diff --git a/examples/core/core_window_letterbox.c b/examples/core/core_window_letterbox.c index fe67fe0a0..4402dd2a3 100644 --- a/examples/core/core_window_letterbox.c +++ b/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(); diff --git a/examples/core/core_window_letterbox.png b/examples/core/core_window_letterbox.png index 5acf2d7cc..fbdbb8646 100644 Binary files a/examples/core/core_window_letterbox.png and b/examples/core/core_window_letterbox.png differ diff --git a/examples/core/core_window_letterbox_virtual_mouse.c b/examples/core/core_window_letterbox_virtual_mouse.c deleted file mode 100644 index 37da10bec..000000000 --- a/examples/core/core_window_letterbox_virtual_mouse.c +++ /dev/null @@ -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; -}