/sourceRect.width, -destRect.height/sourceRect.height}; |
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if (scaleRatio.x < 0.001f || scaleRatio.y < 0.001f) DrawText(TextFormat("Scale ratio: INVALID"), 15, 60, 10, BLACK); |
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else DrawText(TextFormat("Scale ratio: %.2f x %.2f", scaleRatio.x, scaleRatio.y), 15, 60, 10, BLACK); |
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DrawText(TextFormat("Source size: %.2f x %.2f", sourceRect.width, -sourceRect.height), 15, 75, 10, BLACK); |
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DrawText(TextFormat("Destination size: %.2f x %.2f", destRect.width, destRect.height), 15, 90, 10, BLACK); |
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@ -190,13 +183,13 @@ int main(void) |
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DrawText(">", increaseResolutionButton.x + 3, increaseResolutionButton.y + 1, 10, BLACK); |
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EndDrawing(); |
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//----------------------------------------------------- |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//--------------------------------------------------------- |
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//---------------------------------------------------------------------------------- |
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CloseWindow(); // Close window and OpenGL context |
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//---------------------------------------------------------- |
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//---------------------------------------------------------------------------------- |
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return 0; |
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} |
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@ -206,54 +199,54 @@ int main(void) |
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//-------------------------------------------------------------------------------------- |
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static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect) |
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{ |
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sourceRect->x = 0.f; |
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sourceRect->x = 0.0f; |
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sourceRect->y = (float)gameHeight; |
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sourceRect->width = (float)gameWidth; |
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sourceRect->height = (float)-gameHeight; |
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const int ratio_x = (screenWidth/gameWidth); |
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const int ratio_y = (screenHeight/gameHeight); |
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const float resizeRatio = (float)(ratio_x < ratio_y ? ratio_x : ratio_y); |
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const float resizeRatio = (float)(p">(ratio_x < ratio_y class="p">)? ratio_x : ratio_y); |
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destRect->x = (float)(int)((screenWidth - (gameWidth * resizeRatio)) * 0.5); |
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destRect->y = (float)(int)((screenHeight - (gameHeight * resizeRatio)) * 0.5); |
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destRect->width = (float)(int)(gameWidth * resizeRatio); |
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destRect->height = (float)(int)(gameHeight * resizeRatio); |
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destRect->x = (float)(int)((screenWidth - (gameWidth*resizeRatio))*0.5f); |
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destRect->y = (float)(int)((screenHeight - (gameHeight*resizeRatio))*0.5f); |
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destRect->width = (float)(int)(gameWidth*resizeRatio); |
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destRect->height = (float)(int)(gameHeight*resizeRatio); |
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} |
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static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect) |
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{ |
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const float resizeRatio = (float)(screenHeight/gameHeight); |
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sourceRect->x = 0.f; |
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sourceRect->y = 0.f; |
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sourceRect->width = (float)(int)(screenWidth / resizeRatio); |
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sourceRect->x = 0.0f; |
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sourceRect->y = 0.0f; |
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sourceRect->width = (float)(int)(screenWidth/resizeRatio); |
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sourceRect->height = (float)-gameHeight; |
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destRect->x = (float)(int)((screenWidth - (sourceRect->width * resizeRatio)) * 0.5); |
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destRect->y = (float)(int)((screenHeight - (gameHeight * resizeRatio)) * 0.5); |
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destRect->width = (float)(int)(sourceRect->width * resizeRatio); |
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destRect->height = (float)(int)(gameHeight * resizeRatio); |
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destRect->x = (float)(int)((screenWidth - (sourceRect->width*resizeRatio))*0.5f); |
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destRect->y = (float)(int)((screenHeight - (gameHeight*resizeRatio))*0.5f); |
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destRect->width = (float)(int)(sourceRect->width*resizeRatio); |
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destRect->height = (float)(int)(gameHeight*resizeRatio); |
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} |
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static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect) |
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{ |
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const float resizeRatio = (float)(screenWidth/gameWidth); |
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sourceRect->x = 0.f; |
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sourceRect->y = 0.f; |
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sourceRect->x = 0.0f; |
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sourceRect->y = 0.0f; |
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sourceRect->width = (float)gameWidth; |
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sourceRect->height = (float)(int)(screenHeight / resizeRatio); |
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sourceRect->height = (float)(int)(screenHeight/resizeRatio); |
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destRect->x = (float)(int)((screenWidth - (gameWidth * resizeRatio)) * 0.5); |
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destRect->y = (float)(int)((screenHeight - (sourceRect->height * resizeRatio)) * 0.5); |
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destRect->width = (float)(int)(gameWidth * resizeRatio); |
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destRect->height = (float)(int)(sourceRect->height * resizeRatio); |
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destRect->x = (float)(int)((screenWidth - (gameWidth*resizeRatio))*0.5f); |
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destRect->y = (float)(int)((screenHeight - (sourceRect->height*resizeRatio))*0.5f); |
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destRect->width = (float)(int)(gameWidth*resizeRatio); |
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destRect->height = (float)(int)(sourceRect->height*resizeRatio); |
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sourceRect->height *= -1.f; |
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sourceRect->height *= -1.0f; |
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} |
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static void KeepAspectCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect) |
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{ |
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sourceRect->x = 0.f; |
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sourceRect->x = 0.0f; |
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sourceRect->y = (float)gameHeight; |
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sourceRect->width = (float)gameWidth; |
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sourceRect->height = (float)-gameHeight; |
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@ -262,81 +255,58 @@ static void KeepAspectCentered(int screenWidth, int screenHeight, int gameWidth, |
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const float ratio_y = ((float)screenHeight/(float)gameHeight); |
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const float resizeRatio = (ratio_x < ratio_y ? ratio_x : ratio_y); |
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destRect->x = (float)(int)((screenWidth - (gameWidth * resizeRatio)) * 0.5); |
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destRect->y = (float)(int)((screenHeight - (gameHeight * resizeRatio)) * 0.5); |
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destRect->width = (float)(int)(gameWidth * resizeRatio); |
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destRect->height = (float)(int)(gameHeight * resizeRatio); |
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destRect->x = (float)(int)((screenWidth - (gameWidth*resizeRatio))*0.5f); |
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destRect->y = (float)(int)((screenHeight - (gameHeight*resizeRatio))*0.5f); |
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destRect->width = (float)(int)(gameWidth*resizeRatio); |
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destRect->height = (float)(int)(gameHeight*resizeRatio); |
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} |
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static void KeepHeightCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect) |
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{ |
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const float resizeRatio = ((float)screenHeight/(float)gameHeight); |
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sourceRect->x = 0.f; |
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sourceRect->y = 0.f; |
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sourceRect->width = (float)(int)((float)screenWidth / resizeRatio); |
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sourceRect->x = 0.0f; |
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sourceRect->y = 0.0f; |
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sourceRect->width = (float)(int)((float)screenWidth/resizeRatio); |
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sourceRect->height = (float)-gameHeight; |
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destRect->x = (float)(int)((screenWidth - (sourceRect->width * resizeRatio)) * 0.5); |
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destRect->y = (float)(int)((screenHeight - (gameHeight * resizeRatio)) * 0.5); |
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destRect->width = (float)(int)(sourceRect->width * resizeRatio); |
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destRect->height = (float)(int)(gameHeight * resizeRatio); |
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destRect->x = (float)(int)((screenWidth - (sourceRect->width*resizeRatio))*0.5f); |
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destRect->y = (float)(int)((screenHeight - (gameHeight*resizeRatio))*0.5f); |
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destRect->width = (float)(int)(sourceRect->width*resizeRatio); |
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destRect->height = (float)(int)(gameHeight*resizeRatio); |
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} |
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static void KeepWidthCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect) |
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|
{ |
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const float resizeRatio = ((float)screenWidth/(float)gameWidth); |
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sourceRect->x = 0.f; |
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sourceRect->y = 0.f; |
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sourceRect->x = 0.0f; |
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|
sourceRect->y = 0.0f; |
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sourceRect->width = (float)gameWidth; |
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sourceRect->height = (float)(int)((float)screenHeight / resizeRatio); |
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sourceRect->height = (float)(int)((float)screenHeight/resizeRatio); |
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destRect->x = (float)(int)((screenWidth - (gameWidth * resizeRatio)) * 0.5); |
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destRect->y = (float)(int)((screenHeight - (sourceRect->height * resizeRatio)) * 0.5); |
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destRect->width = (float)(int)(gameWidth * resizeRatio); |
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|
destRect->height = (float)(int)(sourceRect->height * resizeRatio); |
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|
destRect->x = (float)(int)((screenWidth - (gameWidth*resizeRatio))*0.5f); |
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|
destRect->y = (float)(int)((screenHeight - (sourceRect->height*resizeRatio))*0.5f); |
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|
destRect->width = (float)(int)(gameWidth*resizeRatio); |
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|
destRect->height = (float)(int)(sourceRect->height*resizeRatio); |
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|
|
|
|
sourceRect->height *= -1.f; |
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|
} |
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|
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static void ResizeRenderSize(k">enum ViewportType viewportType, int *screenWidth, int *screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect, RenderTexture2D *target) |
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|
static void ResizeRenderSize(ViewportType viewportType, int *screenWidth, int *screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect, RenderTexture2D *target) |
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|
|
{ |
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|
*screenWidth = GetScreenWidth(); |
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|
|
*screenHeight = GetScreenHeight(); |
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|
|
|
|
|
switch(viewportType) |
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|
{ |
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|
case KEEP_ASPECT_INTEGER: |
|
|
|
{ |
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|
|
KeepAspectCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); |
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|
|
break; |
|
|
|
} |
|
|
|
case KEEP_HEIGHT_INTEGER: |
|
|
|
{ |
|
|
|
KeepHeightCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); |
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|
|
break; |
|
|
|
} |
|
|
|
case KEEP_WIDTH_INTEGER: |
|
|
|
{ |
|
|
|
KeepWidthCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); |
|
|
|
break; |
|
|
|
} |
|
|
|
case KEEP_ASPECT: |
|
|
|
{ |
|
|
|
KeepAspectCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); |
|
|
|
break; |
|
|
|
} |
|
|
|
case KEEP_HEIGHT: |
|
|
|
{ |
|
|
|
KeepHeightCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); |
|
|
|
break; |
|
|
|
} |
|
|
|
case KEEP_WIDTH: |
|
|
|
{ |
|
|
|
KeepWidthCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); |
|
|
|
break; |
|
|
|
} |
|
|
|
default: {} |
|
|
|
case KEEP_ASPECT_INTEGER: KeepAspectCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); break; |
|
|
|
case KEEP_HEIGHT_INTEGER: KeepHeightCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); break; |
|
|
|
case KEEP_WIDTH_INTEGER: KeepWidthCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); break; |
|
|
|
case KEEP_ASPECT: KeepAspectCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); break; |
|
|
|
case KEEP_HEIGHT: KeepHeightCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); break; |
|
|
|
case KEEP_WIDTH: KeepWidthCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); break; |
|
|
|
default: break; |
|
|
|
} |
|
|
|
|
|
|
|
UnloadRenderTexture(*target); |
|
|
|
*target = LoadRenderTexture(sourceRect->width, -sourceRect->height); |
|
|
|
} |
|
|
|
@ -345,7 +315,7 @@ static void ResizeRenderSize(enum ViewportType viewportType, int *screenWidth, i |
|
|
|
static Vector2 Screen2RenderTexturePosition(Vector2 point, Rectangle *textureRect, Rectangle *scaledRect) |
|
|
|
{ |
|
|
|
Vector2 relativePosition = {point.x - scaledRect->x, point.y - scaledRect->y}; |
|
|
|
Vector2 ratio = {textureRect->width / scaledRect->width, -textureRect->height / scaledRect->height}; |
|
|
|
Vector2 ratio = {textureRect->width/scaledRect->width, -textureRect->height/scaledRect->height}; |
|
|
|
|
|
|
|
return (Vector2){relativePosition.x * ratio.x, relativePosition.y * ratio.x}; |
|
|
|
return (Vector2){relativePosition.x*ratio.x, relativePosition.y*ratio.x}; |
|
|
|
} |