| @ -1,113 +0,0 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * raylib [core] example - window scale letterbox 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 | |||
| 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); | |||
| // Update virtual mouse | |||
| //---------------------------------------------------------------------------------- | |||
| Vector2 mouse = GetMousePosition(); | |||
| mouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale; | |||
| mouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale; | |||
| // Clamp mouse value behind gamescreen | |||
| mouse = ClampValue(mouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, 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 }; | |||
| } | |||
| //---------------------------------------------------------------------------------- | |||
| // 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("Virtual Mouse : %.0f , %.0f", mouse.x, mouse.y), 350, 25, 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))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5, | |||
| (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; | |||
| } | |||