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| author | Anata <[email protected]> | 2020-03-24 14:25:44 +0100 |
|---|---|---|
| committer | GitHub <[email protected]> | 2020-03-24 14:25:44 +0100 |
| commit | c45fe62abcf7d710678f7f4bc25dc9b1bfdc8ea2 (patch) | |
| tree | dcf5fb70474028a10cf668373b2e8c2909e332f8 /examples | |
| parent | 584e2d664c8b946a1d09cf02778370629ee65e3e (diff) | |
| download | raylib-c45fe62abcf7d710678f7f4bc25dc9b1bfdc8ea2.tar.gz raylib-c45fe62abcf7d710678f7f4bc25dc9b1bfdc8ea2.zip | |
Add files via upload (#1147)
Virtual mouse with window letterbox, and Clamp
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/core/core_window_letterbox_virtual_mouse.c | 115 |
1 files changed, 115 insertions, 0 deletions
diff --git a/examples/core/core_window_letterbox_virtual_mouse.c b/examples/core/core_window_letterbox_virtual_mouse.c new file mode 100644 index 00000000..87280cdd --- /dev/null +++ b/examples/core/core_window_letterbox_virtual_mouse.c @@ -0,0 +1,115 @@ +/*******************************************************************************************
+*
+* 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 Clamp( 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) ) * 0.5) / scale;
+ mouse.y = (mouse.y - ( GetScreenHeight () - ( gameScreenHeight * scale) ) * 0.5) / scale;
+
+ // Clamp mouse value behind gamescreen
+ mouse = Clamp( 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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