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								/*******************************************************************************************
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								*
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								*   raylib [textures] example - gif playing
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								*
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								*   Example complexity rating: [★★★☆] 3/4
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								*
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								*   Example originally created with raylib 4.2, last time updated with raylib 4.2
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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) 2021-2025 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#define MAX_FRAME_DELAY     20
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								#define MIN_FRAME_DELAY      1
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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 [textures] example - gif playing");
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								    int animFrames = 0;
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								    // Load all GIF animation frames into a single Image
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								    // NOTE: GIF data is always loaded as RGBA (32bit) by default
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								    // NOTE: Frames are just appended one after another in image.data memory
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								    Image imScarfyAnim = LoadImageAnim("resources/scarfy_run.gif", &animFrames);
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								    // Load texture from image
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								    // NOTE: We will update this texture when required with next frame data
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								    // WARNING: It's not recommended to use this technique for sprites animation,
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								    // use spritesheets instead, like illustrated in textures_sprite_anim example
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								    Texture2D texScarfyAnim = LoadTextureFromImage(imScarfyAnim);
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								    unsigned int nextFrameDataOffset = 0;  // Current byte offset to next frame in image.data
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								    int currentAnimFrame = 0;       // Current animation frame to load and draw
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								    int frameDelay = 8;             // Frame delay to switch between animation frames
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								    int frameCounter = 0;           // General frames counter
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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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								        frameCounter++;
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								        if (frameCounter >= frameDelay)
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								        {
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								            // Move to next frame
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								            // NOTE: If final frame is reached we return to first frame
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								            currentAnimFrame++;
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								            if (currentAnimFrame >= animFrames) currentAnimFrame = 0;
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								            // Get memory offset position for next frame data in image.data
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								            nextFrameDataOffset = imScarfyAnim.width*imScarfyAnim.height*4*currentAnimFrame;
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								            // Update GPU texture data with next frame image data
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								            // WARNING: Data size (frame size) and pixel format must match already created texture
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								            UpdateTexture(texScarfyAnim, ((unsigned char *)imScarfyAnim.data) + nextFrameDataOffset);
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								            frameCounter = 0;
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								        }
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								        // Control frames delay
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								        if (IsKeyPressed(KEY_RIGHT)) frameDelay++;
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								        else if (IsKeyPressed(KEY_LEFT)) frameDelay--;
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								        if (frameDelay > MAX_FRAME_DELAY) frameDelay = MAX_FRAME_DELAY;
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								        else if (frameDelay < MIN_FRAME_DELAY) frameDelay = MIN_FRAME_DELAY;
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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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								            DrawText(TextFormat("TOTAL GIF FRAMES:  %02i", animFrames), 50, 30, 20, LIGHTGRAY);
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								            DrawText(TextFormat("CURRENT FRAME: %02i", currentAnimFrame), 50, 60, 20, GRAY);
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								            DrawText(TextFormat("CURRENT FRAME IMAGE.DATA OFFSET: %02i", nextFrameDataOffset), 50, 90, 20, GRAY);
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								            DrawText("FRAMES DELAY: ", 100, 305, 10, DARKGRAY);
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								            DrawText(TextFormat("%02i frames", frameDelay), 620, 305, 10, DARKGRAY);
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								            DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 350, 10, DARKGRAY);
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								            for (int i = 0; i < MAX_FRAME_DELAY; i++)
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								            {
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								                if (i < frameDelay) DrawRectangle(190 + 21*i, 300, 20, 20, RED);
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								                DrawRectangleLines(190 + 21*i, 300, 20, 20, MAROON);
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								            }
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								            DrawTexture(texScarfyAnim, GetScreenWidth()/2 - texScarfyAnim.width/2, 140, WHITE);
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								            DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, 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(texScarfyAnim);   // Unload texture
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								    UnloadImage(imScarfyAnim);      // Unload image (contains all frames)
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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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