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/*******************************************************************************************
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* |
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* raylib [core] example - window scale letterbox virtual mouse |
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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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* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5) |
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* Copyright (c) 2019 Anata (@anatagawa) 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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// Clamp Vector2 value with min and max and return a new vector2
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Vector2 ClampValue(Vector2 value, Vector2 min, Vector2 max) |
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{ |
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Vector2 result = value; |
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result.x = (result.x > max.x)? max.x : result.x; |
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result.x = (result.x < min.x)? min.x : result.x; |
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result.y = (result.y > max.y)? max.y : result.y; |
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result.y = (result.y < min.y)? min.y : result.y; |
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return result; |
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} |
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int main(void) |
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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, used to hold the rendering result so we can easily resize it
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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); // Set our game to run at 60 frames-per-second
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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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// Update virtual mouse
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//----------------------------------------------------------------------------------
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Vector2 mouse = GetMousePosition(); |
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mouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale; |
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mouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale; |
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// Clamp mouse value behind gamescreen
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mouse = ClampValue(mouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight }); |
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//----------------------------------------------------------------------------------
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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, note this will not be rendered on screen, yet
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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("If executed inside a window,\nyou can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE); |
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DrawText( TextFormat("Virtual Mouse : %.0f , %.0f", mouse.x, mouse.y), 350, 25, 20, YELLOW); |
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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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} |