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Update/merge examples back into main repo (#192)
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Examples/Core/SplitScreen.cs
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174
Examples/Core/SplitScreen.cs
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/*******************************************************************************************
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*
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* raylib [core] example - split screen
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*
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* This example has been created using raylib 3.7 (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 Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2021 Jeffery Myers (@JeffM2501)
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*
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********************************************************************************************/
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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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public unsafe class SplitScreen
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{
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static Texture2D TextureGrid;
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static Camera3D CameraPlayer1;
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static Camera3D CameraPlayer2;
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// Scene drawing
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static void DrawScene()
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{
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int count = 5;
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float spacing = 4;
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// Grid of cube trees on a plane to make a "world"
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// Simple world plane
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DrawPlane(new Vector3(0, 0, 0), new Vector2(50, 50), Color.BEIGE);
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for (float x = -count * spacing; x <= count * spacing; x += spacing)
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{
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for (float z = -count * spacing; z <= count * spacing; z += spacing)
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{
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DrawCube(new Vector3(x, 1.5f, z), 1, 1, 1, Color.LIME);
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DrawCube(new Vector3(x, 0.5f, z), 0.25f, 1, 0.25f, Color.BROWN);
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}
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}
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// Draw a cube at each player's position
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DrawCube(CameraPlayer1.Position, 1, 1, 1, Color.RED);
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DrawCube(CameraPlayer2.Position, 1, 1, 1, Color.BLUE);
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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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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen");
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// Generate a simple texture to use for trees
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Image img = GenImageChecked(256, 256, 32, 32, Color.DARKGRAY, Color.WHITE);
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TextureGrid = LoadTextureFromImage(img);
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UnloadImage(img);
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SetTextureFilter(TextureGrid, TextureFilter.TEXTURE_FILTER_ANISOTROPIC_16X);
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SetTextureWrap(TextureGrid, TextureWrap.TEXTURE_WRAP_CLAMP);
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// Setup player 1 camera and screen
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CameraPlayer1.FovY = 45.0f;
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CameraPlayer1.Up.Y = 1.0f;
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CameraPlayer1.Target.Y = 1.0f;
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CameraPlayer1.Position.Z = -3.0f;
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CameraPlayer1.Position.Y = 1.0f;
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RenderTexture2D screenPlayer1 = LoadRenderTexture(screenWidth / 2, screenHeight);
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// Setup player two camera and screen
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CameraPlayer2.FovY = 45.0f;
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CameraPlayer2.Up.Y = 1.0f;
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CameraPlayer2.Target.Y = 3.0f;
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CameraPlayer2.Position.X = -3.0f;
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CameraPlayer2.Position.Y = 3.0f;
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RenderTexture2D screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
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// Build a flipped rectangle the size of the split view to use for drawing later
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Rectangle splitScreenRect = new(
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0.0f,
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0.0f,
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(float)screenPlayer1.Texture.Width,
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(float)-screenPlayer1.Texture.Height
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);
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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// If anyone moves this frame, how far will they move based on the time since the last frame
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// this moves thigns at 10 world units per second, regardless of the actual FPS
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float offsetThisFrame = 10.0f * GetFrameTime();
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// Move Player1 forward and backwards (no turning)
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if (IsKeyDown(KeyboardKey.KEY_W))
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{
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CameraPlayer1.Position.Z += offsetThisFrame;
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CameraPlayer1.Target.Z += offsetThisFrame;
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}
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else if (IsKeyDown(KeyboardKey.KEY_S))
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{
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CameraPlayer1.Position.Z -= offsetThisFrame;
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CameraPlayer1.Target.Z -= offsetThisFrame;
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}
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// Move Player2 forward and backwards (no turning)
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if (IsKeyDown(KeyboardKey.KEY_UP))
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{
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CameraPlayer2.Position.X += offsetThisFrame;
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CameraPlayer2.Target.X += offsetThisFrame;
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}
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else if (IsKeyDown(KeyboardKey.KEY_DOWN))
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{
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CameraPlayer2.Position.X -= offsetThisFrame;
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CameraPlayer2.Target.X -= offsetThisFrame;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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// Draw Player1 view to the render texture
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BeginTextureMode(screenPlayer1);
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ClearBackground(Color.SKYBLUE);
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BeginMode3D(CameraPlayer1);
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DrawScene();
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EndMode3D();
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DrawText("PLAYER 1 W/S to move", 10, 10, 20, Color.RED);
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EndTextureMode();
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// Draw Player2 view to the render texture
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BeginTextureMode(screenPlayer2);
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ClearBackground(Color.SKYBLUE);
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BeginMode3D(CameraPlayer2);
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DrawScene();
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EndMode3D();
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DrawText("PLAYER 2 UP/DOWN to move", 10, 10, 20, Color.BLUE);
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EndTextureMode();
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// Draw both views render textures to the screen side by side
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BeginDrawing();
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ClearBackground(Color.BLACK);
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DrawTextureRec(screenPlayer1.Texture, splitScreenRect, new Vector2(0, 0), Color.WHITE);
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DrawTextureRec(screenPlayer2.Texture, splitScreenRect, new Vector2(screenWidth / 2.0f, 0), Color.WHITE);
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EndDrawing();
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadRenderTexture(screenPlayer1);
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UnloadRenderTexture(screenPlayer2);
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UnloadTexture(TextureGrid);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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