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								/*******************************************************************************************
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								*
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								*   raylib [core] example - Input multitouch
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								*
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								*   This example has been created using raylib 2.1 (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 Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
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								*
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								*   Copyright (c) 2019 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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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 [core] example - input multitouch");
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								    Vector2 ballPosition = { -100.0f, -100.0f };
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								    Color ballColor = BEIGE;
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								    int touchCounter = 0;
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								    Vector2 touchPosition = { 0.0f };
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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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								        ballPosition = GetMousePosition();
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								        ballColor = BEIGE;
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								        if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
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								        if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
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								        if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
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								        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) touchCounter = 10;
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								        if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10;
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								        if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10;
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								        if (touchCounter > 0) touchCounter--;
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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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								            // Multitouch
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								            for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
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								            {
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								                touchPosition = GetTouchPosition(i);                    // Get the touch point
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								                if ((touchPosition.x >= 0) && (touchPosition.y >= 0))   // Make sure point is not (-1,-1) as this means there is no touch for it
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								                {
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								                    // Draw circle and touch index number
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								                    DrawCircleV(touchPosition, 34, ORANGE);
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								                    DrawText(FormatText("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
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								                }
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								            }
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								            // Draw the normal mouse location
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								            DrawCircleV(ballPosition, 30 + (touchCounter*3), ballColor);
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								            DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
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								            DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);
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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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								    CloseWindow();        // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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