[examples] Added core_viewport_scaling (#5313)

* example - core_viewport_scaling

* Code convention update
This commit is contained in:
Agnis Aldiņš "NeZvērs
2025-11-02 20:45:51 +02:00
committed by GitHub
parent 3cf3b309c6
commit 46e8343a30
8 changed files with 951 additions and 0 deletions

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@@ -551,6 +551,7 @@ CORE = \
core/core_storage_values \
core/core_text_file_loading \
core/core_undo_redo \
core/core_viewport_scaling \
core/core_vr_simulator \
core/core_window_flags \
core/core_window_letterbox \

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@@ -539,6 +539,7 @@ CORE = \
core/core_storage_values \
core/core_text_file_loading \
core/core_undo_redo \
core/core_viewport_scaling \
core/core_vr_simulator \
core/core_window_flags \
core/core_window_letterbox \

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@@ -64,6 +64,7 @@ Examples using raylib[core](../src/rcore.c) platform functionality like window c
| [core_high_dpi](core/core_high_dpi.c) | <img src="core/core_high_dpi.png" alt="core_high_dpi" width="80"> | ⭐⭐☆☆ | 5.0 | 5.5 | [Jonathan Marler](https://github.com/marler8997) |
| [core_render_texture](core/core_render_texture.c) | <img src="core/core_render_texture.png" alt="core_render_texture" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
| [core_undo_redo](core/core_undo_redo.c) | <img src="core/core_undo_redo.png" alt="core_undo_redo" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_viewport_scaling](core/core_viewport_scaling.c) | <img src="core/core_viewport_scaling.png" alt="core_viewport_scaling" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Agnis Aldins](https://github.com/nezvers) |
| [core_input_actions](core/core_input_actions.c) | <img src="core/core_input_actions.png" alt="core_input_actions" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6 | [Jett](https://github.com/JettMonstersGoBoom) |
| [core_directory_files](core/core_directory_files.c) | <img src="core/core_directory_files.png" alt="core_directory_files" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Hugo ARNAL](https://github.com/hugoarnal) |
| [core_highdpi_testbed](core/core_highdpi_testbed.c) | <img src="core/core_highdpi_testbed.png" alt="core_highdpi_testbed" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |

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@@ -0,0 +1,351 @@
/*******************************************************************************************
*
* raylib [core] example - viewport scaling
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* Example contributed by Agnis Aldins (@nezvers) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Agnis Aldins (@nezvers)
*
********************************************************************************************/
#include "raylib.h"
// For itteration purposes and teaching example
#define RESOLUTION_COUNT 4
enum ViewportType
{
// Only upscale, useful for pixel art
KEEP_ASPECT_INTEGER,
KEEP_HEIGHT_INTEGER,
KEEP_WIDTH_INTEGER,
// Can also downscale
KEEP_ASPECT,
KEEP_HEIGHT,
KEEP_WIDTH,
// For itteration purposes and as a teaching example
VIEWPORT_TYPE_COUNT,
};
//--------------------------------------------------------------------------------------
// Module Functions Declaration
//--------------------------------------------------------------------------------------
static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
static void KeepAspectCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
static void KeepHeightCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
static void KeepWidthCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
static void ResizeRenderSize(enum ViewportType viewportType, int *screenWidth, int *screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect, RenderTexture2D *target);
// Example how to calculate position on RenderTexture
static Vector2 Screen2RenderTexturePosition(Vector2 point, Rectangle *textureRect, Rectangle *scaledRect);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//---------------------------------------------------------
// Preset resolutions that could be created by subdividing screen resolution
Vector2 resolutionList[RESOLUTION_COUNT] = {
(Vector2){64, 64},
(Vector2){256, 240},
(Vector2){320, 180},
// 4K doesn't work with integer scaling but included for example purposes with non-integer scaling
(Vector2){3840, 2160},
};
int resolutionIndex = 0;
int screenWidth = 800;
int screenHeight = 450;
int gameWidth = 64;
int gameHeight = 64;
RenderTexture2D target = (RenderTexture2D){0};
Rectangle sourceRect = (Rectangle){0};
Rectangle destRect = (Rectangle){0};
// For displaying on GUI
const char *ViewportTypeNames[VIEWPORT_TYPE_COUNT] = {
"KEEP_ASPECT_INTEGER",
"KEEP_HEIGHT_INTEGER",
"KEEP_WIDTH_INTEGER",
"KEEP_ASPECT",
"KEEP_HEIGHT",
"KEEP_WIDTH",
};
enum ViewportType viewportType = KEEP_ASPECT_INTEGER;
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
InitWindow(screenWidth, screenHeight, "raylib [core] example - Viewport Scaling");
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//----------------------------------------------------------
// Button rectangles
Rectangle decreaseResolutionButton = (Rectangle){200, 30, 10, 10};
Rectangle increaseResolutionButton = (Rectangle){215, 30, 10, 10};
Rectangle decreaseTypeButton = (Rectangle){200, 45, 10, 10};
Rectangle increaseTypeButton = (Rectangle){215, 45, 10, 10};
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//-----------------------------------------------------
if (IsWindowResized()){
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
}
Vector2 mousePosition = GetMousePosition();
bool mousePressed = IsMouseButtonPressed(MOUSE_BUTTON_LEFT);
// Check buttons and rescale
if (CheckCollisionPointRec(mousePosition, decreaseResolutionButton) && mousePressed){
resolutionIndex = (resolutionIndex + RESOLUTION_COUNT - 1) % RESOLUTION_COUNT;
gameWidth = resolutionList[resolutionIndex].x;
gameHeight = resolutionList[resolutionIndex].y;
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
}
if (CheckCollisionPointRec(mousePosition, increaseResolutionButton) && mousePressed){
resolutionIndex = (resolutionIndex + 1) % RESOLUTION_COUNT;
gameWidth = resolutionList[resolutionIndex].x;
gameHeight = resolutionList[resolutionIndex].y;
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
}
if (CheckCollisionPointRec(mousePosition, decreaseTypeButton) && mousePressed){
viewportType = (viewportType + VIEWPORT_TYPE_COUNT - 1) % VIEWPORT_TYPE_COUNT;
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
}
if (CheckCollisionPointRec(mousePosition, increaseTypeButton) && mousePressed){
viewportType = (viewportType + 1) % VIEWPORT_TYPE_COUNT;
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
}
Vector2 textureMousePosition = Screen2RenderTexturePosition(mousePosition, &sourceRect, &destRect);
// Draw
//-----------------------------------------------------
// Draw our scene to the render texture
BeginTextureMode(target);
ClearBackground(WHITE);
DrawCircle(textureMousePosition.x, textureMousePosition.y, 20.f, LIME);
EndTextureMode();
// Draw render texture to main framebuffer
BeginDrawing();
ClearBackground(BLACK);
// Draw our render texture with rotation applied
const Vector2 ORIGIN_POSITION = (Vector2){ 0.0f, 0.0f };
const float ROTATION = 0.f;
DrawTexturePro(target.texture, sourceRect, destRect, ORIGIN_POSITION, ROTATION, WHITE);
// Draw Native resolution (GUI or anything)
// Draw info box
Rectangle infoRect = (Rectangle){5, 5, 330, 105};
DrawRectangleRec(infoRect, Fade(LIGHTGRAY, 0.7f));
DrawRectangleLines(infoRect.x, infoRect.y, infoRect.width, infoRect.height, BLUE);
DrawText(TextFormat("Window Resolution: %d x %d", screenWidth, screenHeight), 15, 15, 10, BLACK);
DrawText(TextFormat("Game Resolution: %d x %d", gameWidth, gameHeight), 15, 30, 10, BLACK);
DrawText(TextFormat("Type: %s", ViewportTypeNames[viewportType]), 15, 45, 10, BLACK);
Vector2 scaleRatio = (Vector2){destRect.width / sourceRect.width, destRect.height / -sourceRect.height};
if (scaleRatio.x < 0.001f || scaleRatio.y < 0.001f)
{
DrawText(TextFormat("Scale ratio: INVALID"), 15, 60, 10, BLACK);
}
else
{
DrawText(TextFormat("Scale ratio: %.2f x %.2f", scaleRatio.x, scaleRatio.y), 15, 60, 10, BLACK);
}
DrawText(TextFormat("Source size: %.2f x %.2f", sourceRect.width, -sourceRect.height), 15, 75, 10, BLACK);
DrawText(TextFormat("Destination size: %.2f x %.2f", destRect.width, destRect.height), 15, 90, 10, BLACK);
// Draw buttons
DrawRectangleRec(decreaseTypeButton, SKYBLUE);
DrawRectangleRec(increaseTypeButton, SKYBLUE);
DrawRectangleRec(decreaseResolutionButton, SKYBLUE);
DrawRectangleRec(increaseResolutionButton, SKYBLUE);
DrawText("<", decreaseTypeButton.x + 3, decreaseTypeButton.y + 1, 10, BLACK);
DrawText(">", increaseTypeButton.x + 3, increaseTypeButton.y + 1, 10, BLACK);
DrawText("<", decreaseResolutionButton.x + 3, decreaseResolutionButton.y + 1, 10, BLACK);
DrawText(">", increaseResolutionButton.x + 3, increaseResolutionButton.y + 1, 10, BLACK);
EndDrawing();
//-----------------------------------------------------
}
// De-Initialization
//---------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//----------------------------------------------------------
return 0;
}
//--------------------------------------------------------------------------------------
// Module Functions Definition
//--------------------------------------------------------------------------------------
static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
{
sourceRect->x = 0.f;
sourceRect->y = (float)gameHeight;
sourceRect->width = (float)gameWidth;
sourceRect->height = (float)-gameHeight;
const int ratio_x = (screenWidth/gameWidth);
const int ratio_y = (screenHeight/gameHeight);
const float resizeRatio = (float)(ratio_x < ratio_y ? ratio_x : ratio_y);
destRect->x = (float)(int)((screenWidth - (gameWidth * resizeRatio)) * 0.5);
destRect->y = (float)(int)((screenHeight - (gameHeight * resizeRatio)) * 0.5);
destRect->width = (float)(int)(gameWidth * resizeRatio);
destRect->height = (float)(int)(gameHeight * resizeRatio);
}
static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
{
const float resizeRatio = (float)(screenHeight/gameHeight);
sourceRect->x = 0.f;
sourceRect->y = 0.f;
sourceRect->width = (float)(int)(screenWidth / resizeRatio);
sourceRect->height = (float)-gameHeight;
destRect->x = (float)(int)((screenWidth - (sourceRect->width * resizeRatio)) * 0.5);
destRect->y = (float)(int)((screenHeight - (gameHeight * resizeRatio)) * 0.5);
destRect->width = (float)(int)(sourceRect->width * resizeRatio);
destRect->height = (float)(int)(gameHeight * resizeRatio);
}
static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
{
const float resizeRatio = (float)(screenWidth/gameWidth);
sourceRect->x = 0.f;
sourceRect->y = 0.f;
sourceRect->width = (float)gameWidth;
sourceRect->height = (float)(int)(screenHeight / resizeRatio);
destRect->x = (float)(int)((screenWidth - (gameWidth * resizeRatio)) * 0.5);
destRect->y = (float)(int)((screenHeight - (sourceRect->height * resizeRatio)) * 0.5);
destRect->width = (float)(int)(gameWidth * resizeRatio);
destRect->height = (float)(int)(sourceRect->height * resizeRatio);
sourceRect->height *= -1.f;
}
static void KeepAspectCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
{
sourceRect->x = 0.f;
sourceRect->y = (float)gameHeight;
sourceRect->width = (float)gameWidth;
sourceRect->height = (float)-gameHeight;
const float ratio_x = ((float)screenWidth/(float)gameWidth);
const float ratio_y = ((float)screenHeight/(float)gameHeight);
const float resizeRatio = (ratio_x < ratio_y ? ratio_x : ratio_y);
destRect->x = (float)(int)((screenWidth - (gameWidth * resizeRatio)) * 0.5);
destRect->y = (float)(int)((screenHeight - (gameHeight * resizeRatio)) * 0.5);
destRect->width = (float)(int)(gameWidth * resizeRatio);
destRect->height = (float)(int)(gameHeight * resizeRatio);
}
static void KeepHeightCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
{
const float resizeRatio = ((float)screenHeight/(float)gameHeight);
sourceRect->x = 0.f;
sourceRect->y = 0.f;
sourceRect->width = (float)(int)((float)screenWidth / resizeRatio);
sourceRect->height = (float)-gameHeight;
destRect->x = (float)(int)((screenWidth - (sourceRect->width * resizeRatio)) * 0.5);
destRect->y = (float)(int)((screenHeight - (gameHeight * resizeRatio)) * 0.5);
destRect->width = (float)(int)(sourceRect->width * resizeRatio);
destRect->height = (float)(int)(gameHeight * resizeRatio);
}
static void KeepWidthCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
{
const float resizeRatio = ((float)screenWidth/(float)gameWidth);
sourceRect->x = 0.f;
sourceRect->y = 0.f;
sourceRect->width = (float)gameWidth;
sourceRect->height = (float)(int)((float)screenHeight / resizeRatio);
destRect->x = (float)(int)((screenWidth - (gameWidth * resizeRatio)) * 0.5);
destRect->y = (float)(int)((screenHeight - (sourceRect->height * resizeRatio)) * 0.5);
destRect->width = (float)(int)(gameWidth * resizeRatio);
destRect->height = (float)(int)(sourceRect->height * resizeRatio);
sourceRect->height *= -1.f;
}
static void ResizeRenderSize(enum ViewportType viewportType, int *screenWidth, int *screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect, RenderTexture2D *target)
{
*screenWidth = GetScreenWidth();
*screenHeight = GetScreenHeight();
switch(viewportType)
{
case KEEP_ASPECT_INTEGER:
{
KeepAspectCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect);
break;
}
case KEEP_HEIGHT_INTEGER:
{
KeepHeightCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect);
break;
}
case KEEP_WIDTH_INTEGER:
{
KeepWidthCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect);
break;
}
case KEEP_ASPECT:
{
KeepAspectCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect);
break;
}
case KEEP_HEIGHT:
{
KeepHeightCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect);
break;
}
case KEEP_WIDTH:
{
KeepWidthCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect);
break;
}
default: {}
}
UnloadRenderTexture(*target);
*target = LoadRenderTexture(sourceRect->width, -sourceRect->height);
}
// Example how to calculate position on RenderTexture
static Vector2 Screen2RenderTexturePosition(Vector2 point, Rectangle *textureRect, Rectangle *scaledRect)
{
Vector2 relativePosition = {point.x - scaledRect->x, point.y - scaledRect->y};
Vector2 ratio = {textureRect->width / scaledRect->width, -textureRect->height / scaledRect->height};
return (Vector2){relativePosition.x * ratio.x, relativePosition.y * ratio.x};
}

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@@ -46,6 +46,7 @@ core;core_automation_events;★★★☆;5.0;5.0;2023;2025;"Ramon Santamaria";@r
core;core_high_dpi;★★☆☆;5.0;5.5;2025;2025;"Jonathan Marler";@marler8997
core;core_render_texture;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
core;core_undo_redo;★★★☆;5.5;5.6;2025;2025;"Ramon Santamaria";@raysan5
core;core_viewport_scaling;★★☆☆;5.5;5.5;2025;2025;"Agnis Aldins";@nezvers
core;core_input_actions;★★☆☆;5.5;5.6;2025;2025;"Jett";@JettMonstersGoBoom
core;core_directory_files;★☆☆☆;5.5;5.6;2025;2025;"Hugo ARNAL";@hugoarnal
core;core_highdpi_testbed;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5