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providing and example on how to apply the screen scale (as done in the virtual mouse) to the real mouse, to work with raygui (#1481)

Matheus Duarte 4 years ago
parent
commit
227496bea7
1 changed files with 5 additions and 0 deletions
  1. 5 0
      examples/core/core_window_letterbox.c

+ 5 - 0
examples/core/core_window_letterbox.c

@@ -71,6 +71,11 @@ int main(void)
         virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
         virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
         virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
         virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
         virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight }); 
         virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight }); 
+
+        // Apply the same transformation as the virtual mouse to the real mouse, to work with raygui.
+        // SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth * scale)) * 0.5f, -(GetScreenHeight() - (gameScreenHeight * scale)) * 0.5f);
+        // SetMouseScale(1 / scale, 1 / scale);
+
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
 
 
         // Draw
         // Draw