diff --git a/examples/Makefile b/examples/Makefile index 338fe168c..911743938 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -386,6 +386,7 @@ CORE = \ core/core_window_letterbox \ core/core_window_should_close \ core/core_split_screen \ + core/core_camera_2d_split_screen \ core/core_smooth_pixelperfect \ core/core_custom_frame_control diff --git a/examples/Makefile.Web b/examples/Makefile.Web index 518fab918..44ace4ee4 100644 --- a/examples/Makefile.Web +++ b/examples/Makefile.Web @@ -361,6 +361,7 @@ CORE = \ core/core_window_letterbox \ core/core_window_should_close \ core/core_split_screen \ + core/core_camera_2d_split_screen \ core/core_smooth_pixelperfect \ core/core_custom_frame_control \ core/core_loading_thread diff --git a/examples/README.md b/examples/README.md index 8399d677d..35acaa25a 100644 --- a/examples/README.md +++ b/examples/README.md @@ -54,6 +54,7 @@ Examples using raylib core platform functionality like window creation, inputs, | 28 | [core_smooth_pixelperfect](core/core_smooth_pixelperfect.c) | core_smooth_pixelperfect | ⭐️⭐️⭐️☆ | 3.7 | **4.0** | [Giancamillo Alessandroni](https://github.com/NotManyIdeasDev) | | 29 | [core_split_screen](core/core_split_screen.c) | core_split_screen | ⭐️⭐️⭐️⭐️ | 3.7 | **4.0** | [Jeffery Myers](https://github.com/JeffM2501) | | 30 | [core_window_should_close](core/core_window_should_close.c) | core_window_should_close | ⭐️⭐️☆☆ | **4.2** | **4.2** | [Ray](https://github.com/raysan5) | +| 31 | [core_camera_2d_split_screen](core/core_camera_2d_split_screen.c) | core_camera_2d_split_screen | ⭐️⭐️⭐️⭐️ | **4.5** | **4.5** | [Jeffery Myers](https://github.com/JeffM2501) | ### category: shapes diff --git a/examples/core/core_camera_2d_split_screen.c b/examples/core/core_camera_2d_split_screen.c new file mode 100644 index 000000000..5f5059569 --- /dev/null +++ b/examples/core/core_camera_2d_split_screen.c @@ -0,0 +1,137 @@ +/******************************************************************************************* +* +* raylib [core] example - split screen +* +* Addapted from the Split Screen example (https://github.com/raysan5/raylib/blob/master/examples/core/core_split_screen.c) +* +* Example originally created with raylib 4.5, last time updated with raylib 4.5 +* +* Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2021-2023 Jeffery Myers (@JeffM2501) +* +********************************************************************************************/ + +#include "raylib.h" + +#include + +#define PLAYER_SIZE 40 + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 440; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - camera 2D split screen"); + + Rectangle player1 = { 200, 200, PLAYER_SIZE, PLAYER_SIZE }; + Rectangle player2 = { 250, 200, PLAYER_SIZE, PLAYER_SIZE }; + + Camera2D camera1 = { 0 }; + camera1.target = (Vector2){ player1.x, player1.y }; + camera1.offset = (Vector2){ 200.0f, 200.0f }; + camera1.rotation = 0.0f; + camera1.zoom = 1.0f; + + Camera2D camera2 = { 0 }; + camera2.target = (Vector2){ player2.x, player2.y }; + camera2.offset = (Vector2){ 200.0f, 200.0f }; + camera2.rotation = 0.0f; + camera2.zoom = 1.0f; + + RenderTexture screenCamera1 = LoadRenderTexture(screenWidth / 2, screenHeight); + RenderTexture screenCamera2 = LoadRenderTexture(screenWidth / 2, screenHeight); + + // Build a flipped rectangle the size of the split view to use for drawing later + Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenCamera1.texture.width, (float)-screenCamera1.texture.height }; + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + void DrawScene(void) { + for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++) + { + DrawLineV((Vector2){PLAYER_SIZE*i, 0}, (Vector2){PLAYER_SIZE*i, screenHeight}, LIGHTGRAY); + } + + for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++) + { + DrawLineV((Vector2){0, PLAYER_SIZE*i}, (Vector2){screenWidth, PLAYER_SIZE*i}, LIGHTGRAY); + } + + for (int i = 0; i < screenWidth/PLAYER_SIZE; i++) + { + for (int j = 0; j < screenHeight/PLAYER_SIZE; j++) + { + char coordinate_str[8]; + snprintf(coordinate_str, sizeof(coordinate_str), "%d,%d", i, j); + DrawText(coordinate_str, 10 + PLAYER_SIZE*i, 10 + PLAYER_SIZE*j, 10, LIGHTGRAY); + } + } + + DrawRectangleRec(player1, RED); + DrawRectangleRec(player2, BLUE); + } + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (IsKeyDown(KEY_S)) player1.y += 3; + else if (IsKeyDown(KEY_W)) player1.y -= 3; + if (IsKeyDown(KEY_D)) player1.x += 3; + else if (IsKeyDown(KEY_A)) player1.x -= 3; + + if (IsKeyDown(KEY_UP)) player2.y += 3; + else if (IsKeyDown(KEY_DOWN)) player2.y -= 3; + if (IsKeyDown(KEY_RIGHT)) player2.x += 3; + else if (IsKeyDown(KEY_LEFT)) player2.x -= 3; + + camera1.target = (Vector2){ player1.x, player1.y }; + camera2.target = (Vector2){ player2.x, player2.y }; + + // Draw + //---------------------------------------------------------------------------------- + BeginTextureMode(screenCamera1); + ClearBackground(RAYWHITE); + BeginMode2D(camera1); + DrawScene(); + EndMode2D(); + DrawText("PLAYER1 W/S/A/D to move", 10, 10, 15, RED); + EndTextureMode(); + + BeginTextureMode(screenCamera2); + ClearBackground(RAYWHITE); + BeginMode2D(camera2); + DrawScene(); + EndMode2D(); + DrawText("PLAYER2 UP/DOWN/LEFT/RIGHT to move", 10, 10, 15, BLUE); + EndTextureMode(); + + // Draw both views render textures to the screen side by side + BeginDrawing(); + ClearBackground(BLACK); + DrawTextureRec(screenCamera1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE); + DrawTextureRec(screenCamera2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE); + EndDrawing(); + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadRenderTexture(screenCamera1); // Unload render texture + UnloadRenderTexture(screenCamera2); // Unload render texture + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/core/core_camera_2d_split_screen.png b/examples/core/core_camera_2d_split_screen.png new file mode 100644 index 000000000..ed5aaa58b Binary files /dev/null and b/examples/core/core_camera_2d_split_screen.png differ diff --git a/projects/VS2022/examples/core_camera_2d_split_screen.vcxproj b/projects/VS2022/examples/core_camera_2d_split_screen.vcxproj new file mode 100644 index 000000000..1efc58a65 --- /dev/null +++ b/projects/VS2022/examples/core_camera_2d_split_screen.vcxproj @@ -0,0 +1,387 @@ + + + + + Debug.DLL + Win32 + + + Debug.DLL + x64 + + + Debug + Win32 + + + Debug + x64 + + + Release.DLL + Win32 + + + Release.DLL + x64 + + + Release + Win32 + + + Release + x64 + + + + {946A1700-C7AA-46F0-AEF2-67C98B5722AC} + Win32Proj + core_camera_2d_split_screen + 10.0 + core_camera_2d_split_screen + + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + 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$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + $(SolutionDir)..\..\examples\core + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\core + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\core + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\core + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\core + 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$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + +