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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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								*   Example originally created with raylib 2.1, last time updated with raylib 2.5
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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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								*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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								*   BSD-like license that allows static linking with closed source software
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								*
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								*   Copyright (c) 2019-2024 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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								#define MAX_TOUCH_POINTS 10
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								//------------------------------------------------------------------------------------
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								// Program main entry point
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								//------------------------------------------------------------------------------------
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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 touchPositions[MAX_TOUCH_POINTS] = { 0 };
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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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								        // Get the touch point count ( how many fingers are touching the screen )
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								        int tCount = GetTouchPointCount();
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								        // Clamp touch points available ( set the maximum touch points allowed )
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								        if(tCount > MAX_TOUCH_POINTS) tCount = MAX_TOUCH_POINTS;
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								        // Get touch points positions
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								        for (int i = 0; i < tCount; ++i) touchPositions[i] = GetTouchPosition(i);
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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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								            for (int i = 0; i < tCount; ++i)
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								            {
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								                // Make sure point is not (0, 0) as this means there is no touch for it
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								                if ((touchPositions[i].x > 0) && (touchPositions[i].y > 0))
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								                {
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								                    // Draw circle and touch index number
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								                    DrawCircleV(touchPositions[i], 34, ORANGE);
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								                    DrawText(TextFormat("%d", i), (int)touchPositions[i].x - 10, (int)touchPositions[i].y - 70, 40, BLACK);
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								                }
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								            }
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								            DrawText("touch the screen at multiple locations to get multiple balls", 10, 10, 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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