The first ten of raylib's core list, ported. Seven new bindings and the named colour palette; nothing else was added, because a binding called by nothing is the same as not having bound it. The gaps they found are the point. No number reaches draw-text: i64->bytes answers [u8], draw-text wants a string, and nothing bridges — five of the ten wanted TextFormat and got a glyph table instead. And an enum parameter cannot be driven by a loop variable: the index is an i32, the parameter is an enum, neither converts, and a second declare-c with an i32 face is refused because one C function gets one binding. Two correct rules that compose into a wall. None of the gaps expected blocked anything: no generics, no allocator, no Vec, no escaping closure, no block-scoped defer. These are input-and-draw programs over fixed-size state, which is the shape the language has.
196 lines
8.3 KiB
Plaintext
196 lines
8.3 KiB
Plaintext
;;;; raylib [core] example - input virtual controls
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;;;;
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;;;; examples/core/core_input_virtual_controls.c. No new bindings.
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;;;;
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;;;; Split the way sand.flan is split: everything above the second banner is
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;;;; arithmetic with no raylib calls in it, so test/programs/virtual-controls-
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;;;; headless.flan can import this file as a package, drive the pointer over a
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;;;; scripted path and hash where the player ended up. That is the only one of
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;;;; the ten examples with a headless half, and it has one because it is the
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;;;; only one whose interesting part — which D-pad button is under the pointer,
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;;;; and what that does to the player — is a function of numbers rather than of
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;;;; a frame buffer. The link follows what the program reaches, so the headless
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;;;; driver pulls in neither a window nor libraylib.
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;;;;
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;;;; Two language notes, both visible below.
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;;;;
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;;;; **No `break`.** The C's nearest-button search is
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;;;;
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;;;; for (i = 0; i < BUTTON_MAX; i++) { if (...) { pressedButton = i; break; } }
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;;;;
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;;;; and `(break)` is refused: "break is not implemented yet (see the build
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;;;; sequence in plan.org)". `return` from the function works and is what this
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;;;; uses — which is why the search is its own `defn` and not written inline
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;;;; the way the C has it. That is not a loss: the function is the thing the
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;;;; headless case wants to call anyway. Where a loop genuinely cannot be a
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;;;; function, the shape left is a flag and a compound loop condition.
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;;;;
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;;;; **No `fabsf`.** The prelude has sqrt-f32 and sign-f32 but no absolute
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;;;; value for floats, and the comment there says why for integers. `(max v
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;;;; (- 0.0 v))` is it, and unlike the integer case it has no edge: there is no
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;;;; float whose negation is itself except -0.0, whose absolute value is 0.0
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;;;; either way.
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;;;;
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;;;; The button geometry is `defconst` arrays of struct literals. That works —
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;;;; and it is the only way a fixed array can be made inside anything but a
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;;;; top-level `defvar`, since a `let` binding takes no type annotation.
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(import rl "vendor:raylib")
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(import d "digits.flan")
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(defconst screen-width 800)
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(defconst screen-height 450)
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;; The C's PadButton enum. -1 is BUTTON_NONE and the four directions are 0..3,
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;; in the order the arrays below are written. A `defenum` would not help: the
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;; value is used as an index and an enum does not convert to an integer
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;; ("i32 converts a number, found ..."), so it would have to be turned back
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;; into one at every use.
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(defconst button-none -1)
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(defconst button-up 0)
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(defconst button-left 1)
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(defconst button-right 2)
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(defconst button-down 3)
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(defconst button-max 4)
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(defconst button-radius f32 30.0)
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;; padPosition is {100, 350} and the buttons sit a radius and a half away from
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;; it on each axis. The C computes these at run time from padPosition; they are
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;; written out here because a defconst is compile-time and the numbers are.
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(defconst button-positions [button-max rl/Vector2]
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[(rl/Vector2 {:x 100.0 :y 305.0}) ; up
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(rl/Vector2 {:x 55.0 :y 350.0}) ; left
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(rl/Vector2 {:x 145.0 :y 350.0}) ; right
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(rl/Vector2 {:x 100.0 :y 395.0})]) ; down
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(defconst player-speed f32 75.0)
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;;;; ── The part with no raylib in it ──────────────────────────────────
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(defvar player rl/Vector2)
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(defn reset-player []
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(set player (rl/Vector2 {:x (/ (f32 screen-width) 2.0)
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:y (/ (f32 screen-height) 2.0)})))
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(defn abs-f32 [v f32] f32
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(max v (- 0.0 v)))
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;; The C's search, with `return` where it had `break`. Manhattan distance and
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;; not Euclidean — the C adds the two axis distances and compares against the
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;; radius — so the hit area is a diamond, which is deliberate: it makes the
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;; four buttons tile without overlapping.
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(defn nearest-button [pos rl/Vector2] i32
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(dotimes [i button-max]
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(let [b (at button-positions i)
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dist-x (abs-f32 (- (.x b) (.x pos)))
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dist-y (abs-f32 (- (.y b) (.y pos)))]
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(when (< (+ dist-x dist-y) button-radius)
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(return i))))
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button-none)
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;; The C's switch on the pressed button. Nothing moves for button-none, which
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;; is the `default: break`.
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(defn move-player [button i32 dt f32]
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(let [step (* player-speed dt)]
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(cond
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(= button button-up) (set (.y player) (- (.y player) step))
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(= button button-left) (set (.x player) (- (.x player) step))
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(= button button-right) (set (.x player) (+ (.x player) step))
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(= button button-down) (set (.y player) (+ (.y player) step))
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:else (do))))
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;; FNV-1a over the player's two floats, so the headless driver has one number
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;; to compare. The floats are read through their bit patterns rather than
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;; rounded to integers: rounding would hide exactly the kind of drift — a
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;; crossed x and y, a step applied twice — the case exists to catch.
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(defconst fnv-offset u64 0xcbf29ce484222325)
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(defconst fnv-prime u64 1099511628211)
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(defn hash-f32 [h u64 v f32] u64
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;; No float-to-bits cast in the language, so the value is scaled and
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;; truncated instead. 1024 keeps three decimal places of a screen
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;; coordinate, which is finer than any real difference between two correct
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;; runs and coarser than the last bit of an f32 — so this is reproducible
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;; across targets where a raw bit pattern would depend on the FPU.
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(let [n (i64 (* v 1024.0))
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g h]
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(dotimes [b 8]
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(set g (bit-xor g (u64 (bit-and (>> n (i64 (* b 8))) 255))))
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(set g (* g fnv-prime)))
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g))
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(defn hash-player [] u64
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(hash-f32 (hash-f32 fnv-offset (.x player)) (.y player)))
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;;;; ── The raylib front-end ───────────────────────────────────────────
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;; The arrowheads, one triangle of three points per button, in the winding
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;; raylib wants — counter-clockwise, or it culls them and draws nothing. A
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;; [4 [3 rl/Vector2]]: a fixed array of fixed arrays of a struct, which is the
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;; deepest shape any of these ten examples asks for and which works.
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(defconst arrow-tris [button-max [3 rl/Vector2]]
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[[(rl/Vector2 {:x 100.0 :y 293.0})
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(rl/Vector2 {:x 91.0 :y 314.0})
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(rl/Vector2 {:x 109.0 :y 314.0})]
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[(rl/Vector2 {:x 64.0 :y 341.0})
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(rl/Vector2 {:x 43.0 :y 350.0})
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(rl/Vector2 {:x 64.0 :y 359.0})]
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[(rl/Vector2 {:x 157.0 :y 350.0})
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(rl/Vector2 {:x 136.0 :y 341.0})
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(rl/Vector2 {:x 136.0 :y 359.0})]
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[(rl/Vector2 {:x 91.0 :y 386.0})
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(rl/Vector2 {:x 100.0 :y 407.0})
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(rl/Vector2 {:x 109.0 :y 386.0})]])
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(defconst label-colors [button-max rl/Color]
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[(rl/Color {:r 253 :g 249 :b 0 :a 255}) ; yellow, up
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(rl/Color {:r 0 :g 121 :b 241 :a 255}) ; blue, left
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(rl/Color {:r 230 :g 41 :b 55 :a 255}) ; red, right
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(rl/Color {:r 0 :g 228 :b 48 :a 255})]) ; green, down
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(defn main []
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(rl/init-window screen-width screen-height
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"raylib [core] example - input virtual controls")
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(defer (rl/close-window))
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(reset-player)
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(rl/set-target-fps 60)
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(until (rl/window-should-close?)
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;; Update. Touch first, mouse as the desktop stand-in — and on the desktop
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;; the left button has to be held, or the player would follow the cursor
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;; wherever it went.
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(let [touching (> (rl/get-touch-point-count) 0)
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input (if touching
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(rl/get-touch-position 0)
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(rl/get-mouse-position))
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pressed (if (or touching (rl/mouse-button-down? :left))
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(nearest-button input)
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button-none)]
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(move-player pressed (rl/get-frame-time))
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;; Draw
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(rl/begin-drawing)
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(rl/clear-background rl/raywhite)
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(rl/draw-circle-v player 50.0 rl/maroon)
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(dotimes [i button-max]
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(rl/draw-circle-v (at button-positions i) button-radius
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(if (= i pressed) rl/darkgray rl/black))
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(let [t (at arrow-tris i)]
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(rl/draw-triangle (at t 0) (at t 1) (at t 2)
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(at label-colors i))))
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(rl/draw-text "move the player with D-Pad buttons" 10 10 20 rl/darkgray)
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;; Not in the C: which button the search picked, as a number, so the
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;; headless case and the window agree about the same thing.
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(rl/draw-text "button: " 10 34 20 rl/lightgray)
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(d/draw-int pressed (+ 10 (rl/measure-text "button: " 20)) 34 20
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rl/lightgray)
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(rl/end-drawing))))
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