diff options
Diffstat (limited to 'examples/core/core_window_letterbox.c')
| -rw-r--r-- | examples/core/core_window_letterbox.c | 23 |
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); |
