/******************************************************************************************* * * raylib [core] example - window scale letterbox * * 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)) 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); 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); 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; }