REVIEWED: Formatting to follow raylib conventions

This commit is contained in:
Ray
2025-11-22 20:16:33 +01:00
parent 6c3ef8d9b4
commit 727a90c5d1
33 changed files with 248 additions and 303 deletions

View File

@@ -27,9 +27,10 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_WINDOW_HIGHDPI | FLAG_WINDOW_RESIZABLE);
InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi testbed");
// TODO: Load resources / Initialize variables at this point
int gridSpacing = 40; // Grid spacing in pixels
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
@@ -48,11 +49,12 @@ int main(void)
ClearBackground(RAYWHITE);
// TODO: Draw everything that requires to be drawn at this point
// Draw grid
for (int h = 0; h < 20; h++) DrawLine(0, h*gridSpacing, GetRenderWidth(), h*gridSpacing, LIGHTGRAY);
for (int v = 0; v < 40; v++) DrawLine(v*gridSpacing, 0, v*gridSpacing, GetScreenHeight(), LIGHTGRAY);
DrawLineEx((Vector2){ 0, 0 }, (Vector2){ screenWidth, screenHeight }, 2.0f, RED);
DrawLineEx((Vector2){ 0, screenHeight }, (Vector2){ screenWidth, 0 }, 2.0f, RED);
DrawText("example base code template", 260, 400, 20, LIGHTGRAY);
// Draw UI info
DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 10, 10, 20, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------

View File

@@ -202,7 +202,7 @@ int main(void)
DrawText("Log", (int)gestureLogPosition.x, (int)gestureLogPosition.y, 20, BLACK);
// Loop in both directions to print the gesture log array in the inverted order (and looping around if the index started somewhere in the middle)
for (i = 0, ii = gestureLogIndex; i < GESTURE_LOG_SIZE; i++, ii = (ii + 1) % GESTURE_LOG_SIZE) DrawText(gestureLog[ii], (int)gestureLogPosition.x, (int)gestureLogPosition.y + 410 - i*20, 20, (i == 0 ? gestureColor : LIGHTGRAY));
for (i = 0, ii = gestureLogIndex; i < GESTURE_LOG_SIZE; i++, ii = (ii + 1)%GESTURE_LOG_SIZE) DrawText(gestureLog[ii], (int)gestureLogPosition.x, (int)gestureLogPosition.y + 410 - i*20, 20, (i == 0 ? gestureColor : LIGHTGRAY));
Color logButton1Color, logButton2Color;
switch (logMode)
{

View File

@@ -46,7 +46,7 @@ int main(void)
// Clamp touch points available ( set the maximum touch points allowed )
if (tCount > MAX_TOUCH_POINTS) tCount = MAX_TOUCH_POINTS;
// Get touch points positions
for (int i = 0; i < tCount; ++i) touchPositions[i] = GetTouchPosition(i);
for (int i = 0; i < tCount; i++) touchPositions[i] = GetTouchPosition(i);
//----------------------------------------------------------------------------------
// Draw
@@ -55,7 +55,7 @@ int main(void)
ClearBackground(RAYWHITE);
for (int i = 0; i < tCount; ++i)
for (int i = 0; i < tCount; i++)
{
// Make sure point is not (0, 0) as this means there is no touch for it
if ((touchPositions[i].x > 0) && (touchPositions[i].y > 0))

View File

@@ -142,7 +142,7 @@ int main(void)
Vector2 windowPosition = (Vector2){ (GetWindowPosition().x + monitorOffsetX)*monitorScale + 140, GetWindowPosition().y*monitorScale + 80 };
// Draw window position based on monitors
DrawRectangleV(windowPosition, (Vector2){screenWidth * monitorScale, screenHeight * monitorScale}, Fade(GREEN, 0.5));
DrawRectangleV(windowPosition, (Vector2){screenWidth*monitorScale, screenHeight*monitorScale}, Fade(GREEN, 0.5));
}
else DrawRectangleLinesEx(rec, 5, GRAY);
}

View File

@@ -187,7 +187,7 @@ int main(void)
if (lastUndoIndex > firstUndoIndex)
{
for (int i = firstUndoIndex; i < currentUndoIndex; i++)
DrawRectangleRec((Rectangle){gridPosition.x + states[i].cell.x * GRID_CELL_SIZE, gridPosition.y + states[i].cell.y * GRID_CELL_SIZE,
DrawRectangleRec((Rectangle){gridPosition.x + states[i].cell.x*GRID_CELL_SIZE, gridPosition.y + states[i].cell.y*GRID_CELL_SIZE,
GRID_CELL_SIZE, GRID_CELL_SIZE }, LIGHTGRAY);
}
else if (firstUndoIndex > lastUndoIndex)
@@ -195,7 +195,7 @@ int main(void)
if ((currentUndoIndex < MAX_UNDO_STATES) && (currentUndoIndex > lastUndoIndex))
{
for (int i = firstUndoIndex; i < currentUndoIndex; i++)
DrawRectangleRec((Rectangle) { gridPosition.x + states[i].cell.x * GRID_CELL_SIZE, gridPosition.y + states[i].cell.y * GRID_CELL_SIZE,
DrawRectangleRec((Rectangle) { gridPosition.x + states[i].cell.x*GRID_CELL_SIZE, gridPosition.y + states[i].cell.y*GRID_CELL_SIZE,
GRID_CELL_SIZE, GRID_CELL_SIZE }, LIGHTGRAY);
}
else

View File

@@ -17,11 +17,9 @@
#include "raylib.h"
// For itteration purposes and teaching example
#define RESOLUTION_COUNT 4
#define RESOLUTION_COUNT 4 // For iteration purposes and teaching example
enum ViewportType
{
typedef enum {
// Only upscale, useful for pixel art
KEEP_ASPECT_INTEGER,
KEEP_HEIGHT_INTEGER,
@@ -32,24 +30,28 @@ enum ViewportType
KEEP_WIDTH,
// For itteration purposes and as a teaching example
VIEWPORT_TYPE_COUNT,
} ViewportType;
// 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",
};
//--------------------------------------------------------------------------------------
// 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);
static void ResizeRenderSize(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);
@@ -61,91 +63,89 @@ 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");
// 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 gameWidth = 64;
int gameHeight = 64;
RenderTexture2D target = (RenderTexture2D){ 0 };
Rectangle sourceRect = (Rectangle){ 0 };
Rectangle destRect = (Rectangle){ 0 };
ViewportType viewportType = KEEP_ASPECT_INTEGER;
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
// 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 };
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);
}
//----------------------------------------------------------------------------------
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;
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;
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;
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;
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);
DrawCircle(textureMousePosition.x, textureMousePosition.y, 20.0f, LIME);
EndTextureMode();
// Draw render texture to main framebuffer
@@ -153,9 +153,7 @@ int main(void)
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);
DrawTexturePro(target.texture, sourceRect, destRect, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE);
// Draw Native resolution (GUI or anything)
// Draw info box
@@ -167,15 +165,10 @@ int main(void)
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);
}
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);
@@ -190,13 +183,13 @@ int main(void)
DrawText(">", increaseResolutionButton.x + 3, increaseResolutionButton.y + 1, 10, BLACK);
EndDrawing();
//-----------------------------------------------------
//----------------------------------------------------------------------------------
}
// De-Initialization
//---------------------------------------------------------
//----------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//----------------------------------------------------------
//----------------------------------------------------------------------------------
return 0;
}
@@ -206,54 +199,54 @@ int main(void)
//--------------------------------------------------------------------------------------
static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
{
sourceRect->x = 0.f;
sourceRect->x = 0.0f;
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);
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);
destRect->x = (float)(int)((screenWidth - (gameWidth*resizeRatio))*0.5f);
destRect->y = (float)(int)((screenHeight - (gameHeight*resizeRatio))*0.5f);
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->x = 0.0f;
sourceRect->y = 0.0f;
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);
destRect->x = (float)(int)((screenWidth - (sourceRect->width*resizeRatio))*0.5f);
destRect->y = (float)(int)((screenHeight - (gameHeight*resizeRatio))*0.5f);
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->x = 0.0f;
sourceRect->y = 0.0f;
sourceRect->width = (float)gameWidth;
sourceRect->height = (float)(int)(screenHeight / resizeRatio);
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);
destRect->x = (float)(int)((screenWidth - (gameWidth*resizeRatio))*0.5f);
destRect->y = (float)(int)((screenHeight - (sourceRect->height*resizeRatio))*0.5f);
destRect->width = (float)(int)(gameWidth*resizeRatio);
destRect->height = (float)(int)(sourceRect->height*resizeRatio);
sourceRect->height *= -1.f;
sourceRect->height *= -1.0f;
}
static void KeepAspectCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
{
sourceRect->x = 0.f;
sourceRect->x = 0.0f;
sourceRect->y = (float)gameHeight;
sourceRect->width = (float)gameWidth;
sourceRect->height = (float)-gameHeight;
@@ -262,81 +255,58 @@ static void KeepAspectCentered(int screenWidth, int screenHeight, int 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);
destRect->x = (float)(int)((screenWidth - (gameWidth*resizeRatio))*0.5f);
destRect->y = (float)(int)((screenHeight - (gameHeight*resizeRatio))*0.5f);
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->x = 0.0f;
sourceRect->y = 0.0f;
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);
destRect->x = (float)(int)((screenWidth - (sourceRect->width*resizeRatio))*0.5f);
destRect->y = (float)(int)((screenHeight - (gameHeight*resizeRatio))*0.5f);
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->x = 0.0f;
sourceRect->y = 0.0f;
sourceRect->width = (float)gameWidth;
sourceRect->height = (float)(int)((float)screenHeight / resizeRatio);
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);
destRect->x = (float)(int)((screenWidth - (gameWidth*resizeRatio))*0.5f);
destRect->y = (float)(int)((screenHeight - (sourceRect->height*resizeRatio))*0.5f);
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)
static void ResizeRenderSize(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: {}
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: break;
}
UnloadRenderTexture(*target);
*target = LoadRenderTexture(sourceRect->width, -sourceRect->height);
}
@@ -345,7 +315,7 @@ static void ResizeRenderSize(enum ViewportType viewportType, int *screenWidth, i
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};
Vector2 ratio = {textureRect->width/scaledRect->width, -textureRect->height/scaledRect->height};
return (Vector2){relativePosition.x * ratio.x, relativePosition.y * ratio.x};
return (Vector2){relativePosition.x*ratio.x, relativePosition.y*ratio.x};
}

View File

@@ -97,7 +97,8 @@ int main(void)
if (IsWindowState(FLAG_WINDOW_MINIMIZED))
{
framesCounter++;
if (framesCounter >= 240) {
if (framesCounter >= 240)
{
RestoreWindow(); // Restore window after 3 seconds
framesCounter = 0;
}