chore: clean recommit
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209
Examples/Core/MonitorDetector.cs
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209
Examples/Core/MonitorDetector.cs
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/*******************************************************************************************
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*
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* raylib [core] example - monitor detector
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.6
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*
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* Example contributed by Maicon Santana (@maiconpintoabreu) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 Maicon Santana (@maiconpintoabreu)
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*
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********************************************************************************************/
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using System;
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Core;
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[ExcludeFromBrowser("GetMonitorCount() is not implemented on the wasm target")]
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public partial class MonitorDetector : IExample
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{
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private const int MaxMonitors = 10;
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Core / Monitor Detector";
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public string Title => "raylib [core] example - monitor detector";
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// Monitor info
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private struct MonitorInfo
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{
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public Vector2 Position;
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public string Name;
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public int Width;
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public int Height;
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public int PhysicalWidth;
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public int PhysicalHeight;
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public int RefreshRate;
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}
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private MonitorInfo[] monitors;
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private int currentMonitorIndex;
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private int monitorCount;
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public void Init()
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{
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monitors = new MonitorInfo[MaxMonitors];
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currentMonitorIndex = GetCurrentMonitor();
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monitorCount = 0;
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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// Variables to find the max x and Y to calculate the scale
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int maxWidth = 1;
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int maxHeight = 1;
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// Monitor offset is to fix when monitor position x is negative
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int monitorOffsetX = 0;
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// Rebuild monitors array every frame
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monitorCount = GetMonitorCount();
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for (int i = 0; i < monitorCount; i++)
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{
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monitors[i] = new MonitorInfo
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{
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Position = GetMonitorPosition(i),
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Name = GetMonitorName_(i),
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Width = GetMonitorWidth(i),
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Height = GetMonitorHeight(i),
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PhysicalWidth = GetMonitorPhysicalWidth(i),
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PhysicalHeight = GetMonitorPhysicalHeight(i),
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RefreshRate = GetMonitorRefreshRate(i)
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};
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if (monitors[i].Position.X < monitorOffsetX)
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{
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monitorOffsetX = -(int)monitors[i].Position.X;
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}
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int width = (int)monitors[i].Position.X + monitors[i].Width;
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int height = (int)monitors[i].Position.Y + monitors[i].Height;
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if (maxWidth < width)
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{
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maxWidth = width;
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}
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if (maxHeight < height)
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{
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maxHeight = height;
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}
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}
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if (IsKeyPressed(KeyboardKey.Enter) && (monitorCount > 1))
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{
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currentMonitorIndex += 1;
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// Set index to 0 if the last one
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if (currentMonitorIndex == monitorCount)
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{
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currentMonitorIndex = 0;
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}
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SetWindowMonitor(currentMonitorIndex); // Move window to currentMonitorIndex
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}
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else
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{
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currentMonitorIndex = GetCurrentMonitor(); // Get currentMonitorIndex if manually moved
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}
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float monitorScale = 0.6f;
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if (maxHeight > (maxWidth + monitorOffsetX))
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{
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monitorScale *= ((float)screenHeight / (float)maxHeight);
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}
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else
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{
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monitorScale *= ((float)screenWidth / (float)(maxWidth + monitorOffsetX));
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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(Color.RayWhite);
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DrawText("Press [Enter] to move window to next monitor available", 20, 20, 20, Color.DarkGray);
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DrawRectangleLines(20, 60, screenWidth - 40, screenHeight - 100, Color.DarkGray);
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// Draw Monitor Rectangles with information inside
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for (int i = 0; i < monitorCount; i++)
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{
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// Calculate retangle position and size using monitorScale
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Rectangle rec = new Rectangle(
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(monitors[i].Position.X + monitorOffsetX) * monitorScale + 140,
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monitors[i].Position.Y * monitorScale + 80,
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monitors[i].Width * monitorScale,
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monitors[i].Height * monitorScale
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);
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// Draw monitor name and information inside the rectangle
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DrawText($"[{i}] {monitors[i].Name}", (int)rec.X + 10, (int)rec.Y + (int)(100 * monitorScale), (int)(120 * monitorScale), Color.Blue);
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DrawText(
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$"Resolution: [{monitors[i].Width}px x {monitors[i].Height}px]\nRefreshRate: [{monitors[i].RefreshRate}hz]\nPhysical Size: [{monitors[i].PhysicalWidth}mm x {monitors[i].PhysicalHeight}mm]\nPosition: {monitors[i].Position.X,3:F0} x {monitors[i].Position.Y,3:F0}",
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(int)rec.X + 10, (int)rec.Y + (int)(200 * monitorScale), (int)(120 * monitorScale), Color.DarkGray);
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// Highlight current monitor
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if (i == currentMonitorIndex)
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{
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DrawRectangleLinesEx(rec, 5, Color.Red);
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Vector2 windowPosition = new Vector2((GetWindowPosition().X + monitorOffsetX) * monitorScale + 140, GetWindowPosition().Y * monitorScale + 80);
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// Draw window position based on monitors
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DrawRectangleV(windowPosition, new Vector2(screenWidth * monitorScale, screenHeight * monitorScale), Fade(Color.Green, 0.5f));
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}
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else
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{
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DrawRectangleLinesEx(rec, 5, Color.Gray);
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}
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [core] example - monitor detector");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new MonitorDetector();
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game.Init();
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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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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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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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}
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