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raylib-cs/Examples/Core/WindowLetterbox.cs

140 lines
5.3 KiB
C#

/*******************************************************************************************
*
* raylib [core] example - window scale letterbox
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Core;
public class WindowLetterbox
{
public static int Main()
{
const int windowWidth = 800;
const int windowHeight = 450;
// Enable config flags for resizable window and vertical synchro
SetConfigFlags(ConfigFlags.FLAG_WINDOW_RESIZABLE | ConfigFlags.FLAG_VSYNC_HINT);
InitWindow(windowWidth, windowHeight, "raylib [core] example - window scale letterbox");
SetWindowMinSize(320, 240);
int gameScreenWidth = 640;
int gameScreenHeight = 480;
// Render texture initialization, used to hold the rendering result so we can easily resize it
RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
SetTextureFilter(target.Texture, TextureFilter.TEXTURE_FILTER_BILINEAR);
Color[] colors = new Color[10];
for (int i = 0; i < 10; i++)
{
colors[i] = new Color(GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255);
}
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
// Compute required framebuffer scaling
float scale = MathF.Min(
(float)GetScreenWidth() / gameScreenWidth,
(float)GetScreenHeight() / gameScreenHeight
);
if (IsKeyPressed(KeyboardKey.KEY_SPACE))
{
// Recalculate random colors for the bars
for (int i = 0; i < 10; i++)
{
colors[i] = new Color(
GetRandomValue(100, 250),
GetRandomValue(50, 150),
GetRandomValue(10, 100),
255
);
}
}
// Update virtual mouse (clamped mouse value behind game screen)
Vector2 mouse = GetMousePosition();
Vector2 virtualMouse = Vector2.Zero;
virtualMouse.X = (mouse.X - (GetScreenWidth() - (gameScreenWidth * scale)) * 0.5f) / scale;
virtualMouse.Y = (mouse.Y - (GetScreenHeight() - (gameScreenHeight * scale)) * 0.5f) / scale;
Vector2 max = new((float)gameScreenWidth, (float)gameScreenHeight);
virtualMouse = Vector2.Clamp(virtualMouse, Vector2.Zero, max);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.BLACK);
// Draw everything in the render texture, note this will not be rendered on screen, yet
BeginTextureMode(target);
ClearBackground(Color.RAYWHITE);
for (int i = 0; i < 10; i++)
{
DrawRectangle(0, (gameScreenHeight / 10) * i, gameScreenWidth, gameScreenHeight / 10, colors[i]);
}
DrawText(
"If executed inside a window,\nyou can resize the window,\nand see the screen scaling!",
10,
25,
20,
Color.WHITE
);
DrawText($"Default Mouse: [{(int)mouse.X} {(int)mouse.Y}]", 350, 25, 20, Color.GREEN);
DrawText($"Virtual Mouse: [{(int)virtualMouse.X}, {(int)virtualMouse.Y}]", 350, 55, 20, Color.YELLOW);
EndTextureMode();
// Draw RenderTexture2D to window, properly scaled
Rectangle sourceRec = new(
0.0f,
0.0f,
(float)target.Texture.Width,
(float)-target.Texture.Height
);
Rectangle destRec = new(
(GetScreenWidth() - ((float)gameScreenWidth * scale)) * 0.5f,
(GetScreenHeight() - ((float)gameScreenHeight * scale)) * 0.5f,
(float)gameScreenWidth * scale,
(float)gameScreenHeight * scale
);
DrawTexturePro(target.Texture, sourceRec, destRec, new Vector2(0, 0), 0.0f, Color.WHITE);
EndDrawing();
//--------------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(target);
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
}