/******************************************************************************************* * * raylib [core] example - 2d camera split screen * * Addapted from the core_3d_camera_split_screen example: * https://github.com/raysan5/raylib/blob/master/examples/core/core_3d_camera_split_screen.c * * Example originally created with raylib 4.5, last time updated with raylib 4.5 * * Example contributed by Gabriel dos Santos Sanches (@gabrielssanches) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2023 Gabriel dos Santos Sanches (@gabrielssanches) * ********************************************************************************************/ #include "raylib.h" #define PLAYER_SIZE 40 //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 440; InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera split screen"); Rectangle player1 = { 200, 200, PLAYER_SIZE, PLAYER_SIZE }; Rectangle player2 = { 250, 200, PLAYER_SIZE, PLAYER_SIZE }; Camera2D camera1 = { 0 }; camera1.target = (Vector2){ player1.x, player1.y }; camera1.offset = (Vector2){ 200.0f, 200.0f }; camera1.rotation = 0.0f; camera1.zoom = 1.0f; Camera2D camera2 = { 0 }; camera2.target = (Vector2){ player2.x, player2.y }; camera2.offset = (Vector2){ 200.0f, 200.0f }; camera2.rotation = 0.0f; camera2.zoom = 1.0f; RenderTexture screenCamera1 = LoadRenderTexture(screenWidth/2, screenHeight); RenderTexture screenCamera2 = LoadRenderTexture(screenWidth/2, screenHeight); // Build a flipped rectangle the size of the split view to use for drawing later Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenCamera1.texture.width, (float)-screenCamera1.texture.height }; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- if (IsKeyDown(KEY_S)) player1.y += 3.0f; else if (IsKeyDown(KEY_W)) player1.y -= 3.0f; if (IsKeyDown(KEY_D)) player1.x += 3.0f; else if (IsKeyDown(KEY_A)) player1.x -= 3.0f; if (IsKeyDown(KEY_UP)) player2.y -= 3.0f; else if (IsKeyDown(KEY_DOWN)) player2.y += 3.0f; if (IsKeyDown(KEY_RIGHT)) player2.x += 3.0f; else if (IsKeyDown(KEY_LEFT)) player2.x -= 3.0f; camera1.target = (Vector2){ player1.x, player1.y }; camera2.target = (Vector2){ player2.x, player2.y }; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginTextureMode(screenCamera1); ClearBackground(RAYWHITE); BeginMode2D(camera1); // Draw full scene with first camera for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++) { DrawLineV((Vector2){(float)PLAYER_SIZE*i, 0}, (Vector2){ (float)PLAYER_SIZE*i, (float)screenHeight}, LIGHTGRAY); } for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++) { DrawLineV((Vector2){0, (float)PLAYER_SIZE*i}, (Vector2){ (float)screenWidth, (float)PLAYER_SIZE*i}, LIGHTGRAY); } for (int i = 0; i < screenWidth/PLAYER_SIZE; i++) { for (int j = 0; j < screenHeight/PLAYER_SIZE; j++) { DrawText(TextFormat("[%i,%i]", i, j), 10 + PLAYER_SIZE*i, 15 + PLAYER_SIZE*j, 10, LIGHTGRAY); } } DrawRectangleRec(player1, RED); DrawRectangleRec(player2, BLUE); EndMode2D(); DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f)); DrawText("PLAYER1: W/S/A/D to move", 10, 10, 10, MAROON); EndTextureMode(); BeginTextureMode(screenCamera2); ClearBackground(RAYWHITE); BeginMode2D(camera2); // Draw full scene with second camera for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++) { DrawLineV((Vector2){ (float)PLAYER_SIZE*i, 0}, (Vector2){ (float)PLAYER_SIZE*i, (float)screenHeight}, LIGHTGRAY); } for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++) { DrawLineV((Vector2){0, (float)PLAYER_SIZE*i}, (Vector2){ (float)screenWidth, (float)PLAYER_SIZE*i}, LIGHTGRAY); } for (int i = 0; i < screenWidth/PLAYER_SIZE; i++) { for (int j = 0; j < screenHeight/PLAYER_SIZE; j++) { DrawText(TextFormat("[%i,%i]", i, j), 10 + PLAYER_SIZE*i, 15 + PLAYER_SIZE*j, 10, LIGHTGRAY); } } DrawRectangleRec(player1, RED); DrawRectangleRec(player2, BLUE); EndMode2D(); DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f)); DrawText("PLAYER2: UP/DOWN/LEFT/RIGHT to move", 10, 10, 10, DARKBLUE); EndTextureMode(); // Draw both views render textures to the screen side by side BeginDrawing(); ClearBackground(BLACK); DrawTextureRec(screenCamera1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE); DrawTextureRec(screenCamera2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE); DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY); EndDrawing(); } // De-Initialization //-------------------------------------------------------------------------------------- UnloadRenderTexture(screenCamera1); // Unload render texture UnloadRenderTexture(screenCamera2); // Unload render texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }