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								/*******************************************************************************************
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								*
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								*   raylib [core] example - window scale letterbox (and virtual mouse)
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								*
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								*   This example has been created using raylib 2.5 (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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								*   Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
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								*
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								*   Copyright (c) 2019 Anata (@anatagawa) 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(a, b) ((a)>(b)? (a) : (b))
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								#define min(a, b) ((a)<(b)? (a) : (b))
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								// Clamp Vector2 value with min and max and return a new vector2
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								// NOTE: Required for virtual mouse, to clamp inside virtual game size
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								Vector2 ClampValue(Vector2 value, Vector2 min, Vector2 max)
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								{
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								    Vector2 result = value;
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								    result.x = (result.x > max.x)? max.x : result.x;
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								    result.x = (result.x < min.x)? min.x : result.x;
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								    result.y = (result.y > max.y)? max.y : result.y;
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								    result.y = (result.y < min.y)? min.y : result.y;
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								    return result;
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								}
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								int main(void)
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								{
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								    const int windowWidth = 800;
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								    const int windowHeight = 450;
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								    // Enable config flags for resizable window and vertical synchro
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								    SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT);
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								    InitWindow(windowWidth, windowHeight, "raylib [core] example - window scale letterbox");
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								    SetWindowMinSize(320, 240);
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								    int gameScreenWidth = 640;
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								    int gameScreenHeight = 480;
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								    // Render texture initialization, used to hold the rendering result so we can easily resize it
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								    RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
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								    SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR);  // Texture scale filter to use
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								    Color colors[10] = { 0 };
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								    for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
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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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								        // Compute required framebuffer scaling
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								        float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
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								        if (IsKeyPressed(KEY_SPACE))
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								        {
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								            // Recalculate random colors for the bars
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								            for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
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								        }
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								        // Update virtual mouse (clamped mouse value behind game screen)
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								        Vector2 mouse = GetMousePosition();
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								        Vector2 virtualMouse = { 0 };
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								        virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
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								        virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
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								        virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ (float)gameScreenWidth, (float)gameScreenHeight });
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								        // Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui)
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								        //SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth*scale))*0.5f, -(GetScreenHeight() - (gameScreenHeight*scale))*0.5f);
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								        //SetMouseScale(1/scale, 1/scale);
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								        //----------------------------------------------------------------------------------
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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        // Draw everything in the render texture, note this will not be rendered on screen, yet
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								        BeginTextureMode(target);
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								            ClearBackground(RAYWHITE);  // Clear render texture background color
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								            for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
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								            DrawText("If executed inside a window,\nyou can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
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								            DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
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								            DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);
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								        EndTextureMode();
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								        BeginDrawing();
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								            ClearBackground(BLACK);     // Clear screen background
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								            // Draw render texture to screen, properly scaled
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								            DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
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								                           (Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5f, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f,
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								                           (float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
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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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								    UnloadRenderTexture(target);        // Unload render 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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