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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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								*   This example has been created using raylib 1.3 (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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								*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								int main()
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    int screenWidth = 800;
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								    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 guybrush = LoadTexture("resources/guybrush.png");        // Texture loading
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								    int frameWidth = guybrush.width/7;
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								    int frameHeight = guybrush.height;
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								    // NOTE: Source rectangle (part of the texture to use for drawing)
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								    Rectangle sourceRec = { 0, 0, frameWidth, frameHeight };
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								    // NOTE: Destination rectangle (screen rectangle where drawing part of texture)
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								    Rectangle destRec = { screenWidth/2, screenHeight/2, frameWidth*2, frameHeight*2 };
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								    // NOTE: Origin of the texture (rotation/scale point), it's relative to destination rectangle size
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								    Vector2 origin = { frameWidth, 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(guybrush, sourceRec, destRec, origin, rotation, WHITE);
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								            DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY);
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								            DrawLine(0, destRec.y, screenWidth, destRec.y, 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(guybrush);       // 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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