173 lines
6.4 KiB
C#
173 lines
6.4 KiB
C#
/*******************************************************************************************
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*
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* raylib [core] example - window letterbox
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 2.5, last time updated with raylib 4.0
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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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* 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) 2019-2025 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 partial class WindowLetterbox : IExample
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{
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private const int windowWidth = 800;
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private const int windowHeight = 450;
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private const int gamescreenWidth = 640;
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private const int gamescreenHeight = 480;
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public string Name => "Core / Window Letterbox";
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public string Title => "raylib [core] example - window letterbox";
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public ConfigFlags ConfigFlags => ConfigFlags.ResizableWindow | ConfigFlags.VSyncHint;
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private RenderTexture2D target;
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private Color[] colors;
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public void Init()
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{
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// Render texture initialization, used to hold the rendering result so we can easily resize it
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target = LoadRenderTexture(gamescreenWidth, gamescreenHeight);
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SetTextureFilter(target.Texture, TextureFilter.Bilinear); // Texture scale filter to use
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colors = new Color[10];
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for (var 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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}
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public void Update()
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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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var 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.Space))
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{
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// Recalculate random colors for the bars
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for (var 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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var mouse = GetMousePosition();
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var 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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// Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui)
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//SetMouseOffset(-(GetScreenWidth() - (gamescreenWidth*scale))*0.5f, -(GetScreenHeight() - (gamescreenHeight*scale))*0.5f);
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//SetMouseScale(1/scale, 1/scale);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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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); // Clear render texture background color
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for (var 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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BeginDrawing();
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ClearBackground(Color.Black); // Clear screen background
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// Draw render texture to screen, 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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public void Unload()
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{
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UnloadRenderTexture(target); // Unload render texture
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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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// Enable config flags for resizable window and vertical synchro
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SetConfigFlags(ConfigFlags.ResizableWindow | ConfigFlags.VSyncHint);
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InitWindow(windowWidth, windowHeight, "raylib [core] example - window letterbox");
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SetWindowMinSize(320, 240);
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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 WindowLetterbox();
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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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