raylib-go/examples/core/window_letterbox/main.go
2025-06-22 17:48:18 -04:00

115 lines
3.6 KiB
Go

package main
import (
"fmt"
"image/color"
rl "git.terah.dev/UnrealXR/raylib-go/raylib"
)
const (
screenWidth = 800
screenHeight = 450
)
func main() {
// Enable config flags for resizable window and vertical synchro
rl.SetConfigFlags(rl.FlagWindowResizable | rl.FlagVsyncHint)
rl.InitWindow(screenWidth, screenHeight, "raylib [core] example - Window Scale Letterbox")
rl.SetWindowMinSize(320, 240)
gameScreenWidth, gameScreenHeight := int32(640), int32(480)
// Render texture initialization, used to hold the rendering result so we can easily resize it
target := rl.LoadRenderTexture(gameScreenWidth, gameScreenHeight)
rl.SetTextureFilter(target.Texture, rl.FilterBilinear) // Texture scale filter to use
colors := getRandomColors()
rl.SetTargetFPS(60) // Set our game to run at 60 frames-per-second
for !rl.WindowShouldClose() { // Detect window close button or ESC key
// Compute required frame buffer scaling
scale := min(float32(rl.GetScreenWidth())/float32(gameScreenWidth),
float32(rl.GetScreenHeight())/float32(gameScreenHeight))
if rl.IsKeyPressed(rl.KeySpace) {
// Recalculate random colors for the bars
colors = getRandomColors()
}
// Update virtual mouse (clamped mouse value behind game screen)
mouse := rl.GetMousePosition()
virtualMouse := rl.Vector2{
X: (mouse.X - (float32(rl.GetScreenWidth())-(float32(gameScreenWidth)*scale))*0.5) / scale,
Y: (mouse.Y - (float32(rl.GetScreenHeight())-(float32(gameScreenHeight)*scale))*0.5) / scale,
}
virtualMouse = rl.Vector2Clamp(
virtualMouse,
rl.Vector2{},
rl.Vector2{X: float32(gameScreenWidth), Y: float32(gameScreenHeight)},
)
// Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui)
//rl.SetMouseOffset(
// int(-(float32(rl.GetScreenWidth())-(float32(gameScreenWidth)*scale))*0.5),
// int(-(float32(rl.GetScreenHeight())-(float32(gameScreenHeight)*scale))*0.5),
//)
//rl.SetMouseScale(1/scale, 1/scale)
// Draw everything in the render texture, note this will not be rendered on screen, yet
rl.BeginTextureMode(target)
rl.ClearBackground(rl.White)
for i := int32(0); i < 10; i++ {
rl.DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i])
}
text := "If executed inside a window,\nyou can resize the window,\nand see the screen scaling!"
rl.DrawText(text, 10, 25, 20, rl.White)
text = fmt.Sprintf("Default Mouse: [%.0f , %.0f]", mouse.X, mouse.Y)
rl.DrawText(text, 350, 25, 20, rl.Green)
text = fmt.Sprintf("Virtual Mouse: [%.0f , %.0f]", virtualMouse.X, virtualMouse.Y)
rl.DrawText(text, 350, 55, 20, rl.Yellow)
rl.EndTextureMode()
rl.BeginDrawing()
rl.ClearBackground(rl.Black)
// Draw render texture to screen, properly scaled
rl.DrawTexturePro(
target.Texture,
rl.Rectangle{Width: float32(target.Texture.Width), Height: float32(-target.Texture.Height)},
rl.Rectangle{
X: (float32(rl.GetScreenWidth()) - float32(gameScreenWidth)*scale) * 0.5,
Y: (float32(rl.GetScreenHeight()) - float32(gameScreenHeight)*scale) * 0.5,
Width: float32(gameScreenWidth) * scale,
Height: float32(gameScreenHeight) * scale,
},
rl.Vector2{X: 0, Y: 0}, 0, rl.White,
)
rl.EndDrawing()
}
rl.UnloadRenderTexture(target)
rl.CloseWindow() // Close window and OpenGL context
}
func getRandomColors() []color.RGBA {
var colors []color.RGBA
for i := 0; i < 10; i++ {
randomColor := color.RGBA{
R: rndUint8(100, 250),
G: rndUint8(50, 150),
B: rndUint8(10, 100),
A: 255,
}
colors = append(colors, randomColor)
}
return colors
}
func rndUint8(min, max int32) uint8 {
return uint8(rl.GetRandomValue(min, max))
}