REVIEWED: Formatting to follow raylib conventions
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33 changed files with 244 additions and 299 deletions
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@ -27,9 +27,10 @@ int main(void)
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_WINDOW_HIGHDPI | FLAG_WINDOW_RESIZABLE);
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InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi testbed");
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// TODO: Load resources / Initialize variables at this point
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int gridSpacing = 40; // Grid spacing in pixels
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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@ -48,11 +49,12 @@ int main(void)
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ClearBackground(RAYWHITE);
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// TODO: Draw everything that requires to be drawn at this point
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// Draw grid
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for (int h = 0; h < 20; h++) DrawLine(0, h*gridSpacing, GetRenderWidth(), h*gridSpacing, LIGHTGRAY);
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for (int v = 0; v < 40; v++) DrawLine(v*gridSpacing, 0, v*gridSpacing, GetScreenHeight(), LIGHTGRAY);
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DrawLineEx((Vector2){ 0, 0 }, (Vector2){ screenWidth, screenHeight }, 2.0f, RED);
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DrawLineEx((Vector2){ 0, screenHeight }, (Vector2){ screenWidth, 0 }, 2.0f, RED);
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DrawText("example base code template", 260, 400, 20, LIGHTGRAY);
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// Draw UI info
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DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 10, 10, 20, BLACK);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -202,7 +202,7 @@ int main(void)
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DrawText("Log", (int)gestureLogPosition.x, (int)gestureLogPosition.y, 20, BLACK);
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// 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)
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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));
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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));
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Color logButton1Color, logButton2Color;
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switch (logMode)
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{
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@ -46,7 +46,7 @@ int main(void)
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// Clamp touch points available ( set the maximum touch points allowed )
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if (tCount > MAX_TOUCH_POINTS) tCount = MAX_TOUCH_POINTS;
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// Get touch points positions
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for (int i = 0; i < tCount; ++i) touchPositions[i] = GetTouchPosition(i);
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for (int i = 0; i < tCount; i++) touchPositions[i] = GetTouchPosition(i);
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//----------------------------------------------------------------------------------
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// Draw
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@ -55,7 +55,7 @@ int main(void)
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ClearBackground(RAYWHITE);
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for (int i = 0; i < tCount; ++i)
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for (int i = 0; i < tCount; i++)
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{
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// Make sure point is not (0, 0) as this means there is no touch for it
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if ((touchPositions[i].x > 0) && (touchPositions[i].y > 0))
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@ -142,7 +142,7 @@ int main(void)
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Vector2 windowPosition = (Vector2){ (GetWindowPosition().x + monitorOffsetX)*monitorScale + 140, GetWindowPosition().y*monitorScale + 80 };
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// Draw window position based on monitors
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DrawRectangleV(windowPosition, (Vector2){screenWidth * monitorScale, screenHeight * monitorScale}, Fade(GREEN, 0.5));
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DrawRectangleV(windowPosition, (Vector2){screenWidth*monitorScale, screenHeight*monitorScale}, Fade(GREEN, 0.5));
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}
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else DrawRectangleLinesEx(rec, 5, GRAY);
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}
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@ -187,7 +187,7 @@ int main(void)
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if (lastUndoIndex > firstUndoIndex)
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{
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for (int i = firstUndoIndex; i < currentUndoIndex; i++)
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DrawRectangleRec((Rectangle){gridPosition.x + states[i].cell.x * GRID_CELL_SIZE, gridPosition.y + states[i].cell.y * GRID_CELL_SIZE,
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DrawRectangleRec((Rectangle){gridPosition.x + states[i].cell.x*GRID_CELL_SIZE, gridPosition.y + states[i].cell.y*GRID_CELL_SIZE,
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GRID_CELL_SIZE, GRID_CELL_SIZE }, LIGHTGRAY);
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}
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else if (firstUndoIndex > lastUndoIndex)
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@ -195,7 +195,7 @@ int main(void)
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if ((currentUndoIndex < MAX_UNDO_STATES) && (currentUndoIndex > lastUndoIndex))
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{
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for (int i = firstUndoIndex; i < currentUndoIndex; i++)
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DrawRectangleRec((Rectangle) { gridPosition.x + states[i].cell.x * GRID_CELL_SIZE, gridPosition.y + states[i].cell.y * GRID_CELL_SIZE,
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DrawRectangleRec((Rectangle) { gridPosition.x + states[i].cell.x*GRID_CELL_SIZE, gridPosition.y + states[i].cell.y*GRID_CELL_SIZE,
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GRID_CELL_SIZE, GRID_CELL_SIZE }, LIGHTGRAY);
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}
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else
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@ -17,11 +17,9 @@
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#include "raylib.h"
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// For itteration purposes and teaching example
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#define RESOLUTION_COUNT 4
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#define RESOLUTION_COUNT 4 // For iteration purposes and teaching example
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enum ViewportType
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{
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typedef enum {
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// Only upscale, useful for pixel art
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KEEP_ASPECT_INTEGER,
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KEEP_HEIGHT_INTEGER,
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@ -32,24 +30,28 @@ enum ViewportType
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KEEP_WIDTH,
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// For itteration purposes and as a teaching example
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VIEWPORT_TYPE_COUNT,
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} ViewportType;
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// For displaying on GUI
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const char *ViewportTypeNames[VIEWPORT_TYPE_COUNT] = {
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"KEEP_ASPECT_INTEGER",
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"KEEP_HEIGHT_INTEGER",
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"KEEP_WIDTH_INTEGER",
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"KEEP_ASPECT",
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"KEEP_HEIGHT",
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"KEEP_WIDTH",
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};
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//--------------------------------------------------------------------------------------
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// Module Functions Declaration
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//--------------------------------------------------------------------------------------
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static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
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static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
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static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
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static void KeepAspectCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
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static void KeepHeightCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
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static void KeepWidthCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
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static void ResizeRenderSize(enum ViewportType viewportType, int *screenWidth, int *screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect, RenderTexture2D *target);
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static void ResizeRenderSize(ViewportType viewportType, int *screenWidth, int *screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect, RenderTexture2D *target);
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// Example how to calculate position on RenderTexture
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static Vector2 Screen2RenderTexturePosition(Vector2 point, Rectangle *textureRect, Rectangle *scaledRect);
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@ -61,91 +63,89 @@ int main(void)
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{
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// Initialization
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//---------------------------------------------------------
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// Preset resolutions that could be created by subdividing screen resolution
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Vector2 resolutionList[RESOLUTION_COUNT] = {
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(Vector2){64, 64},
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(Vector2){256, 240},
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(Vector2){320, 180},
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// 4K doesn't work with integer scaling but included for example purposes with non-integer scaling
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(Vector2){3840, 2160},
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};
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int resolutionIndex = 0;
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int screenWidth = 800;
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int screenHeight = 450;
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int gameWidth = 64;
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int gameHeight = 64;
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RenderTexture2D target = (RenderTexture2D){0};
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Rectangle sourceRect = (Rectangle){0};
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Rectangle destRect = (Rectangle){0};
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// For displaying on GUI
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const char *ViewportTypeNames[VIEWPORT_TYPE_COUNT] = {
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"KEEP_ASPECT_INTEGER",
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"KEEP_HEIGHT_INTEGER",
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"KEEP_WIDTH_INTEGER",
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"KEEP_ASPECT",
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"KEEP_HEIGHT",
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"KEEP_WIDTH",
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};
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enum ViewportType viewportType = KEEP_ASPECT_INTEGER;
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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InitWindow(screenWidth, screenHeight, "raylib [core] example - viewport scaling");
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// Preset resolutions that could be created by subdividing screen resolution
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Vector2 resolutionList[RESOLUTION_COUNT] = {
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(Vector2){ 64, 64 },
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(Vector2){ 256, 240 },
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(Vector2){ 320, 180 },
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// 4K doesn't work with integer scaling but included for example purposes with non-integer scaling
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(Vector2){ 3840, 2160 },
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};
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int resolutionIndex = 0;
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int gameWidth = 64;
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int gameHeight = 64;
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RenderTexture2D target = (RenderTexture2D){ 0 };
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Rectangle sourceRect = (Rectangle){ 0 };
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Rectangle destRect = (Rectangle){ 0 };
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ViewportType viewportType = KEEP_ASPECT_INTEGER;
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ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
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// Button rectangles
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Rectangle decreaseResolutionButton = (Rectangle){ 200, 30, 10, 10 };
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Rectangle increaseResolutionButton = (Rectangle){ 215, 30, 10, 10 };
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Rectangle decreaseTypeButton = (Rectangle){ 200, 45, 10, 10 };
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Rectangle increaseTypeButton = (Rectangle){ 215, 45, 10, 10 };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//----------------------------------------------------------
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// Button rectangles
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Rectangle decreaseResolutionButton = (Rectangle){200, 30, 10, 10};
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Rectangle increaseResolutionButton = (Rectangle){215, 30, 10, 10};
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Rectangle decreaseTypeButton = (Rectangle){200, 45, 10, 10};
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Rectangle increaseTypeButton = (Rectangle){215, 45, 10, 10};
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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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// Update
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//-----------------------------------------------------
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if (IsWindowResized()){
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ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
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}
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//----------------------------------------------------------------------------------
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if (IsWindowResized()) ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
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Vector2 mousePosition = GetMousePosition();
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bool mousePressed = IsMouseButtonPressed(MOUSE_BUTTON_LEFT);
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// Check buttons and rescale
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if (CheckCollisionPointRec(mousePosition, decreaseResolutionButton) && mousePressed){
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resolutionIndex = (resolutionIndex + RESOLUTION_COUNT - 1) % RESOLUTION_COUNT;
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if (CheckCollisionPointRec(mousePosition, decreaseResolutionButton) && mousePressed)
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{
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resolutionIndex = (resolutionIndex + RESOLUTION_COUNT - 1)%RESOLUTION_COUNT;
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gameWidth = resolutionList[resolutionIndex].x;
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gameHeight = resolutionList[resolutionIndex].y;
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ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
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}
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if (CheckCollisionPointRec(mousePosition, increaseResolutionButton) && mousePressed){
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resolutionIndex = (resolutionIndex + 1) % RESOLUTION_COUNT;
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if (CheckCollisionPointRec(mousePosition, increaseResolutionButton) && mousePressed)
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{
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resolutionIndex = (resolutionIndex + 1)%RESOLUTION_COUNT;
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gameWidth = resolutionList[resolutionIndex].x;
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gameHeight = resolutionList[resolutionIndex].y;
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ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
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}
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if (CheckCollisionPointRec(mousePosition, decreaseTypeButton) && mousePressed){
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viewportType = (viewportType + VIEWPORT_TYPE_COUNT - 1) % VIEWPORT_TYPE_COUNT;
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if (CheckCollisionPointRec(mousePosition, decreaseTypeButton) && mousePressed)
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{
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viewportType = (viewportType + VIEWPORT_TYPE_COUNT - 1)%VIEWPORT_TYPE_COUNT;
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ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
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}
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if (CheckCollisionPointRec(mousePosition, increaseTypeButton) && mousePressed){
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viewportType = (viewportType + 1) % VIEWPORT_TYPE_COUNT;
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if (CheckCollisionPointRec(mousePosition, increaseTypeButton) && mousePressed)
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{
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viewportType = (viewportType + 1)%VIEWPORT_TYPE_COUNT;
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ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
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}
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Vector2 textureMousePosition = Screen2RenderTexturePosition(mousePosition, &sourceRect, &destRect);
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//----------------------------------------------------------------------------------
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// Draw
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw our scene to the render texture
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BeginTextureMode(target);
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ClearBackground(WHITE);
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DrawCircle(textureMousePosition.x, textureMousePosition.y, 20.f, LIME);
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DrawCircle(textureMousePosition.x, textureMousePosition.y, 20.0f, LIME);
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EndTextureMode();
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// Draw render texture to main framebuffer
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@ -153,9 +153,7 @@ int main(void)
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ClearBackground(BLACK);
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// Draw our render texture with rotation applied
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const Vector2 ORIGIN_POSITION = (Vector2){ 0.0f, 0.0f };
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const float ROTATION = 0.f;
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DrawTexturePro(target.texture, sourceRect, destRect, ORIGIN_POSITION, ROTATION, WHITE);
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DrawTexturePro(target.texture, sourceRect, destRect, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE);
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// Draw Native resolution (GUI or anything)
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// Draw info box
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@ -167,15 +165,10 @@ int main(void)
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DrawText(TextFormat("Game Resolution: %d x %d", gameWidth, gameHeight), 15, 30, 10, BLACK);
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DrawText(TextFormat("Type: %s", ViewportTypeNames[viewportType]), 15, 45, 10, BLACK);
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Vector2 scaleRatio = (Vector2){destRect.width / sourceRect.width, destRect.height / -sourceRect.height};
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if (scaleRatio.x < 0.001f || scaleRatio.y < 0.001f)
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{
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DrawText(TextFormat("Scale ratio: INVALID"), 15, 60, 10, BLACK);
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}
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else
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{
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DrawText(TextFormat("Scale ratio: %.2f x %.2f", scaleRatio.x, scaleRatio.y), 15, 60, 10, BLACK);
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}
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Vector2 scaleRatio = (Vector2){destRect.width/sourceRect.width, -destRect.height/sourceRect.height};
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if (scaleRatio.x < 0.001f || scaleRatio.y < 0.001f) DrawText(TextFormat("Scale ratio: INVALID"), 15, 60, 10, BLACK);
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else DrawText(TextFormat("Scale ratio: %.2f x %.2f", scaleRatio.x, scaleRatio.y), 15, 60, 10, BLACK);
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DrawText(TextFormat("Source size: %.2f x %.2f", sourceRect.width, -sourceRect.height), 15, 75, 10, BLACK);
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DrawText(TextFormat("Destination size: %.2f x %.2f", destRect.width, destRect.height), 15, 90, 10, BLACK);
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@ -190,13 +183,13 @@ int main(void)
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DrawText(">", increaseResolutionButton.x + 3, increaseResolutionButton.y + 1, 10, BLACK);
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EndDrawing();
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//-----------------------------------------------------
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//---------------------------------------------------------
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//----------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//----------------------------------------------------------
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//----------------------------------------------------------------------------------
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return 0;
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}
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@ -206,54 +199,54 @@ int main(void)
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//--------------------------------------------------------------------------------------
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static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
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{
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sourceRect->x = 0.f;
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sourceRect->x = 0.0f;
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sourceRect->y = (float)gameHeight;
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sourceRect->width = (float)gameWidth;
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sourceRect->height = (float)-gameHeight;
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const int ratio_x = (screenWidth/gameWidth);
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const int ratio_y = (screenHeight/gameHeight);
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const float resizeRatio = (float)(ratio_x < ratio_y ? ratio_x : ratio_y);
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const float resizeRatio = (float)((ratio_x < ratio_y)? ratio_x : ratio_y);
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destRect->x = (float)(int)((screenWidth - (gameWidth * resizeRatio)) * 0.5);
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destRect->y = (float)(int)((screenHeight - (gameHeight * resizeRatio)) * 0.5);
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destRect->width = (float)(int)(gameWidth * resizeRatio);
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destRect->height = (float)(int)(gameHeight * resizeRatio);
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destRect->x = (float)(int)((screenWidth - (gameWidth*resizeRatio))*0.5f);
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destRect->y = (float)(int)((screenHeight - (gameHeight*resizeRatio))*0.5f);
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destRect->width = (float)(int)(gameWidth*resizeRatio);
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destRect->height = (float)(int)(gameHeight*resizeRatio);
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}
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static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
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{
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const float resizeRatio = (float)(screenHeight/gameHeight);
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sourceRect->x = 0.f;
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sourceRect->y = 0.f;
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sourceRect->width = (float)(int)(screenWidth / resizeRatio);
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sourceRect->x = 0.0f;
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sourceRect->y = 0.0f;
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sourceRect->width = (float)(int)(screenWidth/resizeRatio);
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sourceRect->height = (float)-gameHeight;
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destRect->x = (float)(int)((screenWidth - (sourceRect->width * resizeRatio)) * 0.5);
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destRect->y = (float)(int)((screenHeight - (gameHeight * resizeRatio)) * 0.5);
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destRect->width = (float)(int)(sourceRect->width * resizeRatio);
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destRect->height = (float)(int)(gameHeight * resizeRatio);
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destRect->x = (float)(int)((screenWidth - (sourceRect->width*resizeRatio))*0.5f);
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destRect->y = (float)(int)((screenHeight - (gameHeight*resizeRatio))*0.5f);
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destRect->width = (float)(int)(sourceRect->width*resizeRatio);
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destRect->height = (float)(int)(gameHeight*resizeRatio);
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}
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static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
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{
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const float resizeRatio = (float)(screenWidth/gameWidth);
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sourceRect->x = 0.f;
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sourceRect->y = 0.f;
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sourceRect->x = 0.0f;
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sourceRect->y = 0.0f;
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sourceRect->width = (float)gameWidth;
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sourceRect->height = (float)(int)(screenHeight / resizeRatio);
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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};
|
||||
}
|
||||
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue