clean up
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@@ -56,16 +56,12 @@ int main(void)
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// keep mouse scaled to virtual space (good to set each frame)
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// keep mouse scaled to virtual space (good to set each frame)
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SetMouseScale((float)g.virtualWidth/g.renderWidth, (float)g.virtualHeight/g.renderHeight);
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SetMouseScale((float)g.virtualWidth/g.renderWidth, (float)g.virtualHeight/g.renderHeight);
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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// Draw
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Here we draw to our virtual screen "target"
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// Here we draw to our virtual screen "target"
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BeginTextureMode(target);
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BeginTextureMode(target);
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ClearBackground(GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)));
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ClearBackground(GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)));
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EndTextureMode();
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EndTextureMode();
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//this is where we take what we drew to the virutal screen and actually render it on the real screen.
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//this is where we take what we drew to the virutal screen and actually render it on the real screen.
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@@ -91,6 +87,6 @@ void Virtual_Screen_To_Renderer(RenderTexture2D target, struct Master* g)
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// Source is the texture size
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// Source is the texture size
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// note: Y is inverted for render textures (when drawing we go from the top left corner, but in textures they are drawing from the bottom left.)
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// note: Y is inverted for render textures (when drawing we go from the top left corner, but in textures they are drawing from the bottom left.)
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Rectangle src = { 0, 0, (float)target.texture.width, -(float)target.texture.height};
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Rectangle src = { 0, 0, (float)target.texture.width, -(float)target.texture.height};
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Rectangle dst = { 0, 0, (float)g->renderWidth, (float)g->renderHeight }; // scale to full screen (2×)
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Rectangle dst = { 0, 0, (float)g->renderWidth, (float)g->renderHeight }; // scale to full screen (2x)
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DrawTexturePro(target.texture, src, dst, (Vector2){0,0}, 0.0f, WHITE);
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DrawTexturePro(target.texture, src, dst, (Vector2){0,0}, 0.0f, WHITE);
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}
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}
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