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+/**********************************************************************************************
+*
+* raylib v4.1-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
+*
+* FEATURES:
+* - NO external dependencies, all required libraries included with raylib
+* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
+* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
+* - Written in plain C code (C99) in PascalCase/camelCase notation
+* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
+* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
+* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
+* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
+* - Flexible Materials system, supporting classic maps and PBR maps
+* - Animated 3D models supported (skeletal bones animation) (IQM)
+* - Shaders support, including Model shaders and Postprocessing shaders
+* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
+* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
+* - VR stereo rendering with configurable HMD device parameters
+* - Bindings to multiple programming languages available!
+*
+* NOTES:
+* - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
+* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
+* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
+* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
+*
+* DEPENDENCIES (included):
+* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
+* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
+* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
+*
+* OPTIONAL DEPENDENCIES (included):
+* [rcore] msf_gif (Miles Fogle) for GIF recording
+* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorythm
+* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorythm
+* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
+* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
+* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
+* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
+* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
+* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
+* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
+* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
+* [raudio] dr_wav (David Reid) for WAV audio file loading
+* [raudio] dr_flac (David Reid) for FLAC audio file loading
+* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
+* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
+* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
+* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
+*
+*
+* LICENSE: zlib/libpng
+*
+* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software:
+*
+* Copyright (c) 2013-2022 Ramon Santamaria (@raysan5)
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef RAYLIB_H
+#define RAYLIB_H
+
+#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
+
+#define RAYLIB_VERSION "4.1-dev"
+
+// Function specifiers in case library is build/used as a shared library (Windows)
+// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
+#if defined(_WIN32)
+ #if defined(BUILD_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
+ #elif defined(USE_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
+ #endif
+#endif
+
+#ifndef RLAPI
+ #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
+#endif
+
+//----------------------------------------------------------------------------------
+// Some basic Defines
+//----------------------------------------------------------------------------------
+#ifndef PI
+ #define PI 3.14159265358979323846f
+#endif
+#ifndef DEG2RAD
+ #define DEG2RAD (PI/180.0f)
+#endif
+#ifndef RAD2DEG
+ #define RAD2DEG (180.0f/PI)
+#endif
+
+// Allow custom memory allocators
+#ifndef RL_MALLOC
+ #define RL_MALLOC(sz) malloc(sz)
+#endif
+#ifndef RL_CALLOC
+ #define RL_CALLOC(n,sz) calloc(n,sz)
+#endif
+#ifndef RL_REALLOC
+ #define RL_REALLOC(ptr,sz) realloc(ptr,sz)
+#endif
+#ifndef RL_FREE
+ #define RL_FREE(ptr) free(ptr)
+#endif
+
+// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
+// Plain structures in C++ (without constructors) can be initialized with { }
+#if defined(__cplusplus)
+ #define CLITERAL(type) type
+#else
+ #define CLITERAL(type) (type)
+#endif
+
+// NOTE: We set some defines with some data types declared by raylib
+// Other modules (raymath, rlgl) also require some of those types, so,
+// to be able to use those other modules as standalone (not depending on raylib)
+// this defines are very useful for internal check and avoid type (re)definitions
+#define RL_COLOR_TYPE
+#define RL_RECTANGLE_TYPE
+#define RL_VECTOR2_TYPE
+#define RL_VECTOR3_TYPE
+#define RL_VECTOR4_TYPE
+#define RL_QUATERNION_TYPE
+#define RL_MATRIX_TYPE
+
+// Some Basic Colors
+// NOTE: Custom raylib color palette for amazing visuals on WHITE background
+#define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray
+#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray
+#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray
+#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow
+#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold
+#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange
+#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink
+#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red
+#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon
+#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green
+#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime
+#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green
+#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue
+#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue
+#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue
+#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple
+#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet
+#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple
+#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige
+#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown
+#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown
+
+#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White
+#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black
+#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent)
+#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta
+#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo)
+
+//----------------------------------------------------------------------------------
+// Structures Definition
+//----------------------------------------------------------------------------------
+// Boolean type
+#if defined(__STDC__) && __STDC_VERSION__ >= 199901L
+ #include <stdbool.h>
+#elif !defined(__cplusplus) && !defined(bool)
+ typedef enum bool { false, true } bool;
+ #define RL_BOOL_TYPE
+#endif
+
+// Vector2, 2 components
+typedef struct Vector2 {
+ float x; // Vector x component
+ float y; // Vector y component
+} Vector2;
+
+// Vector3, 3 components
+typedef struct Vector3 {
+ float x; // Vector x component
+ float y; // Vector y component
+ float z; // Vector z component
+} Vector3;
+
+// Vector4, 4 components
+typedef struct Vector4 {
+ float x; // Vector x component
+ float y; // Vector y component
+ float z; // Vector z component
+ float w; // Vector w component
+} Vector4;
+
+// Quaternion, 4 components (Vector4 alias)
+typedef Vector4 Quaternion;
+
+// Matrix, 4x4 components, column major, OpenGL style, right handed
+typedef struct Matrix {
+ float m0, m4, m8, m12; // Matrix first row (4 components)
+ float m1, m5, m9, m13; // Matrix second row (4 components)
+ float m2, m6, m10, m14; // Matrix third row (4 components)
+ float m3, m7, m11, m15; // Matrix fourth row (4 components)
+} Matrix;
+
+// Color, 4 components, R8G8B8A8 (32bit)
+typedef struct Color {
+ unsigned char r; // Color red value
+ unsigned char g; // Color green value
+ unsigned char b; // Color blue value
+ unsigned char a; // Color alpha value
+} Color;
+
+// Rectangle, 4 components
+typedef struct Rectangle {
+ float x; // Rectangle top-left corner position x
+ float y; // Rectangle top-left corner position y
+ float width; // Rectangle width
+ float height; // Rectangle height
+} Rectangle;
+
+// Image, pixel data stored in CPU memory (RAM)
+typedef struct Image {
+ void *data; // Image raw data
+ int width; // Image base width
+ int height; // Image base height
+ int mipmaps; // Mipmap levels, 1 by default
+ int format; // Data format (PixelFormat type)
+} Image;
+
+// Texture, tex data stored in GPU memory (VRAM)
+typedef struct Texture {
+ unsigned int id; // OpenGL texture id
+ int width; // Texture base width
+ int height; // Texture base height
+ int mipmaps; // Mipmap levels, 1 by default
+ int format; // Data format (PixelFormat type)
+} Texture;
+
+// Texture2D, same as Texture
+typedef Texture Texture2D;
+
+// TextureCubemap, same as Texture
+typedef Texture TextureCubemap;
+
+// RenderTexture, fbo for texture rendering
+typedef struct RenderTexture {
+ unsigned int id; // OpenGL framebuffer object id
+ Texture texture; // Color buffer attachment texture
+ Texture depth; // Depth buffer attachment texture
+} RenderTexture;
+
+// RenderTexture2D, same as RenderTexture
+typedef RenderTexture RenderTexture2D;
+
+// NPatchInfo, n-patch layout info
+typedef struct NPatchInfo {
+ Rectangle source; // Texture source rectangle
+ int left; // Left border offset
+ int top; // Top border offset
+ int right; // Right border offset
+ int bottom; // Bottom border offset
+ int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
+} NPatchInfo;
+
+// GlyphInfo, font characters glyphs info
+typedef struct GlyphInfo {
+ int value; // Character value (Unicode)
+ int offsetX; // Character offset X when drawing
+ int offsetY; // Character offset Y when drawing
+ int advanceX; // Character advance position X
+ Image image; // Character image data
+} GlyphInfo;
+
+// Font, font texture and GlyphInfo array data
+typedef struct Font {
+ int baseSize; // Base size (default chars height)
+ int glyphCount; // Number of glyph characters
+ int glyphPadding; // Padding around the glyph characters
+ Texture2D texture; // Texture atlas containing the glyphs
+ Rectangle *recs; // Rectangles in texture for the glyphs
+ GlyphInfo *glyphs; // Glyphs info data
+} Font;
+
+// Camera, defines position/orientation in 3d space
+typedef struct Camera3D {
+ Vector3 position; // Camera position
+ Vector3 target; // Camera target it looks-at
+ Vector3 up; // Camera up vector (rotation over its axis)
+ float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
+ int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
+} Camera3D;
+
+typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
+
+// Camera2D, defines position/orientation in 2d space
+typedef struct Camera2D {
+ Vector2 offset; // Camera offset (displacement from target)
+ Vector2 target; // Camera target (rotation and zoom origin)
+ float rotation; // Camera rotation in degrees
+ float zoom; // Camera zoom (scaling), should be 1.0f by default
+} Camera2D;
+
+// Mesh, vertex data and vao/vbo
+typedef struct Mesh {
+ int vertexCount; // Number of vertices stored in arrays
+ int triangleCount; // Number of triangles stored (indexed or not)
+
+ // Vertex attributes data
+ float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+ float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+ float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
+ float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
+ float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
+ unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+ unsigned short *indices; // Vertex indices (in case vertex data comes indexed)
+
+ // Animation vertex data
+ float *animVertices; // Animated vertex positions (after bones transformations)
+ float *animNormals; // Animated normals (after bones transformations)
+ unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
+ float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
+
+ // OpenGL identifiers
+ unsigned int vaoId; // OpenGL Vertex Array Object id
+ unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
+} Mesh;
+
+// Shader
+typedef struct Shader {
+ unsigned int id; // Shader program id
+ int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
+} Shader;
+
+// MaterialMap
+typedef struct MaterialMap {
+ Texture2D texture; // Material map texture
+ Color color; // Material map color
+ float value; // Material map value
+} MaterialMap;
+
+// Material, includes shader and maps
+typedef struct Material {
+ Shader shader; // Material shader
+ MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
+ float params[4]; // Material generic parameters (if required)
+} Material;
+
+// Transform, vectex transformation data
+typedef struct Transform {
+ Vector3 translation; // Translation
+ Quaternion rotation; // Rotation
+ Vector3 scale; // Scale
+} Transform;
+
+// Bone, skeletal animation bone
+typedef struct BoneInfo {
+ char name[32]; // Bone name
+ int parent; // Bone parent
+} BoneInfo;
+
+// Model, meshes, materials and animation data
+typedef struct Model {
+ Matrix transform; // Local transform matrix
+
+ int meshCount; // Number of meshes
+ int materialCount; // Number of materials
+ Mesh *meshes; // Meshes array
+ Material *materials; // Materials array
+ int *meshMaterial; // Mesh material number
+
+ // Animation data
+ int boneCount; // Number of bones
+ BoneInfo *bones; // Bones information (skeleton)
+ Transform *bindPose; // Bones base transformation (pose)
+} Model;
+
+// ModelAnimation
+typedef struct ModelAnimation {
+ int boneCount; // Number of bones
+ int frameCount; // Number of animation frames
+ BoneInfo *bones; // Bones information (skeleton)
+ Transform **framePoses; // Poses array by frame
+} ModelAnimation;
+
+// Ray, ray for raycasting
+typedef struct Ray {
+ Vector3 position; // Ray position (origin)
+ Vector3 direction; // Ray direction
+} Ray;
+
+// RayCollision, ray hit information
+typedef struct RayCollision {
+ bool hit; // Did the ray hit something?
+ float distance; // Distance to nearest hit
+ Vector3 point; // Point of nearest hit
+ Vector3 normal; // Surface normal of hit
+} RayCollision;
+
+// BoundingBox
+typedef struct BoundingBox {
+ Vector3 min; // Minimum vertex box-corner
+ Vector3 max; // Maximum vertex box-corner
+} BoundingBox;
+
+// Wave, audio wave data
+typedef struct Wave {
+ unsigned int frameCount; // Total number of frames (considering channels)
+ unsigned int sampleRate; // Frequency (samples per second)
+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+ unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
+ void *data; // Buffer data pointer
+} Wave;
+
+typedef struct rAudioBuffer rAudioBuffer;
+
+// AudioStream, custom audio stream
+typedef struct AudioStream {
+ rAudioBuffer *buffer; // Pointer to internal data used by the audio system
+
+ unsigned int sampleRate; // Frequency (samples per second)
+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+ unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
+} AudioStream;
+
+// Sound
+typedef struct Sound {
+ AudioStream stream; // Audio stream
+ unsigned int frameCount; // Total number of frames (considering channels)
+} Sound;
+
+// Music, audio stream, anything longer than ~10 seconds should be streamed
+typedef struct Music {
+ AudioStream stream; // Audio stream
+ unsigned int frameCount; // Total number of frames (considering channels)
+ bool looping; // Music looping enable
+
+ int ctxType; // Type of music context (audio filetype)
+ void *ctxData; // Audio context data, depends on type
+} Music;
+
+// VrDeviceInfo, Head-Mounted-Display device parameters
+typedef struct VrDeviceInfo {
+ int hResolution; // Horizontal resolution in pixels
+ int vResolution; // Vertical resolution in pixels
+ float hScreenSize; // Horizontal size in meters
+ float vScreenSize; // Vertical size in meters
+ float vScreenCenter; // Screen center in meters
+ float eyeToScreenDistance; // Distance between eye and display in meters
+ float lensSeparationDistance; // Lens separation distance in meters
+ float interpupillaryDistance; // IPD (distance between pupils) in meters
+ float lensDistortionValues[4]; // Lens distortion constant parameters
+ float chromaAbCorrection[4]; // Chromatic aberration correction parameters
+} VrDeviceInfo;
+
+// VrStereoConfig, VR stereo rendering configuration for simulator
+typedef struct VrStereoConfig {
+ Matrix projection[2]; // VR projection matrices (per eye)
+ Matrix viewOffset[2]; // VR view offset matrices (per eye)
+ float leftLensCenter[2]; // VR left lens center
+ float rightLensCenter[2]; // VR right lens center
+ float leftScreenCenter[2]; // VR left screen center
+ float rightScreenCenter[2]; // VR right screen center
+ float scale[2]; // VR distortion scale
+ float scaleIn[2]; // VR distortion scale in
+} VrStereoConfig;
+
+//----------------------------------------------------------------------------------
+// Enumerators Definition
+//----------------------------------------------------------------------------------
+// System/Window config flags
+// NOTE: Every bit registers one state (use it with bit masks)
+// By default all flags are set to 0
+typedef enum {
+ FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
+ FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
+ FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
+ FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
+ FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
+ FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
+ FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
+ FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
+ FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
+ FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
+ FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
+ FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
+ FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
+ FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
+} ConfigFlags;
+
+// Trace log level
+// NOTE: Organized by priority level
+typedef enum {
+ LOG_ALL = 0, // Display all logs
+ LOG_TRACE, // Trace logging, intended for internal use only
+ LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
+ LOG_INFO, // Info logging, used for program execution info
+ LOG_WARNING, // Warning logging, used on recoverable failures
+ LOG_ERROR, // Error logging, used on unrecoverable failures
+ LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
+ LOG_NONE // Disable logging
+} TraceLogLevel;
+
+// Keyboard keys (US keyboard layout)
+// NOTE: Use GetKeyPressed() to allow redefining
+// required keys for alternative layouts
+typedef enum {
+ KEY_NULL = 0, // Key: NULL, used for no key pressed
+ // Alphanumeric keys
+ KEY_APOSTROPHE = 39, // Key: '
+ KEY_COMMA = 44, // Key: ,
+ KEY_MINUS = 45, // Key: -
+ KEY_PERIOD = 46, // Key: .
+ KEY_SLASH = 47, // Key: /
+ KEY_ZERO = 48, // Key: 0
+ KEY_ONE = 49, // Key: 1
+ KEY_TWO = 50, // Key: 2
+ KEY_THREE = 51, // Key: 3
+ KEY_FOUR = 52, // Key: 4
+ KEY_FIVE = 53, // Key: 5
+ KEY_SIX = 54, // Key: 6
+ KEY_SEVEN = 55, // Key: 7
+ KEY_EIGHT = 56, // Key: 8
+ KEY_NINE = 57, // Key: 9
+ KEY_SEMICOLON = 59, // Key: ;
+ KEY_EQUAL = 61, // Key: =
+ KEY_A = 65, // Key: A | a
+ KEY_B = 66, // Key: B | b
+ KEY_C = 67, // Key: C | c
+ KEY_D = 68, // Key: D | d
+ KEY_E = 69, // Key: E | e
+ KEY_F = 70, // Key: F | f
+ KEY_G = 71, // Key: G | g
+ KEY_H = 72, // Key: H | h
+ KEY_I = 73, // Key: I | i
+ KEY_J = 74, // Key: J | j
+ KEY_K = 75, // Key: K | k
+ KEY_L = 76, // Key: L | l
+ KEY_M = 77, // Key: M | m
+ KEY_N = 78, // Key: N | n
+ KEY_O = 79, // Key: O | o
+ KEY_P = 80, // Key: P | p
+ KEY_Q = 81, // Key: Q | q
+ KEY_R = 82, // Key: R | r
+ KEY_S = 83, // Key: S | s
+ KEY_T = 84, // Key: T | t
+ KEY_U = 85, // Key: U | u
+ KEY_V = 86, // Key: V | v
+ KEY_W = 87, // Key: W | w
+ KEY_X = 88, // Key: X | x
+ KEY_Y = 89, // Key: Y | y
+ KEY_Z = 90, // Key: Z | z
+ KEY_LEFT_BRACKET = 91, // Key: [
+ KEY_BACKSLASH = 92, // Key: '\'
+ KEY_RIGHT_BRACKET = 93, // Key: ]
+ KEY_GRAVE = 96, // Key: `
+ // Function keys
+ KEY_SPACE = 32, // Key: Space
+ KEY_ESCAPE = 256, // Key: Esc
+ KEY_ENTER = 257, // Key: Enter
+ KEY_TAB = 258, // Key: Tab
+ KEY_BACKSPACE = 259, // Key: Backspace
+ KEY_INSERT = 260, // Key: Ins
+ KEY_DELETE = 261, // Key: Del
+ KEY_RIGHT = 262, // Key: Cursor right
+ KEY_LEFT = 263, // Key: Cursor left
+ KEY_DOWN = 264, // Key: Cursor down
+ KEY_UP = 265, // Key: Cursor up
+ KEY_PAGE_UP = 266, // Key: Page up
+ KEY_PAGE_DOWN = 267, // Key: Page down
+ KEY_HOME = 268, // Key: Home
+ KEY_END = 269, // Key: End
+ KEY_CAPS_LOCK = 280, // Key: Caps lock
+ KEY_SCROLL_LOCK = 281, // Key: Scroll down
+ KEY_NUM_LOCK = 282, // Key: Num lock
+ KEY_PRINT_SCREEN = 283, // Key: Print screen
+ KEY_PAUSE = 284, // Key: Pause
+ KEY_F1 = 290, // Key: F1
+ KEY_F2 = 291, // Key: F2
+ KEY_F3 = 292, // Key: F3
+ KEY_F4 = 293, // Key: F4
+ KEY_F5 = 294, // Key: F5
+ KEY_F6 = 295, // Key: F6
+ KEY_F7 = 296, // Key: F7
+ KEY_F8 = 297, // Key: F8
+ KEY_F9 = 298, // Key: F9
+ KEY_F10 = 299, // Key: F10
+ KEY_F11 = 300, // Key: F11
+ KEY_F12 = 301, // Key: F12
+ KEY_LEFT_SHIFT = 340, // Key: Shift left
+ KEY_LEFT_CONTROL = 341, // Key: Control left
+ KEY_LEFT_ALT = 342, // Key: Alt left
+ KEY_LEFT_SUPER = 343, // Key: Super left
+ KEY_RIGHT_SHIFT = 344, // Key: Shift right
+ KEY_RIGHT_CONTROL = 345, // Key: Control right
+ KEY_RIGHT_ALT = 346, // Key: Alt right
+ KEY_RIGHT_SUPER = 347, // Key: Super right
+ KEY_KB_MENU = 348, // Key: KB menu
+ // Keypad keys
+ KEY_KP_0 = 320, // Key: Keypad 0
+ KEY_KP_1 = 321, // Key: Keypad 1
+ KEY_KP_2 = 322, // Key: Keypad 2
+ KEY_KP_3 = 323, // Key: Keypad 3
+ KEY_KP_4 = 324, // Key: Keypad 4
+ KEY_KP_5 = 325, // Key: Keypad 5
+ KEY_KP_6 = 326, // Key: Keypad 6
+ KEY_KP_7 = 327, // Key: Keypad 7
+ KEY_KP_8 = 328, // Key: Keypad 8
+ KEY_KP_9 = 329, // Key: Keypad 9
+ KEY_KP_DECIMAL = 330, // Key: Keypad .
+ KEY_KP_DIVIDE = 331, // Key: Keypad /
+ KEY_KP_MULTIPLY = 332, // Key: Keypad *
+ KEY_KP_SUBTRACT = 333, // Key: Keypad -
+ KEY_KP_ADD = 334, // Key: Keypad +
+ KEY_KP_ENTER = 335, // Key: Keypad Enter
+ KEY_KP_EQUAL = 336, // Key: Keypad =
+ // Android key buttons
+ KEY_BACK = 4, // Key: Android back button
+ KEY_MENU = 82, // Key: Android menu button
+ KEY_VOLUME_UP = 24, // Key: Android volume up button
+ KEY_VOLUME_DOWN = 25 // Key: Android volume down button
+} KeyboardKey;
+
+// Add backwards compatibility support for deprecated names
+#define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT
+#define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT
+#define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE
+
+// Mouse buttons
+typedef enum {
+ MOUSE_BUTTON_LEFT = 0, // Mouse button left
+ MOUSE_BUTTON_RIGHT = 1, // Mouse button right
+ MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
+ MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
+ MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
+ MOUSE_BUTTON_FORWARD = 5, // Mouse button fordward (advanced mouse device)
+ MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)
+} MouseButton;
+
+// Mouse cursor
+typedef enum {
+ MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
+ MOUSE_CURSOR_ARROW = 1, // Arrow shape
+ MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
+ MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
+ MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
+ MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_ALL = 9, // The omni-directional resize/move cursor shape
+ MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
+} MouseCursor;
+
+// Gamepad buttons
+typedef enum {
+ GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
+ GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button
+ GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button
+ GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
+ GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
+ GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
+ GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
+ GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
+ GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
+ GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
+ GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
+ GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button
+ GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
+ GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
+ GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
+ GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start)
+ GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left
+ GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
+} GamepadButton;
+
+// Gamepad axis
+typedef enum {
+ GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
+ GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
+ GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
+ GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
+ GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
+ GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
+} GamepadAxis;
+
+// Material map index
+typedef enum {
+ MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
+ MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
+ MATERIAL_MAP_NORMAL, // Normal material
+ MATERIAL_MAP_ROUGHNESS, // Roughness material
+ MATERIAL_MAP_OCCLUSION, // Ambient occlusion material
+ MATERIAL_MAP_EMISSION, // Emission material
+ MATERIAL_MAP_HEIGHT, // Heightmap material
+ MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
+ MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
+ MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
+ MATERIAL_MAP_BRDF // Brdf material
+} MaterialMapIndex;
+
+#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
+#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS
+
+// Shader location index
+typedef enum {
+ SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
+ SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
+ SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
+ SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
+ SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
+ SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
+ SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
+ SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
+ SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
+ SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
+ SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
+ SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
+ SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
+ SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
+ SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
+ SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
+ SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
+ SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
+ SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
+ SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
+ SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
+ SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
+ SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
+ SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
+ SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
+ SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
+} ShaderLocationIndex;
+
+#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
+#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
+
+// Shader uniform data type
+typedef enum {
+ SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
+ SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
+ SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
+ SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
+ SHADER_UNIFORM_INT, // Shader uniform type: int
+ SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
+ SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
+ SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
+ SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
+} ShaderUniformDataType;
+
+// Shader attribute data types
+typedef enum {
+ SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
+ SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
+ SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
+ SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
+} ShaderAttributeDataType;
+
+// Pixel formats
+// NOTE: Support depends on OpenGL version and platform
+typedef enum {
+ PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
+ PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
+ PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
+ PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
+ PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
+ PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
+ PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
+ PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
+ PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
+ PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
+ PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
+ PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
+ PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
+ PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
+ PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
+ PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
+ PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
+ PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
+ PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
+ PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
+ PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
+} PixelFormat;
+
+// Texture parameters: filter mode
+// NOTE 1: Filtering considers mipmaps if available in the texture
+// NOTE 2: Filter is accordingly set for minification and magnification
+typedef enum {
+ TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
+ TEXTURE_FILTER_BILINEAR, // Linear filtering
+ TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
+ TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
+ TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
+ TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
+} TextureFilter;
+
+// Texture parameters: wrap mode
+typedef enum {
+ TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
+ TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
+ TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
+ TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
+} TextureWrap;
+
+// Cubemap layouts
+typedef enum {
+ CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
+ CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
+ CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
+ CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
+ CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
+ CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map)
+} CubemapLayout;
+
+// Font type, defines generation method
+typedef enum {
+ FONT_DEFAULT = 0, // Default font generation, anti-aliased
+ FONT_BITMAP, // Bitmap font generation, no anti-aliasing
+ FONT_SDF // SDF font generation, requires external shader
+} FontType;
+
+// Color blending modes (pre-defined)
+typedef enum {
+ BLEND_ALPHA = 0, // Blend textures considering alpha (default)
+ BLEND_ADDITIVE, // Blend textures adding colors
+ BLEND_MULTIPLIED, // Blend textures multiplying colors
+ BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
+ BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
+ BLEND_ALPHA_PREMUL, // Blend premultiplied textures considering alpha
+ BLEND_CUSTOM // Blend textures using custom src/dst factors (use rlSetBlendMode())
+} BlendMode;
+
+// Gesture
+// NOTE: It could be used as flags to enable only some gestures
+typedef enum {
+ GESTURE_NONE = 0, // No gesture
+ GESTURE_TAP = 1, // Tap gesture
+ GESTURE_DOUBLETAP = 2, // Double tap gesture
+ GESTURE_HOLD = 4, // Hold gesture
+ GESTURE_DRAG = 8, // Drag gesture
+ GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
+ GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
+ GESTURE_SWIPE_UP = 64, // Swipe up gesture
+ GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
+ GESTURE_PINCH_IN = 256, // Pinch in gesture
+ GESTURE_PINCH_OUT = 512 // Pinch out gesture
+} Gesture;
+
+// Camera system modes
+typedef enum {
+ CAMERA_CUSTOM = 0, // Custom camera
+ CAMERA_FREE, // Free camera
+ CAMERA_ORBITAL, // Orbital camera
+ CAMERA_FIRST_PERSON, // First person camera
+ CAMERA_THIRD_PERSON // Third person camera
+} CameraMode;
+
+// Camera projection
+typedef enum {
+ CAMERA_PERSPECTIVE = 0, // Perspective projection
+ CAMERA_ORTHOGRAPHIC // Orthographic projection
+} CameraProjection;
+
+// N-patch layout
+typedef enum {
+ NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
+ NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles
+ NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
+} NPatchLayout;
+
+// Callbacks to hook some internal functions
+// WARNING: This callbacks are intended for advance users
+typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages
+typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, unsigned int *bytesRead); // FileIO: Load binary data
+typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, unsigned int bytesToWrite); // FileIO: Save binary data
+typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data
+typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
+
+//------------------------------------------------------------------------------------
+// Global Variables Definition
+//------------------------------------------------------------------------------------
+// It's lonely here...
+
+//------------------------------------------------------------------------------------
+// Window and Graphics Device Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+#if defined(__cplusplus)
+extern "C" { // Prevents name mangling of functions
+#endif
+
+// Window-related functions
+RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
+RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
+RLAPI void CloseWindow(void); // Close window and unload OpenGL context
+RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
+RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
+RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
+RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
+RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
+RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
+RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
+RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
+RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
+RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
+RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
+RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
+RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
+RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
+RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
+RLAPI void SetWindowSize(int width, int height); // Set window dimensions
+RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
+RLAPI void *GetWindowHandle(void); // Get native window handle
+RLAPI int GetScreenWidth(void); // Get current screen width
+RLAPI int GetScreenHeight(void); // Get current screen height
+RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI)
+RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI)
+RLAPI int GetMonitorCount(void); // Get number of connected monitors
+RLAPI int GetCurrentMonitor(void); // Get current connected monitor
+RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
+RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor)
+RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor)
+RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
+RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
+RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
+RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
+RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
+RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
+RLAPI void SetClipboardText(const char *text); // Set clipboard text content
+RLAPI const char *GetClipboardText(void); // Get clipboard text content
+
+// Custom frame control functions
+// NOTE: Those functions are intended for advance users that want full control over the frame processing
+// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents()
+// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
+RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
+RLAPI void PollInputEvents(void); // Register all input events
+RLAPI void WaitTime(float ms); // Wait for some milliseconds (halt program execution)
+
+// Cursor-related functions
+RLAPI void ShowCursor(void); // Shows cursor
+RLAPI void HideCursor(void); // Hides cursor
+RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
+RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
+RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
+RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen
+
+// Drawing-related functions
+RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
+RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
+RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
+RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
+RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
+RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
+RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
+RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
+RLAPI void EndTextureMode(void); // Ends drawing to render texture
+RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
+RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
+RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
+RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
+RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
+RLAPI void EndScissorMode(void); // End scissor mode
+RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
+RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
+
+// VR stereo config functions for VR simulator
+RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
+RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
+
+// Shader management functions
+// NOTE: Shader functionality is not available on OpenGL 1.1
+RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
+RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
+RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
+RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
+RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
+RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
+RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
+RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
+RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
+
+// Screen-space-related functions
+RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
+RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
+RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
+RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
+RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
+RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
+
+// Timing-related functions
+RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
+RLAPI int GetFPS(void); // Get current FPS
+RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
+RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
+
+// Misc. functions
+RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
+RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
+RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
+RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
+
+RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
+RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
+RLAPI void *MemAlloc(int size); // Internal memory allocator
+RLAPI void *MemRealloc(void *ptr, int size); // Internal memory reallocator
+RLAPI void MemFree(void *ptr); // Internal memory free
+
+// Set custom callbacks
+// WARNING: Callbacks setup is intended for advance users
+RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
+RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
+RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
+RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
+RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
+
+// Files management functions
+RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read)
+RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
+RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success
+RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
+RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
+RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
+RLAPI bool FileExists(const char *fileName); // Check if file exists
+RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
+RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
+RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
+RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
+RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
+RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
+RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
+RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
+RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
+RLAPI const char *GetApplicationDirectory(void); // Get the directory if the running application (uses static string)
+RLAPI char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed)
+RLAPI void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory)
+RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
+RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
+RLAPI char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed)
+RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory)
+RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
+
+// Compression/Encoding functionality
+RLAPI unsigned char *CompressData(const unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorithm)
+RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorithm)
+RLAPI char *EncodeDataBase64(const unsigned char *data, int dataLength, int *outputLength); // Encode data to Base64 string
+RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputLength); // Decode Base64 string data
+
+// Persistent storage management
+RLAPI bool SaveStorageValue(unsigned int position, int value); // Save integer value to storage file (to defined position), returns true on success
+RLAPI int LoadStorageValue(unsigned int position); // Load integer value from storage file (from defined position)
+
+RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
+
+//------------------------------------------------------------------------------------
+// Input Handling Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// Input-related functions: keyboard
+RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
+RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
+RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
+RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
+RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
+RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
+RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
+
+// Input-related functions: gamepads
+RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
+RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
+RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
+RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
+RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
+RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
+RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
+RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
+RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
+RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
+
+// Input-related functions: mouse
+RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
+RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
+RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
+RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
+RLAPI int GetMouseX(void); // Get mouse position X
+RLAPI int GetMouseY(void); // Get mouse position Y
+RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
+RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames
+RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
+RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
+RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
+RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement Y
+RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
+
+// Input-related functions: touch
+RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
+RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
+RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
+RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index
+RLAPI int GetTouchPointCount(void); // Get number of touch points
+
+//------------------------------------------------------------------------------------
+// Gestures and Touch Handling Functions (Module: rgestures)
+//------------------------------------------------------------------------------------
+RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
+RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected
+RLAPI int GetGestureDetected(void); // Get latest detected gesture
+RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
+RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
+RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
+RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
+RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
+
+//------------------------------------------------------------------------------------
+// Camera System Functions (Module: rcamera)
+//------------------------------------------------------------------------------------
+RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
+RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
+
+RLAPI void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
+RLAPI void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
+RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
+RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
+
+//------------------------------------------------------------------------------------
+// Basic Shapes Drawing Functions (Module: shapes)
+//------------------------------------------------------------------------------------
+// Set texture and rectangle to be used on shapes drawing
+// NOTE: It can be useful when using basic shapes and one single font,
+// defining a font char white rectangle would allow drawing everything in a single draw call
+RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
+
+// Basic shapes drawing functions
+RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
+RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
+RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
+RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
+RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
+RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
+RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point
+RLAPI void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points
+RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence
+RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
+RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
+RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
+RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
+RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
+RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
+RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
+RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
+RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
+RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
+RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
+RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
+RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
+RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
+RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
+RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
+RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
+RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
+RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
+RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
+RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
+RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
+RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
+RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
+RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
+RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
+
+// Basic shapes collision detection functions
+RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
+RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
+RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
+RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
+RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
+RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
+RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
+RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
+RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
+
+//------------------------------------------------------------------------------------
+// Texture Loading and Drawing Functions (Module: textures)
+//------------------------------------------------------------------------------------
+
+// Image loading functions
+// NOTE: This functions do not require GPU access
+RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
+RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
+RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
+RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
+RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
+RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
+RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
+RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
+RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
+
+// Image generation functions
+RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
+RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
+RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
+RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
+RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
+RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
+RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
+
+// Image manipulation functions
+RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
+RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
+RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
+RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
+RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
+RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)
+RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
+RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
+RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
+RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
+RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
+RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
+RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
+RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
+RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image
+RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
+RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
+RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
+RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
+RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
+RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
+RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
+RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
+RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
+RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
+RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
+RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
+RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
+RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
+RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
+RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
+RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
+
+// Image drawing functions
+// NOTE: Image software-rendering functions (CPU)
+RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
+RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
+RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
+RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
+RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
+RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
+RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
+RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
+RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
+RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
+RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
+RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
+RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
+RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
+
+// Texture loading functions
+// NOTE: These functions require GPU access
+RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
+RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
+RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
+RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
+RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
+RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
+RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
+RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
+
+// Texture configuration functions
+RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
+RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
+RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
+
+// Texture drawing functions
+RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
+RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
+RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
+RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
+RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
+RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
+RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
+RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
+RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint); // Draw a textured polygon
+
+// Color/pixel related functions
+RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color
+RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
+RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
+RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
+RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
+RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
+RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
+RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
+
+//------------------------------------------------------------------------------------
+// Font Loading and Text Drawing Functions (Module: text)
+//------------------------------------------------------------------------------------
+
+// Font loading/unloading functions
+RLAPI Font GetFontDefault(void); // Get the default Font
+RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
+RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount); // Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set
+RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
+RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
+RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use
+RLAPI Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
+RLAPI void UnloadFontData(GlyphInfo *chars, int glyphCount); // Unload font chars info data (RAM)
+RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
+RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success
+
+// Text drawing functions
+RLAPI void DrawFPS(int posX, int posY); // Draw current FPS
+RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
+RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
+RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
+RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
+RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
+
+// Text font info functions
+RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
+RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
+RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
+RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
+RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
+
+// Text codepoints management functions (unicode characters)
+RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
+RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
+RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
+RLAPI int GetCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
+RLAPI char *TextCodepointsToUTF8(const int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
+
+// Text strings management functions (no UTF-8 strings, only byte chars)
+// NOTE: Some strings allocate memory internally for returned strings, just be careful!
+RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
+RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
+RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
+RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
+RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
+RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
+RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
+RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
+RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
+RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
+RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
+RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
+RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
+RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
+RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
+
+//------------------------------------------------------------------------------------
+// Basic 3d Shapes Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Basic geometric 3D shapes drawing functions
+RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
+RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
+RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
+RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
+RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
+RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
+RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
+RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
+RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
+RLAPI void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
+RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
+RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
+RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
+RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
+RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
+RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
+RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
+RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
+RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
+
+//------------------------------------------------------------------------------------
+// Model 3d Loading and Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Model management functions
+RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
+RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
+RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
+RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
+RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
+
+// Model drawing functions
+RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
+RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
+RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
+RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
+RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
+RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
+RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
+RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
+
+// Mesh management functions
+RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
+RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
+RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
+RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
+RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
+RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
+RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
+RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
+RLAPI void GenMeshBinormals(Mesh *mesh); // Compute mesh binormals
+
+// Mesh generation functions
+RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
+RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
+RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
+RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
+RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
+RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
+RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
+RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
+RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
+RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
+RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
+
+// Material loading/unloading functions
+RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
+RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
+RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
+RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
+
+// Model animations loading/unloading functions
+RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCount); // Load model animations from file
+RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
+RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
+RLAPI void UnloadModelAnimations(ModelAnimation *animations, unsigned int count); // Unload animation array data
+RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
+
+// Collision detection functions
+RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
+RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
+RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
+RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
+RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
+RLAPI RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model
+RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
+RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
+RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
+
+//------------------------------------------------------------------------------------
+// Audio Loading and Playing Functions (Module: audio)
+//------------------------------------------------------------------------------------
+
+// Audio device management functions
+RLAPI void InitAudioDevice(void); // Initialize audio device and context
+RLAPI void CloseAudioDevice(void); // Close the audio device and context
+RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
+RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
+
+// Wave/Sound loading/unloading functions
+RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
+RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
+RLAPI Sound LoadSound(const char *fileName); // Load sound from file
+RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
+RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
+RLAPI void UnloadWave(Wave wave); // Unload wave data
+RLAPI void UnloadSound(Sound sound); // Unload sound
+RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
+RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
+
+// Wave/Sound management functions
+RLAPI void PlaySound(Sound sound); // Play a sound
+RLAPI void StopSound(Sound sound); // Stop playing a sound
+RLAPI void PauseSound(Sound sound); // Pause a sound
+RLAPI void ResumeSound(Sound sound); // Resume a paused sound
+RLAPI void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
+RLAPI void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool)
+RLAPI int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
+RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
+RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
+RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
+RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
+RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
+RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
+RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
+RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
+RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
+
+// Music management functions
+RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
+RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
+RLAPI void UnloadMusicStream(Music music); // Unload music stream
+RLAPI void PlayMusicStream(Music music); // Start music playing
+RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
+RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
+RLAPI void StopMusicStream(Music music); // Stop music playing
+RLAPI void PauseMusicStream(Music music); // Pause music playing
+RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
+RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
+RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
+RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
+RLAPI void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
+RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
+RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
+
+// AudioStream management functions
+RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
+RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
+RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
+RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
+RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
+RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
+RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
+RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
+RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
+RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
+RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
+RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
+RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // RAYLIB_H