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			@ -45,8 +45,6 @@ | 
			
		
		
	
		
			
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			* | 
			
		
		
	
		
			
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			**********************************************************************************************/ | 
			
		
		
	
		
			
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			#include "rcore.h" | 
			
		
		
	
		
			
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			#define GLFW_INCLUDE_ES2                // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL) | 
			
		
		
	
		
			
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			// #define GLFW_INCLUDE_ES3               // GLFW3: Enable OpenGL ES 3.0 (transalted to WebGL2?) | 
			
		
		
	
		
			
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			#include "GLFW/glfw3.h"                 // GLFW3: Windows, OpenGL context and Input management | 
			
		
		
	
	
		
			
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			@ -177,7 +175,7 @@ void InitWindow(int width, int height, const char *title) | 
			
		
		
	
		
			
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			    CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN; | 
			
		
		
	
		
			
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			    // Initialize platform | 
			
		
		
	
		
			
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			    //--------------------------------------------------------------    | 
			
		
		
	
		
			
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			    //-------------------------------------------------------------- | 
			
		
		
	
		
			
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			    InitPlatform(); | 
			
		
		
	
		
			
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			    //-------------------------------------------------------------- | 
			
		
		
	
		
			
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			@ -256,7 +254,7 @@ void CloseWindow(void) | 
			
		
		
	
		
			
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			    rlglClose(); // De-init rlgl | 
			
		
		
	
		
			
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			    // De-initialize platform | 
			
		
		
	
		
			
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			    //--------------------------------------------------------------    | 
			
		
		
	
		
			
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			    //-------------------------------------------------------------- | 
			
		
		
	
		
			
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			    ClosePlatform(); | 
			
		
		
	
		
			
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			    //-------------------------------------------------------------- | 
			
		
		
	
		
			
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			@ -1005,7 +1003,7 @@ static int InitPlatform(void) | 
			
		
		
	
		
			
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			    glfwSetCursorEnterCallback(platform.handle, CursorEnterCallback); | 
			
		
		
	
		
			
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			    glfwMakeContextCurrent(platform.handle); | 
			
		
		
	
		
			
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			    // Load OpenGL extensions | 
			
		
		
	
		
			
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			    // NOTE: GL procedures address loader is required to load extensions | 
			
		
		
	
		
			
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			    rlLoadExtensions(glfwGetProcAddress); | 
			
		
		
	
	
		
			
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			@ -1029,19 +1027,19 @@ static int InitPlatform(void) | 
			
		
		
	
		
			
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			    TRACELOG(LOG_INFO, "    > Screen size:  %i x %i", CORE.Window.screen.width, CORE.Window.screen.height); | 
			
		
		
	
		
			
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			    TRACELOG(LOG_INFO, "    > Render size:  %i x %i", CORE.Window.render.width, CORE.Window.render.height); | 
			
		
		
	
		
			
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			    TRACELOG(LOG_INFO, "    > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); | 
			
		
		
	
		
			
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			    CORE.Window.ready = true;   // TODO: Proper validation on windows/context creation | 
			
		
		
	
		
			
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			    // If graphic device is no properly initialized, we end program | 
			
		
		
	
		
			
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			    if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; } | 
			
		
		
	
		
			
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			    else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor())/2 - CORE.Window.screen.width/2, GetMonitorHeight(GetCurrentMonitor())/2 - CORE.Window.screen.height/2); | 
			
		
		
	
		
			
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			    // Initialize hi-res timer | 
			
		
		
	
		
			
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			    InitTimer(); | 
			
		
		
	
		
			
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			    // Initialize base path for storage | 
			
		
		
	
		
			
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			    CORE.Storage.basePath = GetWorkingDirectory(); | 
			
		
		
	
		
			
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			    // Setup callback functions for the DOM events | 
			
		
		
	
		
			
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			    emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback); | 
			
		
		
	
		
			
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			@ -1070,7 +1068,7 @@ static int InitPlatform(void) | 
			
		
		
	
		
			
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			    // Support gamepad events (not provided by GLFW3 on emscripten) | 
			
		
		
	
		
			
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			    emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback); | 
			
		
		
	
		
			
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			    emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback); | 
			
		
		
	
		
			
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			    return 0; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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