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								/*******************************************************************************************
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								*
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								*   raylib [text] example - font loading
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								*
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								*   Example complexity rating: [★☆☆☆] 1/4
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								*
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								*   NOTE: raylib can load fonts from multiple input file formats:
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								*
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								*     - TTF/OTF > Sprite font atlas is generated on loading, user can configure
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								*                 some of the generation parameters (size, characters to include)
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								*     - BMFonts > Angel code font fileformat, sprite font image must be provided
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								*                 together with the .fnt file, font generation cna not be configured
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								*     - XNA Spritefont > Sprite font image, following XNA Spritefont conventions,
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								*                 Characters in image must follow some spacing and order rules
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								*
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								*   Example originally created with raylib 1.4, last time updated with raylib 3.0
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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) 2016-2025 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 [text] example - font loading");
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								    // Define characters to draw
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								    // NOTE: raylib supports UTF-8 encoding, following list is actually codified as UTF8 internally
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								    const char msg[256] = "!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\nøùúûüýþÿ";
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								    // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
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								    // BMFont (AngelCode) : Font data and image atlas have been generated using external program
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								    Font fontBm = LoadFont("resources/pixantiqua.fnt");
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								    // TTF font : Font data and atlas are generated directly from TTF
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								    // NOTE: We define a font base size of 32 pixels tall and up-to 250 characters
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								    Font fontTtf = LoadFontEx("resources/pixantiqua.ttf", 32, 0, 250);
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								    SetTextLineSpacing(16);         // Set line spacing for multiline text (when line breaks are included '\n')
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								    bool useTtf = false;
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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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								        if (IsKeyDown(KEY_SPACE)) useTtf = true;
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								        else useTtf = false;
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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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								            DrawText("Hold SPACE to use TTF generated font", 20, 20, 20, LIGHTGRAY);
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								            if (!useTtf)
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								            {
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								                DrawTextEx(fontBm, msg, (Vector2){ 20.0f, 100.0f }, (float)fontBm.baseSize, 2, MAROON);
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								                DrawText("Using BMFont (Angelcode) imported", 20, GetScreenHeight() - 30, 20, GRAY);
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								            }
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								            else
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								            {
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								                DrawTextEx(fontTtf, msg, (Vector2){ 20.0f, 100.0f }, (float)fontTtf.baseSize, 2, LIME);
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								                DrawText("Using TTF font generated", 20, GetScreenHeight() - 30, 20, GRAY);
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								            }
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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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								    UnloadFont(fontBm);     // AngelCode Font unloading
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								    UnloadFont(fontTtf);    // TTF Font 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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