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			/*******************************************************************************************
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			*   raylib [core] example - window scale letterbox virtual mouse | 
			
		
		
	
		
			
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			*   This example has been created using raylib 2.5 (www.raylib.com) | 
			
		
		
	
		
			
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			*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | 
			
		
		
	
		
			
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			*   Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5) | 
			
		
		
	
		
			
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			*   Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5) | 
			
		
		
	
		
			
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			********************************************************************************************/ | 
			
		
		
	
		
			
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			#include "raylib.h"
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			#define max(a, b) ((a)>(b)? (a) : (b))
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			#define min(a, b) ((a)<(b)? (a) : (b))
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			/**
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			 * Clamp Vector2 value with min and max and return a new vector2 | 
			
		
		
	
		
			
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			 */ | 
			
		
		
	
		
			
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			Vector2 Clamp( Vector2 value, Vector2 min, Vector2 max ) { | 
			
		
		
	
		
			
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			    Vector2 result = value; | 
			
		
		
	
		
			
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			    result.x = ( result.x > max.x ) ? max.x : result.x; | 
			
		
		
	
		
			
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			    result.x = ( result.x < min.x ) ? min.x : result.x; | 
			
		
		
	
		
			
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			    result.y = ( result.y > max.y ) ? max.y : result.y; | 
			
		
		
	
		
			
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			    result.y = ( result.y < min.y ) ? min.y : result.y; | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			int main(void) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    const int windowWidth = 800; | 
			
		
		
	
		
			
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			    const int windowHeight = 450; | 
			
		
		
	
		
			
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			    // Enable config flags for resizable window and vertical synchro
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			    SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT); | 
			
		
		
	
		
			
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			    InitWindow(windowWidth, windowHeight, "raylib [core] example - window scale letterbox"); | 
			
		
		
	
		
			
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			    SetWindowMinSize(320, 240); | 
			
		
		
	
		
			
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			    int gameScreenWidth = 640; | 
			
		
		
	
		
			
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			    int gameScreenHeight = 480; | 
			
		
		
	
		
			
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			    // Render texture initialization, used to hold the rendering result so we can easily resize it
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			    RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight); | 
			
		
		
	
		
			
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			    SetTextureFilter(target.texture, FILTER_BILINEAR);  // Texture scale filter to use
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			    Color colors[10] = { 0 }; | 
			
		
		
	
		
			
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			    for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 }; | 
			
		
		
	
		
			
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			    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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			    //--------------------------------------------------------------------------------------
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			    // Main game loop
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			    while (!WindowShouldClose())    // Detect window close button or ESC key
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			    { | 
			
		
		
	
		
			
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			        // Update
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			        //----------------------------------------------------------------------------------
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			        // Compute required framebuffer scaling
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			        float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight); | 
			
		
		
	
		
			
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			        // Update virtual mouse
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			        //----------------------------------------------------------------------------------
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			        Vector2 mouse = GetMousePosition(); | 
			
		
		
	
		
			
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			        mouse.x = (mouse.x - ( GetScreenWidth () - ( gameScreenWidth * scale) ) * 0.5) / scale; | 
			
		
		
	
		
			
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			        mouse.y = (mouse.y - ( GetScreenHeight () - ( gameScreenHeight * scale) ) * 0.5) / scale; | 
			
		
		
	
		
			
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			        // Clamp mouse value behind gamescreen
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			        mouse = Clamp( mouse, (Vector2){0,0}, (Vector2) { gameScreenWidth, gameScreenHeight } ); | 
			
		
		
	
		
			
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			        //----------------------------------------------------------------------------------
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			        if (IsKeyPressed(KEY_SPACE)) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            // Recalculate random colors for the bars
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			            for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 }; | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        //----------------------------------------------------------------------------------
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			        // Draw
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			        //----------------------------------------------------------------------------------
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			        BeginDrawing(); | 
			
		
		
	
		
			
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			            ClearBackground(BLACK); | 
			
		
		
	
		
			
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			            // Draw everything in the render texture, note this will not be rendered on screen, yet
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			            BeginTextureMode(target); | 
			
		
		
	
		
			
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			                ClearBackground(RAYWHITE);         // Clear render texture background color
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			                for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]); | 
			
		
		
	
		
			
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			                DrawText("If executed inside a window,\nyou can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE); | 
			
		
		
	
		
			
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			                DrawText( TextFormat("Virtual Mouse : %.0f , %.0f", mouse.x, mouse.y), 350, 25, 20, YELLOW); | 
			
		
		
	
		
			
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			            EndTextureMode(); | 
			
		
		
	
		
			
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			            // Draw RenderTexture2D to window, properly scaled
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			            DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height }, | 
			
		
		
	
		
			
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			                           (Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5, | 
			
		
		
	
		
			
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			                           (float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE); | 
			
		
		
	
		
			
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			        EndDrawing(); | 
			
		
		
	
		
			
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			        //--------------------------------------------------------------------------------------
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			    } | 
			
		
		
	
		
			
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			    // De-Initialization
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			    //--------------------------------------------------------------------------------------
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			    UnloadRenderTexture(target);    // Unload render texture
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			    CloseWindow();                  // Close window and OpenGL context
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			    //--------------------------------------------------------------------------------------
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			    return 0; | 
			
		
		
	
		
			
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			} |