|
/*******************************************************************************************
|
|
*
|
|
* raylib [core] example - window scale letterbox (and virtual mouse)
|
|
*
|
|
* Example originally created with raylib 2.5, last time updated with raylib 4.0
|
|
*
|
|
* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
|
|
*
|
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
|
* BSD-like license that allows static linking with closed source software
|
|
*
|
|
* Copyright (c) 2019-2024 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
#include "raylib.h"
|
|
|
|
#include "raymath.h" // Required for: Vector2Clamp()
|
|
|
|
#define MAX(a, b) ((a)>(b)? (a) : (b))
|
|
#define MIN(a, b) ((a)<(b)? (a) : (b))
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Program main entry point
|
|
//------------------------------------------------------------------------------------
|
|
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, 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 };
|
|
}
|
|
|
|
// Update virtual mouse (clamped mouse value behind game screen)
|
|
Vector2 mouse = GetMousePosition();
|
|
Vector2 virtualMouse = { 0 };
|
|
virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
|
|
virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
|
|
virtualMouse = Vector2Clamp(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ (float)gameScreenWidth, (float)gameScreenHeight });
|
|
|
|
// Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui)
|
|
//SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth*scale))*0.5f, -(GetScreenHeight() - (gameScreenHeight*scale))*0.5f);
|
|
//SetMouseScale(1/scale, 1/scale);
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
// 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("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
|
|
DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);
|
|
EndTextureMode();
|
|
|
|
BeginDrawing();
|
|
ClearBackground(BLACK); // Clear screen background
|
|
|
|
// Draw render texture to screen, properly scaled
|
|
DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
|
|
(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5f, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f,
|
|
(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;
|
|
}
|