1/*******************************************************************************************
2*
3* raylib [core] example - window scale letterbox (and virtual mouse)
4*
5* This example has been created using raylib 2.5 (www.raylib.com)
6* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
7*
8* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
9*
10* Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
11*
12********************************************************************************************/
13
14#include "raylib.h"
15
16#define max(a, b) ((a)>(b)? (a) : (b))
17#define min(a, b) ((a)<(b)? (a) : (b))
18
19// Clamp Vector2 value with min and max and return a new vector2
20// NOTE: Required for virtual mouse, to clamp inside virtual game size
21Vector2 ClampValue(Vector2 value, Vector2 min, Vector2 max)
22{
23 Vector2 result = value;
24 result.x = (result.x > max.x)? max.x : result.x;
25 result.x = (result.x < min.x)? min.x : result.x;
26 result.y = (result.y > max.y)? max.y : result.y;
27 result.y = (result.y < min.y)? min.y : result.y;
28 return result;
29}
30
31int main(void)
32{
33 const int windowWidth = 800;
34 const int windowHeight = 450;
35
36 // Enable config flags for resizable window and vertical synchro
37 SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT);
38 InitWindow(windowWidth, windowHeight, "raylib [core] example - window scale letterbox");
39 SetWindowMinSize(320, 240);
40
41 int gameScreenWidth = 640;
42 int gameScreenHeight = 480;
43
44 // Render texture initialization, used to hold the rendering result so we can easily resize it
45 RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
46 SetTextureFilter(target.texture, FILTER_BILINEAR); // Texture scale filter to use
47
48 Color colors[10] = { 0 };
49 for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
50
51 SetTargetFPS(60); // Set our game to run at 60 frames-per-second
52 //--------------------------------------------------------------------------------------
53
54 // Main game loop
55 while (!WindowShouldClose()) // Detect window close button or ESC key
56 {
57 // Update
58 //----------------------------------------------------------------------------------
59 // Compute required framebuffer scaling
60 float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
61
62 if (IsKeyPressed(KEY_SPACE))
63 {
64 // Recalculate random colors for the bars
65 for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
66 }
67
68 // Update virtual mouse (clamped mouse value behind game screen)
69 Vector2 mouse = GetMousePosition();
70 Vector2 virtualMouse = { 0 };
71 virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
72 virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
73 virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight });
74 //----------------------------------------------------------------------------------
75
76 // Draw
77 //----------------------------------------------------------------------------------
78 BeginDrawing();
79 ClearBackground(BLACK);
80
81 // Draw everything in the render texture, note this will not be rendered on screen, yet
82 BeginTextureMode(target);
83
84 ClearBackground(RAYWHITE); // Clear render texture background color
85
86 for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
87
88 DrawText("If executed inside a window,\nyou can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
89
90 DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
91 DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);
92
93 EndTextureMode();
94
95 // Draw RenderTexture2D to window, properly scaled
96 DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
97 (Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5,
98 (float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
99
100 EndDrawing();
101 //--------------------------------------------------------------------------------------
102 }
103
104 // De-Initialization
105 //--------------------------------------------------------------------------------------
106 UnloadRenderTexture(target); // Unload render texture
107
108 CloseWindow(); // Close window and OpenGL context
109 //--------------------------------------------------------------------------------------
110
111 return 0;
112}
113