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Diffstat (limited to 'examples/core/core_window_letterbox.c')
-rw-r--r--examples/core/core_window_letterbox.c23
1 files changed, 8 insertions, 15 deletions
diff --git a/examples/core/core_window_letterbox.c b/examples/core/core_window_letterbox.c
index 1e076516..7c17c8c5 100644
--- a/examples/core/core_window_letterbox.c
+++ b/examples/core/core_window_letterbox.c
@@ -13,21 +13,14 @@
#include "raylib.h"
-#define max(a, b) ((a)>(b)? (a) : (b))
-#define min(a, b) ((a)<(b)? (a) : (b))
+#include "raymath.h" // Required for: Vector2Clamp()
-// 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;
-}
+#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;
@@ -57,7 +50,7 @@ int main(void)
// Update
//----------------------------------------------------------------------------------
// Compute required framebuffer scaling
- float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
+ float scale = MIN((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
if (IsKeyPressed(KEY_SPACE))
{
@@ -70,7 +63,7 @@ int main(void)
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){ (float)gameScreenWidth, (float)gameScreenHeight });
+ virtualMouse = Vector2Clamp(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ (float)gameScreenWidth, (float)gameScreenHeight });
// 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);