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								/*******************************************************************************************
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								*
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								*   raylib [core] example - random sequence
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								*
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								*   Example complexity rating: [★☆☆☆] 1/4
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								*
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								*   Example originally created with raylib 5.0, last time updated with raylib 5.0
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								*
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								*   Example contributed by Dalton Overmyer (@REDl3east) 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) 2023-2025 Dalton Overmyer (@REDl3east)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include "raymath.h"
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								#include <stdlib.h>     // Required for: malloc(), free()
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								//----------------------------------------------------------------------------------
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								// Types and Structures Definition
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								//----------------------------------------------------------------------------------
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								typedef struct ColorRect {
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								    Color color;
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								    Rectangle rect;
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								} ColorRect;
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								//------------------------------------------------------------------------------------
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								// Module Functions Declaration
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								//------------------------------------------------------------------------------------
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								static Color GenerateRandomColor(void);
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								static ColorRect *GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight);
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								static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount);
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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 - random sequence");
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								    int rectCount = 20;
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								    float rectSize = (float)screenWidth/rectCount;
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								    ColorRect *rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f*screenHeight);
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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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								        if (IsKeyPressed(KEY_SPACE)) ShuffleColorRectSequence(rectangles, rectCount);
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								        if (IsKeyPressed(KEY_UP))
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								        {
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								            rectCount++;
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								            rectSize = (float)screenWidth/rectCount;
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								            RL_FREE(rectangles);
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								            // Re-generate random sequence with new count
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								            rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f*screenHeight);
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								        }
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								        if (IsKeyPressed(KEY_DOWN))
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								        {
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								            if (rectCount >= 4)
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								            {
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								                rectCount--;
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								                rectSize = (float)screenWidth/rectCount;
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								                RL_FREE(rectangles);
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								                // Re-generate random sequence with new count
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								                rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f*screenHeight);
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								            }
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								        }
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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 < rectCount; i++)
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								            {
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								                DrawRectangleRec(rectangles[i].rect, rectangles[i].color);
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								                DrawText("Press SPACE to shuffle the sequence", 10, screenHeight - 96, 20, BLACK);
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								                DrawText("Press SPACE to shuffle the current sequence", 10, screenHeight - 96, 20, BLACK);
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								                DrawText("Press UP to add a rectangle and generate a new sequence", 10, screenHeight - 64, 20, BLACK);
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								                DrawText("Press DOWN to remove a rectangle and generate a new sequence", 10, screenHeight - 32, 20, BLACK);
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								            }
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								            DrawText(TextFormat("Count: %d rectangles", rectCount), 10, 10, 20, MAROON);
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								            DrawFPS(screenWidth - 80, 10);
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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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								    free(rectangles);
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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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								//------------------------------------------------------------------------------------
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								// Module Functions Definition
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								//------------------------------------------------------------------------------------
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								static Color GenerateRandomColor(void)
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								{
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								    Color color = {
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								        GetRandomValue(0, 255),
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								        GetRandomValue(0, 255),
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								        GetRandomValue(0, 255),
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								        255
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								    };
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								    return color;
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								}
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								static ColorRect *GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight)
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								{
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								    ColorRect *rectangles = (ColorRect *)RL_CALLOC((int)rectCount, sizeof(ColorRect));
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								    int *seq = LoadRandomSequence((unsigned int)rectCount, 0, (unsigned int)rectCount - 1);
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								    float rectSeqWidth = rectCount*rectWidth;
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								    float startX = (screenWidth - rectSeqWidth)*0.5f;
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								    for (int i = 0; i < rectCount; i++)
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								    {
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								        int rectHeight = (int)Remap((float)seq[i], 0, rectCount - 1, 0, screenHeight);
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								        rectangles[i].color = GenerateRandomColor();
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								        rectangles[i].rect = CLITERAL(Rectangle){ startX + i*rectWidth, screenHeight - rectHeight, rectWidth, (float)rectHeight };
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								    }
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								    UnloadRandomSequence(seq);
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								    return rectangles;
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								}
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								static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount)
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								{
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								    int *seq = LoadRandomSequence(rectCount, 0, rectCount -  1);
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								    for (int i1 = 0; i1 < rectCount; i1++)
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								    {
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								        ColorRect *r1 = &rectangles[i1];
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								        ColorRect *r2 = &rectangles[seq[i1]];
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								        // Swap only the color and height
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								        ColorRect tmp = *r1;
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								        r1->color = r2->color;
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								        r1->rect.height = r2->rect.height;
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								        r1->rect.y = r2->rect.y;
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								        r2->color = tmp.color;
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								        r2->rect.height = tmp.rect.height;
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								        r2->rect.y = tmp.rect.y;
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								    }
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								    UnloadRandomSequence(seq);
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								}
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