------------------------------------------------------------------------------------ Program main entry point ------------------------------------------------------------------------------------
| 24 | // Program main entry point |
| 25 | //------------------------------------------------------------------------------------ |
| 26 | int main(void) |
| 27 | { |
| 28 | const int windowWidth = 800; |
| 29 | const int windowHeight = 450; |
| 30 | |
| 31 | // Enable config flags for resizable window and vertical synchro |
| 32 | raylib::Window window(windowWidth, windowHeight, |
| 33 | "raylib [core] example - window scale letterbox", |
| 34 | FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT); |
| 35 | window.SetMinSize(320, 240); |
| 36 | |
| 37 | int gameScreenWidth = 640; |
| 38 | int gameScreenHeight = 480; |
| 39 | |
| 40 | // Render texture initialization, used to hold the rendering result so we can easily resize it |
| 41 | raylib::RenderTexture2D target(gameScreenWidth, gameScreenHeight); |
| 42 | target.GetTexture().SetFilter(TEXTURE_FILTER_BILINEAR); // Texture scale filter to use |
| 43 | |
| 44 | raylib::Color colors[10]; |
| 45 | for (int i = 0; i < 10; i++) { |
| 46 | colors[i] = raylib::Color((unsigned char)GetRandomValue(100, 250), (unsigned char)GetRandomValue(50, 150), (unsigned char)GetRandomValue(10, 100), 255); |
| 47 | } |
| 48 | |
| 49 | window.SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
| 50 | //-------------------------------------------------------------------------------------- |
| 51 | |
| 52 | // Main game loop |
| 53 | while (!window.ShouldClose()) // Detect window close button or ESC key |
| 54 | { |
| 55 | // Update |
| 56 | //---------------------------------------------------------------------------------- |
| 57 | // Compute required framebuffer scaling |
| 58 | float scale = MIN((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight); |
| 59 | |
| 60 | if (IsKeyPressed(KEY_SPACE)) |
| 61 | { |
| 62 | // Recalculate random colors for the bars |
| 63 | for (int i = 0; i < 10; i++) { |
| 64 | colors[i] = raylib::Color((unsigned char)GetRandomValue(100, 250), (unsigned char)GetRandomValue(50, 150), (unsigned char)GetRandomValue(10, 100), 255); |
| 65 | } |
| 66 | } |
| 67 | |
| 68 | // Update virtual mouse (clamped mouse value behind game screen) |
| 69 | raylib::Vector2 mouse = raylib::Mouse::GetPosition(); |
| 70 | raylib::Vector2 virtualMouse( |
| 71 | (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale, |
| 72 | (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale |
| 73 | ); |
| 74 | virtualMouse = virtualMouse.Clamp(raylib::Vector2::Zero(), raylib::Vector2(gameScreenWidth, gameScreenHeight)); |
| 75 | |
| 76 | // Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui) |
| 77 | //SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth*scale))*0.5f, -(GetScreenHeight() - (gameScreenHeight*scale))*0.5f); |
| 78 | //SetMouseScale(1/scale, 1/scale); |
| 79 | //---------------------------------------------------------------------------------- |
| 80 | |
| 81 | // Draw |
| 82 | //---------------------------------------------------------------------------------- |
| 83 | // Draw everything in the render texture, note this will not be rendered on screen, yet |
nothing calls this directly
no test coverage detected