Update core_window_letterbox_virtual_mouse.c
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@ -16,15 +16,14 @@
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#define max(a, b) ((a)>(b)? (a) : (b))
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#define min(a, b) ((a)<(b)? (a) : (b))
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/**
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* Clamp Vector2 value with min and max and return a new vector2
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*/
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Vector2 Clamp( Vector2 value, Vector2 min, Vector2 max ) {
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// Clamp Vector2 value with min and max and return a new vector2
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Vector2 ClampValue(Vector2 value, Vector2 min, Vector2 max)
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{
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Vector2 result = value;
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result.x = ( result.x > max.x ) ? max.x : result.x;
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result.x = ( result.x < min.x ) ? min.x : result.x;
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result.y = ( result.y > max.y ) ? max.y : result.y;
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result.y = ( result.y < min.y ) ? min.y : result.y;
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result.x = (result.x > max.x)? max.x : result.x;
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result.x = (result.x < min.x)? min.x : result.x;
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result.y = (result.y > max.y)? max.y : result.y;
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result.y = (result.y < min.y)? min.y : result.y;
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return result;
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}
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@ -63,12 +62,11 @@ int main(void)
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//----------------------------------------------------------------------------------
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Vector2 mouse = GetMousePosition();
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mouse.x = (mouse.x - ( GetScreenWidth () - ( gameScreenWidth * scale) ) * 0.5) / scale;
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mouse.y = (mouse.y - ( GetScreenHeight () - ( gameScreenHeight * scale) ) * 0.5) / scale;
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mouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
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mouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
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// Clamp mouse value behind gamescreen
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mouse = Clamp( mouse, (Vector2){0,0}, (Vector2) { gameScreenWidth, gameScreenHeight } );
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mouse = ClampValue(mouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight });
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_SPACE))
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