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[example] Integrate virtual mouse in main example

raysan5 5 năm trước cách đây
mục cha
commit
a5e1aff99b

+ 23 - 1
examples/core/core_window_letterbox.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [core] example - window scale letterbox
+*   raylib [core] example - window scale letterbox (and 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)
@@ -16,6 +16,18 @@
 #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
+// 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;
+}
+
 int main(void)
 {
     const int windowWidth = 800;
@@ -52,6 +64,13 @@ int main(void)
             // 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 };
         }
+        
+        // Update virtual mouse (clamped mouse value behind game screen)
+        Vector2 mouse = GetMousePosition();
+        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){ gameScreenWidth, gameScreenHeight }); 
         //----------------------------------------------------------------------------------
 
         // Draw
@@ -67,6 +86,9 @@ int main(void)
                 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("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
+                DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);
 
             EndTextureMode();
 

BIN
examples/core/core_window_letterbox.png


+ 0 - 113
examples/core/core_window_letterbox_virtual_mouse.c

@@ -1,113 +0,0 @@
-/*******************************************************************************************
-*
-*   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 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;
-}
-
-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))*0.5f)/scale;
-        mouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
-
-        // Clamp mouse value behind gamescreen
-        mouse = ClampValue(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;
-}