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Virtual mouse with window letterbox, and Clamp
Anata 5 жил өмнө
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c45fe62abc

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examples/core/core_window_letterbox_virtual_mouse.c

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+/*******************************************************************************************
+*
+*   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 Clamp( 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) ) * 0.5) / scale;
+        mouse.y = (mouse.y - ( GetScreenHeight () - ( gameScreenHeight * scale) ) * 0.5) / scale;
+
+        // Clamp mouse value behind gamescreen
+        mouse = Clamp( 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;
+}