/*******************************************************************************************
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								*
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								*   raylib [shapes] example - easings rectangle array
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								*
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								*   NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy
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								*   the library to same directory as example or make sure it's available on include path.
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								*
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								*   Example originally created with raylib 2.0, last time updated with raylib 2.5
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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) 2014-2023 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include "reasings.h"            // Required for easing functions
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								#define RECS_WIDTH              50
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								#define RECS_HEIGHT             50
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								#define MAX_RECS_X              800/RECS_WIDTH
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								#define MAX_RECS_Y              450/RECS_HEIGHT
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								#define PLAY_TIME_IN_FRAMES     240                 // At 60 fps = 4 seconds
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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 [shapes] example - easings rectangle array");
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								    Rectangle recs[MAX_RECS_X*MAX_RECS_Y] = { 0 };
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								    for (int y = 0; y < MAX_RECS_Y; y++)
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								    {
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								        for (int x = 0; x < MAX_RECS_X; x++)
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								        {
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								            recs[y*MAX_RECS_X + x].x = RECS_WIDTH/2.0f + RECS_WIDTH*x;
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								            recs[y*MAX_RECS_X + x].y = RECS_HEIGHT/2.0f + RECS_HEIGHT*y;
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								            recs[y*MAX_RECS_X + x].width = RECS_WIDTH;
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								            recs[y*MAX_RECS_X + x].height = RECS_HEIGHT;
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								        }
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								    }
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								    float rotation = 0.0f;
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								    int framesCounter = 0;
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								    int state = 0;                  // Rectangles animation state: 0-Playing, 1-Finished
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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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								        if (state == 0)
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								        {
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								            framesCounter++;
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								            for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
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								            {
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								                recs[i].height = EaseCircOut((float)framesCounter, RECS_HEIGHT, -RECS_HEIGHT, PLAY_TIME_IN_FRAMES);
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								                recs[i].width = EaseCircOut((float)framesCounter, RECS_WIDTH, -RECS_WIDTH, PLAY_TIME_IN_FRAMES);
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								                if (recs[i].height < 0) recs[i].height = 0;
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								                if (recs[i].width < 0) recs[i].width = 0;
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								                if ((recs[i].height == 0) && (recs[i].width == 0)) state = 1;   // Finish playing
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								                rotation = EaseLinearIn((float)framesCounter, 0.0f, 360.0f, PLAY_TIME_IN_FRAMES);
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								            }
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								        }
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								        else if ((state == 1) && IsKeyPressed(KEY_SPACE))
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								        {
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								            // When animation has finished, press space to restart
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								            framesCounter = 0;
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								            for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
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								            {
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								                recs[i].height = RECS_HEIGHT;
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								                recs[i].width = RECS_WIDTH;
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								            }
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								            state = 0;
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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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								            if (state == 0)
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								            {
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								                for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
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								                {
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								                    DrawRectanglePro(recs[i], (Vector2){ recs[i].width/2, recs[i].height/2 }, rotation, RED);
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								                }
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								            }
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								            else if (state == 1) DrawText("PRESS [SPACE] TO PLAY AGAIN!", 240, 200, 20, 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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								    CloseWindow();        // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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