| @ -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; | |||||
| } | |||||