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								/*******************************************************************************************
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								*
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								*   raylib [textures] example - Draw part of the texture tiled
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								*
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								*   This example has been created using raylib 3.0 (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) 2020 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#define SIZEOF(A) (sizeof(A)/sizeof(A[0]))
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								#define OPT_WIDTH       220       // Max width for the options container
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								#define MARGIN_SIZE       8       // Size for the margins
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								#define COLOR_SIZE       16       // Size of the color select buttons
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								int main(int argc, char **argv)
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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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								    SetConfigFlags(FLAG_WINDOW_RESIZABLE); // Make the window resizable
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								    InitWindow(screenWidth, screenHeight, "raylib [textures] example - Draw part of a texture tiled");
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								    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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								    Texture texPattern = LoadTexture("resources/patterns.png");
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								    SetTextureFilter(texPattern, TEXTURE_FILTER_TRILINEAR); // Makes the texture smoother when upscaled
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								    // Coordinates for all patterns inside the texture
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								    const Rectangle recPattern[] = {
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								        (Rectangle){ 3, 3, 66, 66 },
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								        (Rectangle){ 75, 3, 100, 100 },
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								        (Rectangle){ 3, 75, 66, 66 },
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								        (Rectangle){ 7, 156, 50, 50 },
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								        (Rectangle){ 85, 106, 90, 45 },
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								        (Rectangle){ 75, 154, 100, 60}
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								    };
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								    // Setup colors
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								    const Color colors[] = { BLACK, MAROON, ORANGE, BLUE, PURPLE, BEIGE, LIME, RED, DARKGRAY, SKYBLUE };
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								    enum { MAX_COLORS = SIZEOF(colors) };
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								    Rectangle colorRec[MAX_COLORS] = { 0 };
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								    // Calculate rectangle for each color
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								    for (int i = 0, x = 0, y = 0; i < MAX_COLORS; i++)
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								    {
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								        colorRec[i].x = 2.0f + MARGIN_SIZE + x;
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								        colorRec[i].y = 22.0f + 256.0f + MARGIN_SIZE + y;
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								        colorRec[i].width = COLOR_SIZE*2.0f;
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								        colorRec[i].height = (float)COLOR_SIZE;
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								        if (i == (MAX_COLORS/2 - 1))
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								        {
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								            x = 0;
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								            y += COLOR_SIZE + MARGIN_SIZE;
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								        }
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								        else x += (COLOR_SIZE*2 + MARGIN_SIZE);
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								    }
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								    int activePattern = 0, activeCol = 0;
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								    float scale = 1.0f, rotation = 0.0f;
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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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								        // Handle mouse
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								        if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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								        {
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								            const Vector2 mouse = GetMousePosition();
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								            // Check which pattern was clicked and set it as the active pattern
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								            for (int i = 0; i < SIZEOF(recPattern); i++)
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								            {
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								                if (CheckCollisionPointRec(mouse, (Rectangle){ 2 + MARGIN_SIZE + recPattern[i].x, 40 + MARGIN_SIZE + recPattern[i].y, recPattern[i].width, recPattern[i].height }))
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								                {
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								                    activePattern = i;
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								                    break;
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								                }
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								            }
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								            // Check to see which color was clicked and set it as the active color
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								            for (int i = 0; i < MAX_COLORS; ++i)
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								            {
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								                if (CheckCollisionPointRec(mouse, colorRec[i]))
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								                {
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								                    activeCol = i;
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								                    break;
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								                }
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								            }
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								        }
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								        // Handle keys
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								        // Change scale
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								        if (IsKeyPressed(KEY_UP)) scale += 0.25f;
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								        if (IsKeyPressed(KEY_DOWN)) scale -= 0.25f;
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								        if (scale > 10.0f) scale = 10.0f;
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								        else if ( scale <= 0.0f) scale = 0.25f;
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								        // Change rotation
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								        if (IsKeyPressed(KEY_LEFT)) rotation -= 25.0f;
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								        if (IsKeyPressed(KEY_RIGHT)) rotation += 25.0f;
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								        // Reset
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								        if (IsKeyPressed(KEY_SPACE)) { rotation = 0.0f; scale = 1.0f; }
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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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								            // Draw the tiled area
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								            DrawTextureTiled(texPattern, recPattern[activePattern], (Rectangle){(float)OPT_WIDTH+MARGIN_SIZE, (float)MARGIN_SIZE, GetScreenWidth() - OPT_WIDTH - 2.0f*MARGIN_SIZE, GetScreenHeight() - 2.0f*MARGIN_SIZE},
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								                (Vector2){0.0f, 0.0f}, rotation, scale, colors[activeCol]);
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								            // Draw options
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								            DrawRectangle(MARGIN_SIZE, MARGIN_SIZE, OPT_WIDTH - MARGIN_SIZE, GetScreenHeight() - 2*MARGIN_SIZE, ColorAlpha(LIGHTGRAY, 0.5f));
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								            DrawText("Select Pattern", 2 + MARGIN_SIZE, 30 + MARGIN_SIZE, 10, BLACK);
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								            DrawTexture(texPattern, 2 + MARGIN_SIZE, 40 + MARGIN_SIZE, BLACK);
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								            DrawRectangle(2 + MARGIN_SIZE + (int)recPattern[activePattern].x, 40 + MARGIN_SIZE + (int)recPattern[activePattern].y, (int)recPattern[activePattern].width, (int)recPattern[activePattern].height, ColorAlpha(DARKBLUE, 0.3f));
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								            DrawText("Select Color", 2+MARGIN_SIZE, 10+256+MARGIN_SIZE, 10, BLACK);
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								            for (int i = 0; i < MAX_COLORS; i++)
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								            {
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								                DrawRectangleRec(colorRec[i], colors[i]);
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								                if (activeCol == i) DrawRectangleLinesEx(colorRec[i], 3, ColorAlpha(WHITE, 0.5f));
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								            }
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								            DrawText("Scale (UP/DOWN to change)", 2 + MARGIN_SIZE, 80 + 256 + MARGIN_SIZE, 10, BLACK);
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								            DrawText(TextFormat("%.2fx", scale), 2 + MARGIN_SIZE, 92 + 256 + MARGIN_SIZE, 20, BLACK);
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								            DrawText("Rotation (LEFT/RIGHT to change)", 2 + MARGIN_SIZE, 122 + 256 + MARGIN_SIZE, 10, BLACK);
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								            DrawText(TextFormat("%.0f degrees", rotation), 2 + MARGIN_SIZE, 134 + 256 + MARGIN_SIZE, 20, BLACK);
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								            DrawText("Press [SPACE] to reset", 2 + MARGIN_SIZE, 164 + 256 + MARGIN_SIZE, 10, DARKBLUE);
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								            // Draw FPS
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								            DrawText(TextFormat("%i FPS", GetFPS()), 2 + MARGIN_SIZE, 2 + MARGIN_SIZE, 20, BLACK);
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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(texPattern);        // Unload 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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