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								/*******************************************************************************************
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								*
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								*   raylib [core] example - window scale letterbox
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								*
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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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								*
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								*   Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
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								*
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								*   Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
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								*
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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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								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
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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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								        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
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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("You can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
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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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								}
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