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								/*******************************************************************************************
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								*
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								*   raylib [textures] example - Texture source and destination rectangles
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								*
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								*   Example originally created with raylib 1.3, last time updated with raylib 1.3
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								*
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								*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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								*   BSD-like license that allows static linking with closed source software
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								*
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								*   Copyright (c) 2015-2022 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								//------------------------------------------------------------------------------------
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								// Program main entry point
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								//------------------------------------------------------------------------------------
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								int main(void)
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    const int screenWidth = 800;
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								    const int screenHeight = 450;
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								    InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles");
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								    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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								    Texture2D scarfy = LoadTexture("resources/scarfy.png");        // Texture loading
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								    int frameWidth = scarfy.width/6;
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								    int frameHeight = scarfy.height;
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								    // Source rectangle (part of the texture to use for drawing)
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								    Rectangle sourceRec = { 0.0f, 0.0f, (float)frameWidth, (float)frameHeight };
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								    // Destination rectangle (screen rectangle where drawing part of texture)
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								    Rectangle destRec = { screenWidth/2.0f, screenHeight/2.0f, frameWidth*2.0f, frameHeight*2.0f };
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								    // Origin of the texture (rotation/scale point), it's relative to destination rectangle size
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								    Vector2 origin = { (float)frameWidth, (float)frameHeight };
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								    int rotation = 0;
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								    SetTargetFPS(60);
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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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								        rotation++;
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								        //----------------------------------------------------------------------------------
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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        BeginDrawing();
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								            ClearBackground(RAYWHITE);
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								            // NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw
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								            // sourceRec defines the part of the texture we use for drawing
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								            // destRec defines the rectangle where our texture part will fit (scaling it to fit)
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								            // origin defines the point of the texture used as reference for rotation and scaling
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								            // rotation defines the texture rotation (using origin as rotation point)
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								            DrawTexturePro(scarfy, sourceRec, destRec, origin, (float)rotation, WHITE);
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								            DrawLine((int)destRec.x, 0, (int)destRec.x, screenHeight, GRAY);
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								            DrawLine(0, (int)destRec.y, screenWidth, (int)destRec.y, GRAY);
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								            DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
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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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								    UnloadTexture(scarfy);        // Texture unloading
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								    CloseWindow();                // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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