|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   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) 2019-2023 Anata (@anatagawa) and Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #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; | 
						
						
							|  | 
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							|  |     // 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); | 
						
						
							|  | 
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							|  |     int gameScreenWidth = 640; | 
						
						
							|  |     int gameScreenHeight = 480; | 
						
						
							|  | 
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							|  |     // 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 }; | 
						
						
							|  | 
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							|  |     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); | 
						
						
							|  | 
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							|  |         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 }; | 
						
						
							|  |         } | 
						
						
							|  | 
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							|  |         // 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 }); | 
						
						
							|  | 
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							|  |         // 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]); | 
						
						
							|  | 
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							|  |             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(); | 
						
						
							|  |         //-------------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadRenderTexture(target);        // Unload render texture | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();                      // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | }
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