Setup multiple resolutions.
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+50
-10
@@ -4,22 +4,46 @@ import rl "vendor:raylib"
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VIEWPORT_W :: 1280
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VIEWPORT_H :: 720
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WINDOW_W :: 2560
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WINDOW_H :: 1440
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WINDOW_TITLE :: "Pong"
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Resolution :: struct {
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width: i32,
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height: i32,
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label: cstring,
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}
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// Preset window dimensions
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RESOLUTIONS := [?]Resolution{
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{1280, 720, "1280x720"},
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{1920, 1080, "1920x1080"},
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{2560, 1440, "2560x1440"},
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{3840, 2160, "3840x2160"},
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}
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Game :: struct {
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viewport: rl.RenderTexture2D,
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scene_stack: [dynamic]Scene,
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should_close: bool,
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audio: Audio_Manager,
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// resolution state
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window_w: i32,
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window_h: i32,
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res_index: int
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}
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// ------------------------------------------------------------------------------
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// Game Lifecycle
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// ------------------------------------------------------------------------------
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game_init :: proc(game: ^Game) {
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rl.InitWindow(WINDOW_W, WINDOW_H, WINDOW_TITLE)
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//rl.SetConfigFlags({.WINDOW_RESIZABLE, .MSAA_4X_HINT})
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rl.SetConfigFlags({.MSAA_4X_HINT})
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game.res_index = 2
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game.window_w = RESOLUTIONS[game.res_index].width
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game.window_h = RESOLUTIONS[game.res_index].height
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rl.InitWindow(game.window_w, game.window_h, WINDOW_TITLE)
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rl.SetTargetFPS(60)
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// init any global managers
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@@ -62,19 +86,16 @@ game_render :: proc(game: ^Game) {
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for i in 0 ..< len(game.scene_stack) {
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scene_render(&game.scene_stack[i])
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}
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rl.EndTextureMode()
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render_game_to_window(game.viewport.texture)
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render_game_to_window(game)
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rl.EndDrawing()
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}
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game_quit :: proc(game: ^Game) {
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delete(GLOBAL_EVENTS)
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rl.UnloadRenderTexture(game.viewport)
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// cleanup global managers
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audio_manager_quit(&game.audio)
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rl.UnloadRenderTexture(game.viewport)
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@@ -91,13 +112,32 @@ game_should_run :: proc(game: Game) -> bool {
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// ------------------------------------------------------------------------------
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// Window Upscale Render
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// ------------------------------------------------------------------------------
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render_game_to_window :: proc(texture: rl.Texture) {
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game_set_resolution :: proc(game: ^Game, res_index: int) {
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game.res_index = clamp(res_index, 0, len(RESOLUTIONS) - 1)
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target_w := RESOLUTIONS[game.res_index].width
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target_h := RESOLUTIONS[game.res_index].height
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monitor := rl.GetCurrentMonitor()
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screen_w := rl.GetMonitorWidth(monitor)
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screen_h := rl.GetMonitorHeight(monitor)
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// Clamp window size so it doesn't exceed physical screen limits
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game.window_w = min(target_w, screen_w)
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game.window_h = min(target_h, screen_h)
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rl.SetWindowSize(game.window_w, game.window_h)
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}
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render_game_to_window :: proc(game: ^Game) {
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texture := game.viewport.texture
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rl.DrawTexturePro(
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texture,
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// src: inverted y coordinate flips opengl texture buffer correctly
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rl.Rectangle{0, 0, f32(texture.width), -f32(texture.height)},
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// dst: scales viewport canvas to fill window resolution
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rl.Rectangle{0, 0, f32(WINDOW_W), f32(WINDOW_H)},
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rl.Rectangle{0, 0, f32(game.window_w), f32(game.window_h)},
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rl.Vector2{},
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0,
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rl.WHITE,
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