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Virtual mouse with window letterbox, and Clamp
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examples/core/core_window_letterbox_virtual_mouse.c
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examples/core/core_window_letterbox_virtual_mouse.c
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/*******************************************************************************************
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*
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* raylib [core] example - window scale letterbox virtual mouse
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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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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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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return result;
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}
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int main(void)
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{
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const int windowWidth = 800;
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const int windowHeight = 450;
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// Enable config flags for resizable window and vertical synchro
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SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT);
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InitWindow(windowWidth, windowHeight, "raylib [core] example - window scale letterbox");
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SetWindowMinSize(320, 240);
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int gameScreenWidth = 640;
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int gameScreenHeight = 480;
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// Render texture initialization, used to hold the rendering result so we can easily resize it
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RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
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SetTextureFilter(target.texture, FILTER_BILINEAR); // Texture scale filter to use
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Color colors[10] = { 0 };
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for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Compute required framebuffer scaling
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float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
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// Update virtual mouse
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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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// Clamp mouse value behind gamescreen
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mouse = Clamp( mouse, (Vector2){0,0}, (Vector2) { gameScreenWidth, gameScreenHeight } );
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_SPACE))
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{
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// Recalculate random colors for the bars
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for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(BLACK);
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// Draw everything in the render texture, note this will not be rendered on screen, yet
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BeginTextureMode(target);
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ClearBackground(RAYWHITE); // Clear render texture background color
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for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
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DrawText("If executed inside a window,\nyou can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
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DrawText( TextFormat("Virtual Mouse : %.0f , %.0f", mouse.x, mouse.y), 350, 25, 20, YELLOW);
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EndTextureMode();
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// Draw RenderTexture2D to window, properly scaled
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DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
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(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5,
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(float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
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EndDrawing();
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//--------------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadRenderTexture(target); // Unload render texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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