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Diffstat (limited to 'examples/src/core/core_window_letterbox.c')
-rw-r--r--examples/src/core/core_window_letterbox.c40
1 files changed, 20 insertions, 20 deletions
diff --git a/examples/src/core/core_window_letterbox.c b/examples/src/core/core_window_letterbox.c
index 8c0843d..f90214c 100644
--- a/examples/src/core/core_window_letterbox.c
+++ b/examples/src/core/core_window_letterbox.c
@@ -16,7 +16,7 @@
#define max(a, b) ((a)>(b)? (a) : (b))
#define min(a, b) ((a)<(b)? (a) : (b))
-int main()
+int main(void)
{
const int windowWidth = 800;
const int windowHeight = 450;
@@ -28,63 +28,63 @@ int main()
int gameScreenWidth = 640;
int gameScreenHeight = 480;
-
+
// Render texture initialization
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);
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
-
+
// Main game loop
- while( !WindowShouldClose() ) // Detect window close button or ESC key
+ 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))
+
+ 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
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("You 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,
+ (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;
}