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								/*******************************************************************************************
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								*
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								*   raylib [textures] example - Image loading and drawing on it
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								*
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								*   NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
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								*
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								*   This example has been created using raylib 1.4 (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) 2016 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 [textures] example - image drawing");
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								    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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								    Image cat = LoadImage("resources/cat.png");             // Load image in CPU memory (RAM)
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								    ImageCrop(&cat, (Rectangle){ 100, 10, 280, 380 });      // Crop an image piece
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								    ImageFlipHorizontal(&cat);                              // Flip cropped image horizontally
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								    ImageResize(&cat, 150, 200);                            // Resize flipped-cropped image
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								    Image parrots = LoadImage("resources/parrots.png");     // Load image in CPU memory (RAM)
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								    // Draw one image over the other with a scaling of 1.5f
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								    ImageDraw(&parrots, cat, (Rectangle){ 0, 0, cat.width, cat.height }, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f }, WHITE);
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								    ImageCrop(&parrots, (Rectangle){ 0, 50, parrots.width, parrots.height - 100 }); // Crop resulting image
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								    UnloadImage(cat);       // Unload image from RAM
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								    // Load custom font for frawing on image
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								    Font font = LoadFont("resources/custom_jupiter_crash.png");
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								    // Draw over image using custom font
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								    ImageDrawTextEx(&parrots, (Vector2){ 300, 230 }, font, "PARROTS & CAT", font.baseSize, -2, WHITE);
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								    UnloadFont(font); // Unload custom spritefont (already drawn used on image)
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								    Texture2D texture = LoadTextureFromImage(parrots);      // Image converted to texture, uploaded to GPU memory (VRAM)
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								    UnloadImage(parrots);   // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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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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								        // TODO: Update your variables here
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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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								            DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, WHITE);
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								            DrawRectangleLines(screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, texture.width, texture.height, DARKGRAY);
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								            DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, DARKGRAY);
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								            DrawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, 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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								    UnloadTexture(texture);       // 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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