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Update/merge examples back into main repo (#192)
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139
Examples/Core/WindowLetterbox.cs
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139
Examples/Core/WindowLetterbox.cs
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/*******************************************************************************************
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*
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* raylib [core] example - window scale letterbox
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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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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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public class WindowLetterbox
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{
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public static int Main()
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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(ConfigFlags.FLAG_WINDOW_RESIZABLE | ConfigFlags.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, TextureFilter.TEXTURE_FILTER_BILINEAR);
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Color[] colors = new Color[10];
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for (int i = 0; i < 10; i++)
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{
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colors[i] = new Color(GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255);
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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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// Compute required framebuffer scaling
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float scale = MathF.Min(
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(float)GetScreenWidth() / gameScreenWidth,
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(float)GetScreenHeight() / gameScreenHeight
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);
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if (IsKeyPressed(KeyboardKey.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++)
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{
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colors[i] = new Color(
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GetRandomValue(100, 250),
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GetRandomValue(50, 150),
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GetRandomValue(10, 100),
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255
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);
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}
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}
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// Update virtual mouse (clamped mouse value behind game screen)
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Vector2 mouse = GetMousePosition();
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Vector2 virtualMouse = Vector2.Zero;
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virtualMouse.X = (mouse.X - (GetScreenWidth() - (gameScreenWidth * scale)) * 0.5f) / scale;
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virtualMouse.Y = (mouse.Y - (GetScreenHeight() - (gameScreenHeight * scale)) * 0.5f) / scale;
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Vector2 max = new((float)gameScreenWidth, (float)gameScreenHeight);
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virtualMouse = Vector2.Clamp(virtualMouse, Vector2.Zero, max);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.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(Color.RAYWHITE);
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for (int i = 0; i < 10; i++)
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{
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DrawRectangle(0, (gameScreenHeight / 10) * i, gameScreenWidth, gameScreenHeight / 10, colors[i]);
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}
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DrawText(
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"If executed inside a window,\nyou can resize the window,\nand see the screen scaling!",
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10,
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25,
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20,
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Color.WHITE
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);
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DrawText($"Default Mouse: [{(int)mouse.X} {(int)mouse.Y}]", 350, 25, 20, Color.GREEN);
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DrawText($"Virtual Mouse: [{(int)virtualMouse.X}, {(int)virtualMouse.Y}]", 350, 55, 20, Color.YELLOW);
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EndTextureMode();
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// Draw RenderTexture2D to window, properly scaled
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Rectangle sourceRec = new(
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0.0f,
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0.0f,
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(float)target.Texture.Width,
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(float)-target.Texture.Height
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);
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Rectangle destRec = new(
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(GetScreenWidth() - ((float)gameScreenWidth * scale)) * 0.5f,
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(GetScreenHeight() - ((float)gameScreenHeight * scale)) * 0.5f,
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(float)gameScreenWidth * scale,
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(float)gameScreenHeight * scale
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);
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DrawTexturePro(target.Texture, sourceRec, destRec, new Vector2(0, 0), 0.0f, Color.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);
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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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