* 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')
217 lines
7.3 KiB
C#
217 lines
7.3 KiB
C#
/*******************************************************************************************
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*
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* raylib [shapes] example - rlgl triangle
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 6.0, last time updated with raylib 6.0
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*
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* Example contributed by Robin (@RobinsAviary) 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) 2025 Robin (@RobinsAviary)
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*
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********************************************************************************************/
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using static Raylib_cs.Rlgl;
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namespace Examples.Shapes;
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public partial class RlglTriangle : IExample
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{
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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 => "Shapes / RLGL Triangle";
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public string Title => "raylib [shapes] example - rlgl triangle";
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public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
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// Starting postions and rendered triangle positions
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private Vector2[] startingPositions;
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private Vector2[] trianglePositions;
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// Currently selected vertex, -1 means none
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private int triangleIndex;
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private bool linesMode;
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private float handleRadius;
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public void Init()
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{
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// Starting postions and rendered triangle positions
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startingPositions = [new(400.0f, 150.0f), new(300.0f, 300.0f), new(500.0f, 300.0f)];
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trianglePositions = [startingPositions[0], startingPositions[1], startingPositions[2]];
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// Currently selected vertex, -1 means none
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triangleIndex = -1;
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linesMode = false;
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handleRadius = 8.0f;
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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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if (IsKeyPressed(KeyboardKey.Space))
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{
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linesMode = !linesMode;
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}
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// Check selected vertex
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for (int i = 0; i < 3; i++)
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{
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// If the mouse is within the handle circle
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if (CheckCollisionPointCircle(GetMousePosition(), trianglePositions[i], handleRadius) &&
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IsMouseButtonDown(MouseButton.Left))
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{
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triangleIndex = i;
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break;
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}
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}
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// If the user has selected a vertex, offset it by the mouse's delta this frame
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if (triangleIndex != -1)
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{
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Vector2 mouseDelta = GetMouseDelta();
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trianglePositions[triangleIndex].X += mouseDelta.X;
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trianglePositions[triangleIndex].Y += mouseDelta.Y;
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}
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// Reset index on release
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if (IsMouseButtonReleased(MouseButton.Left))
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{
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triangleIndex = -1;
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}
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// Enable/disable backface culling (2-sided triangles, slower to render)
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if (IsKeyPressed(KeyboardKey.Left))
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{
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EnableBackfaceCulling();
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}
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if (IsKeyPressed(KeyboardKey.Right))
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{
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DisableBackfaceCulling();
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}
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// Reset triangle vertices to starting positions and reset backface culling
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if (IsKeyPressed(KeyboardKey.R))
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{
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trianglePositions[0] = startingPositions[0];
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trianglePositions[1] = startingPositions[1];
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trianglePositions[2] = startingPositions[2];
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EnableBackfaceCulling();
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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(Color.RayWhite);
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if (linesMode)
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{
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// Draw triangle with lines
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Begin(DrawMode.Lines);
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// Three lines, six points
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// Define color for next vertex
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Color4ub(255, 0, 0, 255);
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// Define vertex
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Vertex2f(trianglePositions[0].X, trianglePositions[0].Y);
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Color4ub(0, 255, 0, 255);
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Vertex2f(trianglePositions[1].X, trianglePositions[1].Y);
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Color4ub(0, 255, 0, 255);
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Vertex2f(trianglePositions[1].X, trianglePositions[1].Y);
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Color4ub(0, 0, 255, 255);
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Vertex2f(trianglePositions[2].X, trianglePositions[2].Y);
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Color4ub(0, 0, 255, 255);
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Vertex2f(trianglePositions[2].X, trianglePositions[2].Y);
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Color4ub(255, 0, 0, 255);
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Vertex2f(trianglePositions[0].X, trianglePositions[0].Y);
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End();
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}
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else
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{
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// Draw triangle as a triangle
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Begin(DrawMode.Triangles);
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// One triangle, three points
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// Define color for next vertex
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Color4ub(255, 0, 0, 255);
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// Define vertex
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Vertex2f(trianglePositions[0].X, trianglePositions[0].Y);
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Color4ub(0, 255, 0, 255);
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Vertex2f(trianglePositions[1].X, trianglePositions[1].Y);
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Color4ub(0, 0, 255, 255);
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Vertex2f(trianglePositions[2].X, trianglePositions[2].Y);
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End();
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}
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// Render the vertex handles, reacting to mouse movement/input
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for (int i = 0; i < 3; i++)
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{
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// Draw handle fill focused by mouse
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if (CheckCollisionPointCircle(GetMousePosition(), trianglePositions[i], handleRadius))
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{
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DrawCircleV(trianglePositions[i], handleRadius, ColorAlpha(Color.DarkGray, 0.5f));
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}
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// Draw handle fill selected
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if (i == triangleIndex)
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{
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DrawCircleV(trianglePositions[i], handleRadius, Color.DarkGray);
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}
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// Draw handle outline
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DrawCircleLinesV(trianglePositions[i], handleRadius, Color.Black);
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}
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// Draw controls
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DrawText("SPACE: Toggle lines mode", 10, 10, 20, Color.DarkGray);
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DrawText("LEFT-RIGHT: Toggle backface culling", 10, 40, 20, Color.DarkGray);
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DrawText("MOUSE: Click and drag vertex points", 10, 70, 20, Color.DarkGray);
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DrawText("R: Reset triangle to start positions", 10, 100, 20, Color.DarkGray);
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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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}
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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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SetConfigFlags(ConfigFlags.Msaa4xHint);
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rlgl triangle");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new RlglTriangle();
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game.Init();
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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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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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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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