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+/*******************************************************************************************
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+*
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+* raylib [core] example - window scale letterbox
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+*
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+* This example has been created using raylib 2.5 (www.raylib.com)
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+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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+*
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+* Copyright (c) 2019 Anata and Ramon Santamaria (@raysan5)
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+*
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+********************************************************************************************/
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+
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+#include "raylib.h"
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+
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+#define max(a, b) ((a)>(b)? (a) : (b))
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+#define min(a, b) ((a)<(b)? (a) : (b))
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+
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+int main()
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+{
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+ const int windowWidth = 800;
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+ const int windowHeight = 450;
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+
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+ // Enable config flags for resizable window and vertical synchro
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+ SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT);
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+ InitWindow(windowWidth, windowHeight, "raylib [core] example - window scale letterbox");
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+ SetWindowMinSize(320, 240);
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+
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+ int gameScreenWidth = 640;
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+ int gameScreenHeight = 480;
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+
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+ // Render texture initialization
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+ RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
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+ SetTextureFilter(target.texture, FILTER_BILINEAR); // Texture scale filter to use
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+
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+ Color colors[10] = { 0 };
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+ for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
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+
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+ SetTargetFPS(60);
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+ //--------------------------------------------------------------------------------------
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+
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+ // Main game loop
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+ while( !WindowShouldClose() ) // Detect window close button or ESC key
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+ {
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+ // Update
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+ //----------------------------------------------------------------------------------
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+ // Compute required framebuffer scaling
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+ float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
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+
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+ if (IsKeyPressed(KEY_SPACE))
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+ {
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+ // Recalculate random colors for the bars
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+ for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
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+ }
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+ //----------------------------------------------------------------------------------
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+
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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginDrawing();
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+ ClearBackground(BLACK);
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+
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+ // Draw everything in the render texture
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+ BeginTextureMode(target);
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+
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+ ClearBackground(RAYWHITE); // Clear render texture background color
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+
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+ for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
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+
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+ DrawText("You can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
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+
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+ EndTextureMode();
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+
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+ // Draw RenderTexture2D to window, properly scaled
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+ DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
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+ (Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5,
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+ (float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
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+
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+ EndDrawing();
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+ //--------------------------------------------------------------------------------------
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+ }
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+
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+ // De-Initialization
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+ //--------------------------------------------------------------------------------------
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+ UnloadRenderTexture(target); // Unload render texture
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+
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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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+
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+ return 0;
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+}
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