/******************************************************************************************* * * raylib [core] example - window scale letterbox (and virtual mouse) * * Example originally created with raylib 2.5, last time updated with raylib 4.0 * * Example contributed by Anata (@anatagawa) 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) 2019-2023 Anata (@anatagawa) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" // Required for: Vector2Clamp() #define MAX(a, b) ((a)>(b)? (a) : (b)) #define MIN(a, b) ((a)<(b)? (a) : (b)) //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ 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, 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); 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 }; } // 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 = Vector2Clamp(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ (float)gameScreenWidth, (float)gameScreenHeight }); // Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui) //SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth*scale))*0.5f, -(GetScreenHeight() - (gameScreenHeight*scale))*0.5f); //SetMouseScale(1/scale, 1/scale); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- // 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("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(); BeginDrawing(); ClearBackground(BLACK); // Clear screen background // Draw render texture to screen, properly scaled DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height }, (Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5f, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f, (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; }