/**********************************************************************************************
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								*
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								*   raylib - Advance Game template
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								*
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								*   Logo Screen Functions Definitions (Init, Update, Draw, Unload)
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								*
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								*   Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
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								*
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								*   This software is provided "as-is", without any express or implied warranty. In no event
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								*   will the authors be held liable for any damages arising from the use of this software.
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								*
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								*   Permission is granted to anyone to use this software for any purpose, including commercial
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								*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
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								*
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								*     1. The origin of this software must not be misrepresented; you must not claim that you
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								*     wrote the original software. If you use this software in a product, an acknowledgment
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								*     in the product documentation would be appreciated but is not required.
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								*
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								*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
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								*     as being the original software.
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								*
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								*     3. This notice may not be removed or altered from any source distribution.
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								*
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								**********************************************************************************************/
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								#include "raylib.h"
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								#include "screens.h"
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								#define LOGO_RECS_SIDE  16
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								//----------------------------------------------------------------------------------
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								// Global Variables Definition (local to this module)
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								//----------------------------------------------------------------------------------
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								// Logo screen global variables
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								static int framesCounter = 0;
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								static int finishScreen = 0;
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								static int logoPositionX = 0;
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								static int logoPositionY = 0;
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								static int lettersCount = 0;
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								static int topSideRecWidth = 0;
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								static int leftSideRecHeight = 0;
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								static int bottomSideRecWidth = 0;
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								static int rightSideRecHeight = 0;
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								static char raylib[8] = { 0 };          // raylib text array, max 8 letters
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								static int state = 0;                   // Tracking animation states (State Machine)
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								static float alpha = 1.0f;              // Useful for fading
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								static Texture2D texLogoCW = { 0 };     // Cinamon Works texture
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								//----------------------------------------------------------------------------------
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								// Logo Screen Functions Definition
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								//----------------------------------------------------------------------------------
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								// Logo Screen Initialization logic
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								void InitLogoScreen(void)
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								{
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								    // Initialize LOGO screen variables here!
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								    finishScreen = 0;
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								    framesCounter = 0;
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								    lettersCount = 0;
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								    logoPositionX = GetScreenWidth()/2 - 128;
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								    logoPositionY = GetScreenHeight()/2 - 128;
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								    topSideRecWidth = LOGO_RECS_SIDE;
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								    leftSideRecHeight = LOGO_RECS_SIDE;
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								    bottomSideRecWidth = LOGO_RECS_SIDE;
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								    rightSideRecHeight = LOGO_RECS_SIDE;
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								    for (int i = 0; i < 8; i++) raylib[i] = '\0';
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								    state = 0;
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								    alpha = 1.0f;
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								    texLogoCW = LoadTexture("resources/textures/cw_logo.png");
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								}
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								// Logo Screen Update logic
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								void UpdateLogoScreen(void)
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								{
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								    // Update LOGO screen variables here!
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								    if (state == 0)                 // State 0: Small box blinking
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								    {
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								        framesCounter++;
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								        if (framesCounter == 80)
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								        {
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								            state = 1;
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								            framesCounter = 0;      // Reset counter... will be used later...
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								        }
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								    }
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								    else if (state == 1)            // State 1: Top and left bars growing
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								    {
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								        topSideRecWidth += 8;
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								        leftSideRecHeight += 8;
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								        if (topSideRecWidth == 256) state = 2;
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								    }
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								    else if (state == 2)            // State 2: Bottom and right bars growing
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								    {
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								        bottomSideRecWidth += 8;
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								        rightSideRecHeight += 8;
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								        if (bottomSideRecWidth == 256) state = 3;
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								    }
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								    else if (state == 3)            // State 3: Letters appearing (one by one)
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								    {
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								        framesCounter++;
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								        if (framesCounter/10)       // Every 12 frames, one more letter!
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								        {
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								            lettersCount++;
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								            framesCounter = 0;
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								        }
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								        switch (lettersCount)
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								        {
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								            case 1: raylib[0] = 'r'; break;
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								            case 2: raylib[1] = 'a'; break;
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								            case 3: raylib[2] = 'y'; break;
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								            case 4: raylib[3] = 'l'; break;
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								            case 5: raylib[4] = 'i'; break;
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								            case 6: raylib[5] = 'b'; break;
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								            default: break;
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								        }
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								        // When all letters have appeared...
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								        if (lettersCount >= 10)
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								        {
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								            state = 4;
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								            framesCounter = 0;
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								        }
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								    }
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								    else if (state == 4)
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								    {
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								        framesCounter++;
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								        if (framesCounter > 100)
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								        {
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								            alpha -= 0.02f;
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								            if (alpha <= 0.0f)
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								            {
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								                alpha = 0.0f;
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								                framesCounter = 0;
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								                state = 5;
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								            }
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								        }
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								    }
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								    else if (state == 5)
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								    {
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								        alpha += 0.02f;
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								        if (alpha >= 1.0f) alpha = 1.0f;
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								        framesCounter++;
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								        if (framesCounter > 200)
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								        {
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								            framesCounter = 0;
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								            state = 6;
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								        }
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								    }
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								    else if (state == 6)
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								    {
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								        alpha -= 0.02f;
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								        if (alpha >= 1.0f) alpha = 1.0f;
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								        framesCounter++;
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								        if (framesCounter > 100)
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								        {
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								            framesCounter = 0;
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								            finishScreen = 1;
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								        }
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								    }
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								}
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								// Logo Screen Draw logic
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								void DrawLogoScreen(void)
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								{
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								    if (state == 0)
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								    {
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								        if ((framesCounter/10)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
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								    }
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								    else if (state == 1)
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								    {
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								        DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
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								        DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
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								    }
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								    else if (state == 2)
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								    {
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								        DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
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								        DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
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								        DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
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								        DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
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								    }
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								    else if (state == 3)
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								    {
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								        DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
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								        DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
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								        DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
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								        DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
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								        DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
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								        DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
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								    }
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								    else if (state == 4)
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								    {
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								        DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
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								        DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
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								        DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
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								        DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
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								        DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
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								        DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
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								        if (framesCounter > 20) DrawText("powered by", logoPositionX, logoPositionY - 27, 20, Fade(DARKGRAY, alpha));
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								    }
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								    else if ((state == 5) || (state == 6)) DrawTexture(texLogoCW, GetScreenWidth()/2 - texLogoCW.width/2, GetScreenHeight()/2 - texLogoCW.height/2, Fade(WHITE, alpha));
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								}
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								// Logo Screen Unload logic
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								void UnloadLogoScreen(void)
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								{
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								    // Unload LOGO screen variables here!
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								    UnloadTexture(texLogoCW);
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								}
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								// Logo Screen should finish?
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								int FinishLogoScreen(void)
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								{
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								    return finishScreen;
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								}
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