ADDED: example: textures_fog_of_war
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examples/textures/textures_fog_of_war.c
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examples/textures/textures_fog_of_war.c
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/*******************************************************************************************
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*
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* raylib [textures] example - Fog of war
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*
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* This example has been created using raylib 4.2 (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) 2018-2022 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Required for: calloc(), free()
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#define MAP_TILE_SIZE 32 // Tiles size 32x32 pixels
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#define PLAYER_SIZE 16 // Player size
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#define PLAYER_TILE_VISIBILITY 2 // Player can see 2 tiles around its position
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// Map data type
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typedef struct Map {
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unsigned int tilesX; // Number of tiles in X axis
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unsigned int tilesY; // Number of tiles in Y axis
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unsigned char *tileIds; // Tile ids (tilesX*tilesY), defines type of tile to draw
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unsigned char *tileFog; // Tile fog state (tilesX*tilesY), defines if a tile has fog or half-fog
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} Map;
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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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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - fog of war");
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Map map = { 0 };
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map.tilesX = 25;
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map.tilesY = 15;
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// NOTE: We can have up to 256 values for tile ids and for tile fog state,
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// probably we don't need that many values for fog state, it can be optimized
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// to use only 2 bits per fog state (reducing size by 4) but logic will be a bit more complex
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map.tileIds = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
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map.tileFog = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
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// Load map tiles (generating 2 random tile ids for testing)
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// NOTE: Map tile ids should be probably loaded from an external map file
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for (int i = 0; i < map.tilesY*map.tilesX; i++) map.tileIds[i] = GetRandomValue(0, 1);
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// Player position on the screen (pixel coordinates, not tile coordinates)
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Vector2 playerPosition = { 180, 130 };
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int playerTileX = 0;
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int playerTileY = 0;
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// Render texture to render fog of war
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// NOTE: To get an automatic smooth-fog effect we use a render texture to render fog
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// at a smaller size (one pixel per tile) and scale it on drawing with bilinear filtering
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RenderTexture2D fogOfWar = LoadRenderTexture(map.tilesX, map.tilesY);
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SetTextureFilter(fogOfWar.texture, TEXTURE_FILTER_BILINEAR);
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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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// Move player around
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if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 5;
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if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 5;
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if (IsKeyDown(KEY_DOWN)) playerPosition.y += 5;
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if (IsKeyDown(KEY_UP)) playerPosition.y -= 5;
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// Check player position to avoid moving outside tilemap limits
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if (playerPosition.x < 0) playerPosition.x = 0;
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else if ((playerPosition.x + PLAYER_SIZE) > (map.tilesX*MAP_TILE_SIZE)) playerPosition.x = map.tilesX*MAP_TILE_SIZE - PLAYER_SIZE;
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if (playerPosition.y < 0) playerPosition.y = 0;
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else if ((playerPosition.y + PLAYER_SIZE) > (map.tilesY*MAP_TILE_SIZE)) playerPosition.y = map.tilesY*MAP_TILE_SIZE - PLAYER_SIZE;
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// Previous visited tiles are set to partial fog
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for (int i = 0; i < map.tilesX*map.tilesY; i++) if (map.tileFog[i] == 1) map.tileFog[i] = 2;
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// Get current tile position from player pixel position
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playerTileX = (int)((playerPosition.x + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
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playerTileY = (int)((playerPosition.y + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
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// Check visibility and update fog
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// NOTE: We check tilemap limits to avoid processing tiles out-of-array-bounds (it could crash program)
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for (int y = (playerTileY - PLAYER_TILE_VISIBILITY); y < (playerTileY + PLAYER_TILE_VISIBILITY); y++)
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for (int x = (playerTileX - PLAYER_TILE_VISIBILITY); x < (playerTileX + PLAYER_TILE_VISIBILITY); x++)
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if ((x >= 0) && (x < map.tilesX) && (y >= 0) && (y < map.tilesY)) map.tileFog[y*map.tilesX + x] = 1;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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// Draw fog of war to a small render texture for automatic smoothing on scaling
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BeginTextureMode(fogOfWar);
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ClearBackground(BLANK);
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for (int y = 0; y < map.tilesY; y++)
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for (int x = 0; x < map.tilesX; x++)
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if (map.tileFog[y*map.tilesX + x] == 0) DrawRectangle(x, y, 1, 1, BLACK);
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else if (map.tileFog[y*map.tilesX + x] == 2) DrawRectangle(x, y, 1, 1, Fade(BLACK, 0.8f));
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EndTextureMode();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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for (int y = 0; y < map.tilesY; y++)
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{
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for (int x = 0; x < map.tilesX; x++)
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{
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// Draw tiles from id (and tile borders)
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DrawRectangle(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE,
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(map.tileIds[y*map.tilesX + x] == 0)? BLUE : Fade(BLUE, 0.9f));
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DrawRectangleLines(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE, Fade(DARKBLUE, 0.5f));
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}
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}
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// Draw player
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DrawRectangleV(playerPosition, (Vector2){ PLAYER_SIZE, PLAYER_SIZE }, RED);
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// Draw fog of war (scaled to full map, bilinear filtering)
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DrawTexturePro(fogOfWar.texture, (Rectangle){ 0, 0, fogOfWar.texture.width, -fogOfWar.texture.height },
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(Rectangle){ 0, 0, map.tilesX*MAP_TILE_SIZE, map.tilesY*MAP_TILE_SIZE },
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(Vector2){ 0, 0 }, 0.0f, WHITE);
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// Draw player current tile
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DrawText(TextFormat("Current tile: [%i,%i]", playerTileX, playerTileY), 10, 10, 20, LIME);
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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(map.tileIds); // Free allocated map tile ids
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free(map.tileFog); // Free allocated map tile fog state
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UnloadRenderTexture(fogOfWar); // 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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examples/textures/textures_fog_of_war.png
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examples/textures/textures_fog_of_war.png
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projects/VS2022/examples/textures_fog_of_war.vcxproj
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projects/VS2022/examples/textures_fog_of_war.vcxproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup Label="ProjectConfigurations">
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<ProjectConfiguration Include="Debug.DLL|Win32">
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<Configuration>Debug.DLL</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug.DLL|x64">
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<Configuration>Debug.DLL</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug|Win32">
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<Configuration>Debug</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug|x64">
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<Configuration>Debug</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release.DLL|Win32">
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<Configuration>Release.DLL</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release.DLL|x64">
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<Configuration>Release.DLL</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|Win32">
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<Configuration>Release</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|x64">
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<Configuration>Release</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}</ProjectGuid>
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<Keyword>Win32Proj</Keyword>
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<RootNamespace>textures_fog_of_war</RootNamespace>
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<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
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<ProjectName>textures_fog_of_war</ProjectName>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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<ConfigurationType>Application</ConfigurationType>
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<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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<ImportGroup Label="ExtensionSettings">
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<ImportGroup Label="Shared">
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<ProjectReference Include="..\raylib\raylib.vcxproj">
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<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
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@ -249,6 +249,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_codepoints_loading", "
|
||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_window_should_close", "examples\core_window_should_close.vcxproj", "{3FE7E9B6-49AC-4246-A789-28DB4644567B}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_window_should_close", "examples\core_window_should_close.vcxproj", "{3FE7E9B6-49AC-4246-A789-28DB4644567B}"
|
||||||
EndProject
|
EndProject
|
||||||
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_fog_of_war", "examples\textures_fog_of_war.vcxproj", "{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}"
|
||||||
|
EndProject
|
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Global
|
Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug.DLL|x64 = Debug.DLL|x64
|
Debug.DLL|x64 = Debug.DLL|x64
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@ -2081,6 +2083,22 @@ Global
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{3FE7E9B6-49AC-4246-A789-28DB4644567B}.Release|x64.Build.0 = Release|x64
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{3FE7E9B6-49AC-4246-A789-28DB4644567B}.Release|x64.Build.0 = Release|x64
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{3FE7E9B6-49AC-4246-A789-28DB4644567B}.Release|x86.ActiveCfg = Release|Win32
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{3FE7E9B6-49AC-4246-A789-28DB4644567B}.Release|x86.ActiveCfg = Release|Win32
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{3FE7E9B6-49AC-4246-A789-28DB4644567B}.Release|x86.Build.0 = Release|Win32
|
{3FE7E9B6-49AC-4246-A789-28DB4644567B}.Release|x86.Build.0 = Release|Win32
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|
{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
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{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
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{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
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{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
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{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug|x64.ActiveCfg = Debug|x64
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{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug|x64.Build.0 = Debug|x64
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{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug|x86.ActiveCfg = Debug|Win32
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{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug|x86.Build.0 = Debug|Win32
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{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
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{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release.DLL|x64.Build.0 = Release.DLL|x64
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{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
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{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release.DLL|x86.Build.0 = Release.DLL|Win32
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{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release|x64.ActiveCfg = Release|x64
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{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release|x64.Build.0 = Release|x64
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||||||
|
{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release|x86.ActiveCfg = Release|Win32
|
||||||
|
{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release|x86.Build.0 = Release|Win32
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
|
@ -2207,6 +2225,7 @@ Global
|
||||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||||
{F2DB2E59-76BF-4D81-859A-AFC289C046C0} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
{F2DB2E59-76BF-4D81-859A-AFC289C046C0} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
||||||
{3FE7E9B6-49AC-4246-A789-28DB4644567B} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
{3FE7E9B6-49AC-4246-A789-28DB4644567B} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||||
|
{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||||
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
|
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue