Declaration hides another variable same name
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@ -92,7 +92,7 @@ int main(void)
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int preset = -1; // No button pressed for preset
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int mode = MODE_RUN; // Starting mode: running
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bool buttonZoomIn = false; // Button states: false not pressed
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bool buttonZoomIn = false; // Button states: false not pressed
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bool buttonZomOut = false;
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bool buttonFaster = false;
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bool buttonSlower = false;
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@ -107,18 +107,18 @@ int main(void)
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const float resolution[2] = { (float)worldWidth, (float)worldHeight };
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SetShaderValue(shdrGameOfLife, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
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// Define two textures: the current world and the previous world
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// Define two textures: the current world and the previous world
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RenderTexture2D world1 = LoadRenderTexture(worldWidth, worldHeight);
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RenderTexture2D world2 = LoadRenderTexture(worldWidth, worldHeight);
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BeginTextureMode(world2);
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ClearBackground(RAYWHITE);
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EndTextureMode();
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Image pattern = LoadImage("resources/game_of_life/r_pentomino.png");
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UpdateTextureRec(world2.texture, (Rectangle){ worldWidth/2.0f, worldHeight/2.0f, (float)(pattern.width), (float)(pattern.height) }, pattern.data);
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UnloadImage(pattern);
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Image startPattern = LoadImage("resources/game_of_life/r_pentomino.png");
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UpdateTextureRec(world2.texture, (Rectangle) { worldWidth / 2.0f, worldHeight / 2.0f, (float)(startPattern.width), (float)(startPattern.height) }, startPattern.data);
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UnloadImage(startPattern);
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// Pointers to the two textures, to be swapped
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// Pointers to the two textures, to be swapped
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RenderTexture2D *currentWorld = &world2;
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RenderTexture2D *previousWorld = &world1;
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@ -135,11 +135,11 @@ int main(void)
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//----------------------------------------------------------------------------------
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frame++;
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// Change zoom: both by buttons or by mouse wheel
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// Change zoom: both by buttons or by mouse wheel
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float mouseWheelMove = GetMouseWheelMove();
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if (buttonZoomIn || (buttonZomOut && (zoom > 1)) || (mouseWheelMove != 0.0f))
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{
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FreeImageToDraw(&imageToDraw); // Zoom change: free the image to draw to be recreated again
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FreeImageToDraw(&imageToDraw); // Zoom change: free the image to draw to be recreated again
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const float centerX = offsetX + (windowWidth/2.0f)/zoom;
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const float centerY = offsetY + (windowHeight/2.0f)/zoom;
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@ -159,9 +159,9 @@ int main(void)
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//----------------------------------------------------------------------------------
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if ((mode == MODE_RUN) || (mode == MODE_PAUSE))
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{
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FreeImageToDraw(&imageToDraw); // Free the image to draw: no longer needed in these modes
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FreeImageToDraw(&imageToDraw); // Free the image to draw: no longer needed in these modes
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// Pan with mouse left button
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// Pan with mouse left button
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static Vector2 previousMousePosition = { 0.0f, 0.0f };
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const Vector2 mousePosition = GetMousePosition();
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && (mousePosition.x < windowWidth))
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@ -182,7 +182,7 @@ int main(void)
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if (offsetY + sizeInWorldY >= worldHeight)
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sizeInWorldY = worldHeight - (int)floorf(offsetY);
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// Create image to draw if not created yet
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// Create image to draw if not created yet
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if (imageToDraw == NULL)
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{
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RenderTexture2D worldOnScreen = LoadRenderTexture(sizeInWorldX, sizeInWorldY);
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