- Updated Makefile with new examples
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@ -365,6 +365,7 @@ EXAMPLES = \
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core/core_window_letterbox \
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core/core_window_letterbox \
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core/core_drop_files \
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core/core_drop_files \
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core/core_random_values \
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core/core_random_values \
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core/core_scissor_test \
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core/core_storage_values \
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core/core_storage_values \
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core/core_vr_simulator \
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core/core_vr_simulator \
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core/core_loading_thread \
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core/core_loading_thread \
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@ -394,6 +395,7 @@ EXAMPLES = \
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text/text_rectangle_bounds \
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text/text_rectangle_bounds \
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text/text_unicode \
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text/text_unicode \
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textures/textures_logo_raylib \
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textures/textures_logo_raylib \
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textures/textures_mouse_painting \
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textures/textures_rectangle \
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textures/textures_rectangle \
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textures/textures_srcrec_dstrec \
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textures/textures_srcrec_dstrec \
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textures/textures_image_drawing \
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textures/textures_image_drawing \
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77
examples/core/core_scissor_test.c
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examples/core/core_scissor_test.c
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/*******************************************************************************************
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*
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* raylib [core] example - Scissor test
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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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* Copyright (c) 2019 Chris Dill (@MysteriousSpace)
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*
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********************************************************************************************/
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#include "raylib.h"
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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 - scissor test");
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Rectangle scissorArea = { 0, 0, 300, 300};
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bool scissorMode = true;
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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_S))
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{
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scissorMode = !scissorMode;
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}
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// Centre the scissor area around the mouse position
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scissorArea.x = GetMouseX() - scissorArea.width / 2;
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scissorArea.y = GetMouseY() - scissorArea.height / 2;
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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 (scissorMode)
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{
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BeginScissorMode(scissorArea.x, scissorArea.y, scissorArea.width, scissorArea.height);
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}
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DrawRectangle(80, 45, 640, 360, RED);
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DrawRectangleLines(80, 45, 640, 360, BLACK);
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DrawText("Move the mouse around to reveal this text!", 190, 200, 20, LIGHTGRAY);
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if (scissorMode)
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{
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EndScissorMode();
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}
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DrawRectangleLinesEx(scissorArea, 2, BLACK);
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DrawText("Press s to toggle scissor test", 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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136
examples/textures/textures_mouse_painting.c
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examples/textures/textures_mouse_painting.c
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/*******************************************************************************************
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*
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* raylib [textures] example - Mouse painting
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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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* Copyright (c) 2019 Chris Dill (@MysteriousSpace)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define MAX_COLORS_COUNT 21 // Number of colors available
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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,
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"raylib [textures] example - texture painting");
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// Different colours to choose from
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Color colors[MAX_COLORS_COUNT] = {
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DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN,
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GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN,
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LIGHTGRAY, PINK, YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE};
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const char *colorNames[MAX_COLORS_COUNT] = {
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"DARKGRAY", "MAROON", "ORANGE", "DARKGREEN", "DARKBLUE", "DARKPURPLE",
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"DARKBROWN", "GRAY", "RED", "GOLD", "LIME", "BLUE",
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"VIOLET", "BROWN", "LIGHTGRAY", "PINK", "YELLOW", "GREEN",
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"SKYBLUE", "PURPLE", "BEIGE"};
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int colorState = 0;
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int brushSize = 20;
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// Create a RenderTexture2D to use as a canvas
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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Color clearColor = RAYWHITE;
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BeginTextureMode(target);
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ClearBackground(clearColor);
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EndTextureMode();
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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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// Switch between colors
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if (IsKeyPressed(KEY_RIGHT))
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colorState++;
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else if (IsKeyPressed(KEY_LEFT))
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colorState--;
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if (colorState >= MAX_COLORS_COUNT)
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colorState = 0;
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else if (colorState < 0)
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colorState = MAX_COLORS_COUNT - 1;
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brushSize += GetMouseWheelMove() * 5;
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if (brushSize < 0)
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brushSize = 0;
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if (brushSize > 50)
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brushSize = 50;
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Vector2 position = GetMousePosition();
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if (IsKeyPressed(KEY_C)) {
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BeginTextureMode(target);
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ClearBackground(RAYWHITE);
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EndTextureMode();
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}
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) {
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TraceLog(LOG_INFO, "Painting x: %f y: %f", position.x, position.y);
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BeginTextureMode(target);
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DrawCircle(position.x, position.y, brushSize, colors[colorState]);
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EndTextureMode();
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}
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if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) {
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TraceLog(LOG_INFO, "Erasing x: %f y: %f", position.x, position.y);
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BeginTextureMode(target);
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DrawCircle(position.x, position.y, brushSize, clearColor);
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EndTextureMode();
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}
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if (IsKeyPressed(KEY_S)) {
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TakeScreenshot("textures_mouse_painting.png");
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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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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates
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// (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){0, 0, target.texture.width, -target.texture.height}, (Vector2){0, 0}, WHITE);
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// Draw 2d shapes and text over drawn texture
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DrawRectangle(0, 9, 380, 60, Fade(LIGHTGRAY, 0.7f));
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DrawText("COLOR:", 10, 15, 20, BLACK);
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DrawText(colorNames[colorState], 130, 15, 20, RED);
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DrawText("< >", 340, 10, 30, DARKBLUE);
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DrawText("Size:", 10, 40, 20, BLACK);
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DrawText(FormatText("%i", brushSize), 130, 40, 20, RED);
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DrawCircle(GetMouseX(), GetMouseY(), brushSize, colors[colorState]);
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DrawFPS(700, 15);
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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);
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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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