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| author | raysan5 <[email protected]> | 2020-03-28 18:36:30 +0100 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2020-03-28 18:36:30 +0100 |
| commit | a5e1aff99bf362a3ebef2d4559e7529a36d935f3 (patch) | |
| tree | dfadc495085c7892643ede8294001c288fb4a778 /examples/core | |
| parent | e333eb415b63b22d1c19786127c729cdef11e96b (diff) | |
| download | raylib-a5e1aff99bf362a3ebef2d4559e7529a36d935f3.tar.gz raylib-a5e1aff99bf362a3ebef2d4559e7529a36d935f3.zip | |
[example] Integrate virtual mouse in main example
Diffstat (limited to 'examples/core')
| -rw-r--r-- | examples/core/core_window_letterbox.c | 24 | ||||
| -rw-r--r-- | examples/core/core_window_letterbox.png | bin | 17967 -> 23608 bytes | |||
| -rw-r--r-- | examples/core/core_window_letterbox_virtual_mouse.c | 113 |
3 files changed, 23 insertions, 114 deletions
diff --git a/examples/core/core_window_letterbox.c b/examples/core/core_window_letterbox.c index fe67fe0a..4402dd2a 100644 --- a/examples/core/core_window_letterbox.c +++ b/examples/core/core_window_letterbox.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [core] example - window scale letterbox +* raylib [core] example - window scale letterbox (and virtual mouse) * * 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) @@ -16,6 +16,18 @@ #define max(a, b) ((a)>(b)? (a) : (b)) #define min(a, b) ((a)<(b)? (a) : (b)) +// Clamp Vector2 value with min and max and return a new vector2 +// NOTE: Required for virtual mouse, to clamp inside virtual game size +Vector2 ClampValue(Vector2 value, Vector2 min, Vector2 max) +{ + Vector2 result = value; + result.x = (result.x > max.x)? max.x : result.x; + result.x = (result.x < min.x)? min.x : result.x; + result.y = (result.y > max.y)? max.y : result.y; + result.y = (result.y < min.y)? min.y : result.y; + return result; +} + int main(void) { const int windowWidth = 800; @@ -52,6 +64,13 @@ int main(void) // 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 = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight }); //---------------------------------------------------------------------------------- // Draw @@ -67,6 +86,9 @@ int main(void) 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(); diff --git a/examples/core/core_window_letterbox.png b/examples/core/core_window_letterbox.png Binary files differindex 5acf2d7c..fbdbb864 100644 --- a/examples/core/core_window_letterbox.png +++ b/examples/core/core_window_letterbox.png diff --git a/examples/core/core_window_letterbox_virtual_mouse.c b/examples/core/core_window_letterbox_virtual_mouse.c deleted file mode 100644 index 37da10be..00000000 --- a/examples/core/core_window_letterbox_virtual_mouse.c +++ /dev/null @@ -1,113 +0,0 @@ -/*******************************************************************************************
-*
-* raylib [core] example - window scale letterbox virtual mouse
-*
-* 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))
-
-// Clamp Vector2 value with min and max and return a new vector2
-Vector2 ClampValue(Vector2 value, Vector2 min, Vector2 max)
-{
- Vector2 result = value;
- result.x = (result.x > max.x)? max.x : result.x;
- result.x = (result.x < min.x)? min.x : result.x;
- result.y = (result.y > max.y)? max.y : result.y;
- result.y = (result.y < min.y)? min.y : result.y;
- return result;
-}
-
-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);
-
- // Update virtual mouse
- //----------------------------------------------------------------------------------
- Vector2 mouse = GetMousePosition();
-
- mouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
- mouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
-
- // Clamp mouse value behind gamescreen
- mouse = ClampValue(mouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, 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);
- DrawText( TextFormat("Virtual Mouse : %.0f , %.0f", mouse.x, mouse.y), 350, 25, 20, YELLOW);
-
- 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;
-}
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