WASM examples (+ backports of new official examples) (#344)
* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
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@ -2,43 +2,53 @@
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*
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* raylib [textures] example - sprite button
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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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* Example complexity rating: [★★☆☆] 2/4
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*
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* Copyright (c) 2019 Ramon Santamaria (@raysan5)
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* Example originally created with raylib 2.5, 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) 2019-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Textures;
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public class SpriteButton
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public partial class SpriteButton : IExample
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{
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// Number of frames (rectangles) for the button sprite texture
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public const int NumFrames = 3;
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public static int Main()
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Textures / Sprite Button";
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public string Title => "raylib [textures] example - sprite button";
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private Sound fxButton;
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private Texture2D button;
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private int frameHeight;
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private Rectangle sourceRec;
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private Rectangle btnBounds;
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private int btnState;
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private bool btnAction;
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private Vector2 mousePoint;
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public void Init()
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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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InitAudioDevice(); // Initialize audio device
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite button");
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InitAudioDevice();
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Sound fxButton = LoadSound("resources/audio/buttonfx.wav");
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Texture2D button = LoadTexture("resources/button.png");
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fxButton = LoadSound("resources/audio/buttonfx.wav"); // Load button sound
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button = LoadTexture("resources/button.png"); // Load button texture
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// Define frame rectangle for drawing
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int frameHeight = button.Height / NumFrames;
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Rectangle sourceRec = new(0, 0, button.Width, frameHeight);
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frameHeight = button.Height / NumFrames;
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sourceRec = new(0, 0, button.Width, frameHeight);
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// Define button bounds on screen
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Rectangle btnBounds = new(
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btnBounds = new(
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screenWidth / 2 - button.Width / 2,
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screenHeight / 2 - button.Height / NumFrames / 2,
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button.Width,
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@ -46,75 +56,95 @@ public class SpriteButton
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);
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// Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
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int btnState = 0;
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btnState = 0;
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// Button action should be activated
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bool btnAction = false;
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btnAction = false;
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Vector2 mousePoint = new(0.0f, 0.0f);
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mousePoint = new(0.0f, 0.0f);
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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mousePoint = GetMousePosition();
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btnAction = false;
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// Check button state
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if (CheckCollisionPointRec(mousePoint, btnBounds))
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{
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if (IsMouseButtonDown(MouseButton.Left))
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{
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btnState = 2;
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}
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else
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{
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btnState = 1;
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}
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if (IsMouseButtonReleased(MouseButton.Left))
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{
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btnAction = true;
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}
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}
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else
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{
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btnState = 0;
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}
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if (btnAction)
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{
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PlaySound(fxButton);
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// TODO: Any desired action
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}
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// Calculate button frame rectangle to draw depending on button state
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sourceRec.Y = btnState * frameHeight;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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DrawTextureRec(button, sourceRec, new Vector2(btnBounds.X, btnBounds.Y), Color.White); // Draw button frame
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadTexture(button); // Unload button texture
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UnloadSound(fxButton); // Unload sound
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CloseAudioDevice(); // Close audio device
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite button");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new SpriteButton();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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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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mousePoint = GetMousePosition();
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btnAction = false;
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// Check button state
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if (CheckCollisionPointRec(mousePoint, btnBounds))
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{
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if (IsMouseButtonDown(MouseButton.Left))
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{
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btnState = 2;
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}
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else
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{
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btnState = 1;
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}
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if (IsMouseButtonReleased(MouseButton.Left))
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{
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btnAction = true;
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}
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}
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else
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{
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btnState = 0;
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}
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if (btnAction)
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{
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PlaySound(fxButton);
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// TODO: Any desired action
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}
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// Calculate button frame rectangle to draw depending on button state
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sourceRec.Y = btnState * frameHeight;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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// Draw button frame
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DrawTextureRec(button, sourceRec, new Vector2(btnBounds.X, btnBounds.Y), Color.White);
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EndDrawing();
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//----------------------------------------------------------------------------------
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(button);
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UnloadSound(fxButton);
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CloseAudioDevice();
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CloseWindow();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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