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authorLuca Sas <sas.luca.alex@gmail.com>2020-03-06 17:48:44 +0000
committerLuca Sas <sas.luca.alex@gmail.com>2020-03-06 17:48:44 +0000
commit581538a8b371c0a9003dc0f1bf081222b8c4fdd9 (patch)
treef5759a699424211d4a66e24365a596072818ab33 /libs/raylib/src/raylib.h
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+/**********************************************************************************************
+*
+* raylib - 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, UWP, Android, Raspberry Pi, HTML5.
+* - Written in plain C code (C99) in PascalCase/camelCase notation
+* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
+* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+* - Powerful fonts module (XNA SpriteFonts, BMFonts, TTF)
+* - 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
+* - Skeletal Animation support (CPU bones-based animation)
+* - 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 custom font is loaded by default when InitWindow() [core]
+* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
+* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
+*
+* DEPENDENCIES (included):
+* [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP)
+* [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP)
+* [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management
+*
+* OPTIONAL DEPENDENCIES (included):
+* [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording
+* [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
+* [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
+* [textures] stb_image_resize (Sean Barret) for image resizing algorithms
+* [textures] stb_perlin (Sean Barret) for Perlin noise image generation
+* [text] stb_truetype (Sean Barret) for ttf fonts loading
+* [text] stb_rect_pack (Sean Barret) for rectangles packing
+* [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
+* [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
+* [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
+* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
+* [raudio] dr_flac (David Reid) for FLAC audio file loading
+* [raudio] dr_mp3 (David Reid) for MP3 audio file 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) 2013-2020 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 RLAPI // We are building or using raylib as a static library (or Linux shared library)
+
+#if defined(_WIN32)
+ // Microsoft attibutes to tell compiler that symbols are imported/exported from a .dll
+ #if defined(BUILD_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
+ #elif defined(USE_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
+ #endif
+#endif
+
+//----------------------------------------------------------------------------------
+// Some basic Defines
+//----------------------------------------------------------------------------------
+#ifndef PI
+ #define PI 3.14159265358979323846f
+#endif
+
+#define DEG2RAD (PI/180.0f)
+#define RAD2DEG (180.0f/PI)
+
+#define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported
+
+// 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(n,sz) realloc(n,sz)
+#endif
+#ifndef RL_FREE
+ #define RL_FREE(p) free(p)
+#endif
+
+// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
+// Plain structures in C++ (without constructors) can be initialized from { } initializers.
+#if defined(__cplusplus)
+ #define CLITERAL(type) type
+#else
+ #define CLITERAL(type) (type)
+#endif
+
+// 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)
+
+// Temporal hack to avoid breaking old codebases using
+// deprecated raylib implementation of these functions
+#define FormatText TextFormat
+#define SubText TextSubtext
+#define ShowWindow UnhideWindow
+
+//----------------------------------------------------------------------------------
+// Structures Definition
+//----------------------------------------------------------------------------------
+// Boolean type
+#if defined(__STDC__) && __STDC_VERSION__ >= 199901L
+ #include <stdbool.h>
+#elif !defined(__cplusplus) && !defined(bool)
+ typedef enum { false, true } bool;
+#endif
+
+// Vector2 type
+typedef struct Vector2 {
+ float x;
+ float y;
+} Vector2;
+
+// Vector3 type
+typedef struct Vector3 {
+ float x;
+ float y;
+ float z;
+} Vector3;
+
+// Vector4 type
+typedef struct Vector4 {
+ float x;
+ float y;
+ float z;
+ float w;
+} Vector4;
+
+// Quaternion type, same as Vector4
+typedef Vector4 Quaternion;
+
+// Matrix type (OpenGL style 4x4 - right handed, column major)
+typedef struct Matrix {
+ float m0, m4, m8, m12;
+ float m1, m5, m9, m13;
+ float m2, m6, m10, m14;
+ float m3, m7, m11, m15;
+} Matrix;
+
+// Color type, RGBA (32bit)
+typedef struct Color {
+ unsigned char r;
+ unsigned char g;
+ unsigned char b;
+ unsigned char a;
+} Color;
+
+// Rectangle type
+typedef struct Rectangle {
+ float x;
+ float y;
+ float width;
+ float height;
+} Rectangle;
+
+// Image type, bpp always RGBA (32bit)
+// NOTE: 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;
+
+// Texture2D type
+// NOTE: Data stored in GPU memory
+typedef struct Texture2D {
+ 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)
+} Texture2D;
+
+// Texture type, same as Texture2D
+typedef Texture2D Texture;
+
+// TextureCubemap type, actually, same as Texture2D
+typedef Texture2D TextureCubemap;
+
+// RenderTexture2D type, for texture rendering
+typedef struct RenderTexture2D {
+ unsigned int id; // OpenGL Framebuffer Object (FBO) id
+ Texture2D texture; // Color buffer attachment texture
+ Texture2D depth; // Depth buffer attachment texture
+ bool depthTexture; // Track if depth attachment is a texture or renderbuffer
+} RenderTexture2D;
+
+// RenderTexture type, same as RenderTexture2D
+typedef RenderTexture2D RenderTexture;
+
+// N-Patch layout info
+typedef struct NPatchInfo {
+ Rectangle sourceRec; // Region in the texture
+ int left; // left border offset
+ int top; // top border offset
+ int right; // right border offset
+ int bottom; // bottom border offset
+ int type; // layout of the n-patch: 3x3, 1x3 or 3x1
+} NPatchInfo;
+
+// Font character info
+typedef struct CharInfo {
+ 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
+} CharInfo;
+
+// Font type, includes texture and charSet array data
+typedef struct Font {
+ int baseSize; // Base size (default chars height)
+ int charsCount; // Number of characters
+ Texture2D texture; // Characters texture atlas
+ Rectangle *recs; // Characters rectangles in texture
+ CharInfo *chars; // Characters info data
+} Font;
+
+#define SpriteFont Font // SpriteFont type fallback, defaults to Font
+
+// Camera type, defines a camera 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 type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
+} Camera3D;
+
+typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
+
+// Camera2D type, defines a 2d camera
+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;
+
+// Vertex data definning a mesh
+// NOTE: Data stored in CPU memory (and GPU)
+typedef struct Mesh {
+ int vertexCount; // Number of vertices stored in arrays
+ int triangleCount; // Number of triangles stored (indexed or not)
+
+ // Default vertex 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)
+ int *boneIds; // Vertex 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 type (generic)
+typedef struct Shader {
+ unsigned int id; // Shader program id
+ int *locs; // Shader locations array (MAX_SHADER_LOCATIONS)
+} Shader;
+
+// Material texture map
+typedef struct MaterialMap {
+ Texture2D texture; // Material map texture
+ Color color; // Material map color
+ float value; // Material map value
+} MaterialMap;
+
+// Material type (generic)
+typedef struct Material {
+ Shader shader; // Material shader
+ MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
+ float *params; // Material generic parameters (if required)
+} Material;
+
+// Transformation properties
+typedef struct Transform {
+ Vector3 translation; // Translation
+ Quaternion rotation; // Rotation
+ Vector3 scale; // Scale
+} Transform;
+
+// Bone information
+typedef struct BoneInfo {
+ char name[32]; // Bone name
+ int parent; // Bone parent
+} BoneInfo;
+
+// Model type
+typedef struct Model {
+ Matrix transform; // Local transform matrix
+
+ int meshCount; // Number of meshes
+ Mesh *meshes; // Meshes array
+
+ int materialCount; // Number of materials
+ 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;
+
+// Model animation
+typedef struct ModelAnimation {
+ int boneCount; // Number of bones
+ BoneInfo *bones; // Bones information (skeleton)
+
+ int frameCount; // Number of animation frames
+ Transform **framePoses; // Poses array by frame
+} ModelAnimation;
+
+// Ray type (useful for raycast)
+typedef struct Ray {
+ Vector3 position; // Ray position (origin)
+ Vector3 direction; // Ray direction
+} Ray;
+
+// Raycast hit information
+typedef struct RayHitInfo {
+ bool hit; // Did the ray hit something?
+ float distance; // Distance to nearest hit
+ Vector3 position; // Position of nearest hit
+ Vector3 normal; // Surface normal of hit
+} RayHitInfo;
+
+// Bounding box type
+typedef struct BoundingBox {
+ Vector3 min; // Minimum vertex box-corner
+ Vector3 max; // Maximum vertex box-corner
+} BoundingBox;
+
+// Wave type, defines audio wave data
+typedef struct Wave {
+ unsigned int sampleCount; // Total number of samples
+ 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;
+
+// Audio stream type
+// NOTE: Useful to create custom audio streams not bound to a specific file
+typedef struct AudioStream {
+ 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)
+
+ rAudioBuffer *buffer; // Pointer to internal data used by the audio system
+} AudioStream;
+
+// Sound source type
+typedef struct Sound {
+ unsigned int sampleCount; // Total number of samples
+ AudioStream stream; // Audio stream
+} Sound;
+
+// Music stream type (audio file streaming from memory)
+// NOTE: Anything longer than ~10 seconds should be streamed
+typedef struct Music {
+ int ctxType; // Type of music context (audio filetype)
+ void *ctxData; // Audio context data, depends on type
+
+ unsigned int sampleCount; // Total number of samples
+ unsigned int loopCount; // Loops count (times music will play), 0 means infinite loop
+
+ AudioStream stream; // Audio stream
+} Music;
+
+// Head-Mounted-Display device parameters
+typedef struct VrDeviceInfo {
+ int hResolution; // HMD horizontal resolution in pixels
+ int vResolution; // HMD vertical resolution in pixels
+ float hScreenSize; // HMD horizontal size in meters
+ float vScreenSize; // HMD vertical size in meters
+ float vScreenCenter; // HMD screen center in meters
+ float eyeToScreenDistance; // HMD distance between eye and display in meters
+ float lensSeparationDistance; // HMD lens separation distance in meters
+ float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
+ float lensDistortionValues[4]; // HMD lens distortion constant parameters
+ float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
+} VrDeviceInfo;
+
+//----------------------------------------------------------------------------------
+// Enumerators Definition
+//----------------------------------------------------------------------------------
+// System config flags
+// NOTE: Used for bit masks
+typedef enum {
+ FLAG_RESERVED = 1, // Reserved
+ FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen
+ FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window
+ FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons)
+ FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window
+ FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden
+ FLAG_WINDOW_ALWAYS_RUN = 256, // Set to allow windows running while minimized
+ FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X
+ FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU
+} ConfigFlag;
+
+// Trace log type
+typedef enum {
+ LOG_ALL = 0, // Display all logs
+ LOG_TRACE,
+ LOG_DEBUG,
+ LOG_INFO,
+ LOG_WARNING,
+ LOG_ERROR,
+ LOG_FATAL,
+ LOG_NONE // Disable logging
+} TraceLogType;
+
+// Keyboard keys
+typedef enum {
+ // Alphanumeric keys
+ KEY_APOSTROPHE = 39,
+ KEY_COMMA = 44,
+ KEY_MINUS = 45,
+ KEY_PERIOD = 46,
+ KEY_SLASH = 47,
+ KEY_ZERO = 48,
+ KEY_ONE = 49,
+ KEY_TWO = 50,
+ KEY_THREE = 51,
+ KEY_FOUR = 52,
+ KEY_FIVE = 53,
+ KEY_SIX = 54,
+ KEY_SEVEN = 55,
+ KEY_EIGHT = 56,
+ KEY_NINE = 57,
+ KEY_SEMICOLON = 59,
+ KEY_EQUAL = 61,
+ KEY_A = 65,
+ KEY_B = 66,
+ KEY_C = 67,
+ KEY_D = 68,
+ KEY_E = 69,
+ KEY_F = 70,
+ KEY_G = 71,
+ KEY_H = 72,
+ KEY_I = 73,
+ KEY_J = 74,
+ KEY_K = 75,
+ KEY_L = 76,
+ KEY_M = 77,
+ KEY_N = 78,
+ KEY_O = 79,
+ KEY_P = 80,
+ KEY_Q = 81,
+ KEY_R = 82,
+ KEY_S = 83,
+ KEY_T = 84,
+ KEY_U = 85,
+ KEY_V = 86,
+ KEY_W = 87,
+ KEY_X = 88,
+ KEY_Y = 89,
+ KEY_Z = 90,
+
+ // Function keys
+ KEY_SPACE = 32,
+ KEY_ESCAPE = 256,
+ KEY_ENTER = 257,
+ KEY_TAB = 258,
+ KEY_BACKSPACE = 259,
+ KEY_INSERT = 260,
+ KEY_DELETE = 261,
+ KEY_RIGHT = 262,
+ KEY_LEFT = 263,
+ KEY_DOWN = 264,
+ KEY_UP = 265,
+ KEY_PAGE_UP = 266,
+ KEY_PAGE_DOWN = 267,
+ KEY_HOME = 268,
+ KEY_END = 269,
+ KEY_CAPS_LOCK = 280,
+ KEY_SCROLL_LOCK = 281,
+ KEY_NUM_LOCK = 282,
+ KEY_PRINT_SCREEN = 283,
+ KEY_PAUSE = 284,
+ KEY_F1 = 290,
+ KEY_F2 = 291,
+ KEY_F3 = 292,
+ KEY_F4 = 293,
+ KEY_F5 = 294,
+ KEY_F6 = 295,
+ KEY_F7 = 296,
+ KEY_F8 = 297,
+ KEY_F9 = 298,
+ KEY_F10 = 299,
+ KEY_F11 = 300,
+ KEY_F12 = 301,
+ KEY_LEFT_SHIFT = 340,
+ KEY_LEFT_CONTROL = 341,
+ KEY_LEFT_ALT = 342,
+ KEY_LEFT_SUPER = 343,
+ KEY_RIGHT_SHIFT = 344,
+ KEY_RIGHT_CONTROL = 345,
+ KEY_RIGHT_ALT = 346,
+ KEY_RIGHT_SUPER = 347,
+ KEY_KB_MENU = 348,
+ KEY_LEFT_BRACKET = 91,
+ KEY_BACKSLASH = 92,
+ KEY_RIGHT_BRACKET = 93,
+ KEY_GRAVE = 96,
+
+ // Keypad keys
+ KEY_KP_0 = 320,
+ KEY_KP_1 = 321,
+ KEY_KP_2 = 322,
+ KEY_KP_3 = 323,
+ KEY_KP_4 = 324,
+ KEY_KP_5 = 325,
+ KEY_KP_6 = 326,
+ KEY_KP_7 = 327,
+ KEY_KP_8 = 328,
+ KEY_KP_9 = 329,
+ KEY_KP_DECIMAL = 330,
+ KEY_KP_DIVIDE = 331,
+ KEY_KP_MULTIPLY = 332,
+ KEY_KP_SUBTRACT = 333,
+ KEY_KP_ADD = 334,
+ KEY_KP_ENTER = 335,
+ KEY_KP_EQUAL = 336
+} KeyboardKey;
+
+// Android buttons
+typedef enum {
+ KEY_BACK = 4,
+ KEY_MENU = 82,
+ KEY_VOLUME_UP = 24,
+ KEY_VOLUME_DOWN = 25
+} AndroidButton;
+
+// Mouse buttons
+typedef enum {
+ MOUSE_LEFT_BUTTON = 0,
+ MOUSE_RIGHT_BUTTON = 1,
+ MOUSE_MIDDLE_BUTTON = 2
+} MouseButton;
+
+// Gamepad number
+typedef enum {
+ GAMEPAD_PLAYER1 = 0,
+ GAMEPAD_PLAYER2 = 1,
+ GAMEPAD_PLAYER3 = 2,
+ GAMEPAD_PLAYER4 = 3
+} GamepadNumber;
+
+// Gamepad Buttons
+typedef enum {
+ // This is here just for error checking
+ GAMEPAD_BUTTON_UNKNOWN = 0,
+
+ // This is normally a DPAD
+ GAMEPAD_BUTTON_LEFT_FACE_UP,
+ GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
+ GAMEPAD_BUTTON_LEFT_FACE_DOWN,
+ GAMEPAD_BUTTON_LEFT_FACE_LEFT,
+
+ // This normally corresponds with PlayStation and Xbox controllers
+ // XBOX: [Y,X,A,B]
+ // PS3: [Triangle,Square,Cross,Circle]
+ // No support for 6 button controllers though..
+ GAMEPAD_BUTTON_RIGHT_FACE_UP,
+ GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
+ GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
+ GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
+
+ // Triggers
+ GAMEPAD_BUTTON_LEFT_TRIGGER_1,
+ GAMEPAD_BUTTON_LEFT_TRIGGER_2,
+ GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
+ GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
+
+ // These are buttons in the center of the gamepad
+ GAMEPAD_BUTTON_MIDDLE_LEFT, //PS3 Select
+ GAMEPAD_BUTTON_MIDDLE, //PS Button/XBOX Button
+ GAMEPAD_BUTTON_MIDDLE_RIGHT, //PS3 Start
+
+ // These are the joystick press in buttons
+ GAMEPAD_BUTTON_LEFT_THUMB,
+ GAMEPAD_BUTTON_RIGHT_THUMB
+} GamepadButton;
+
+typedef enum {
+ // This is here just for error checking
+ GAMEPAD_AXIS_UNKNOWN = 0,
+
+ // Left stick
+ GAMEPAD_AXIS_LEFT_X,
+ GAMEPAD_AXIS_LEFT_Y,
+
+ // Right stick
+ GAMEPAD_AXIS_RIGHT_X,
+ GAMEPAD_AXIS_RIGHT_Y,
+
+ // Pressure levels for the back triggers
+ GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level)
+ GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level)
+} GamepadAxis;
+
+// Shader location point type
+typedef enum {
+ LOC_VERTEX_POSITION = 0,
+ LOC_VERTEX_TEXCOORD01,
+ LOC_VERTEX_TEXCOORD02,
+ LOC_VERTEX_NORMAL,
+ LOC_VERTEX_TANGENT,
+ LOC_VERTEX_COLOR,
+ LOC_MATRIX_MVP,
+ LOC_MATRIX_MODEL,
+ LOC_MATRIX_VIEW,
+ LOC_MATRIX_PROJECTION,
+ LOC_VECTOR_VIEW,
+ LOC_COLOR_DIFFUSE,
+ LOC_COLOR_SPECULAR,
+ LOC_COLOR_AMBIENT,
+ LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
+ LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
+ LOC_MAP_NORMAL,
+ LOC_MAP_ROUGHNESS,
+ LOC_MAP_OCCLUSION,
+ LOC_MAP_EMISSION,
+ LOC_MAP_HEIGHT,
+ LOC_MAP_CUBEMAP,
+ LOC_MAP_IRRADIANCE,
+ LOC_MAP_PREFILTER,
+ LOC_MAP_BRDF
+} ShaderLocationIndex;
+
+#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
+#define LOC_MAP_SPECULAR LOC_MAP_METALNESS
+
+// Shader uniform data types
+typedef enum {
+ UNIFORM_FLOAT = 0,
+ UNIFORM_VEC2,
+ UNIFORM_VEC3,
+ UNIFORM_VEC4,
+ UNIFORM_INT,
+ UNIFORM_IVEC2,
+ UNIFORM_IVEC3,
+ UNIFORM_IVEC4,
+ UNIFORM_SAMPLER2D
+} ShaderUniformDataType;
+
+// Material map type
+typedef enum {
+ MAP_ALBEDO = 0, // MAP_DIFFUSE
+ MAP_METALNESS = 1, // MAP_SPECULAR
+ MAP_NORMAL = 2,
+ MAP_ROUGHNESS = 3,
+ MAP_OCCLUSION,
+ MAP_EMISSION,
+ MAP_HEIGHT,
+ MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
+ MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
+ MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
+ MAP_BRDF
+} MaterialMapType;
+
+#define MAP_DIFFUSE MAP_ALBEDO
+#define MAP_SPECULAR MAP_METALNESS
+
+// Pixel formats
+// NOTE: Support depends on OpenGL version and platform
+typedef enum {
+ UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
+ UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
+ UNCOMPRESSED_R5G6B5, // 16 bpp
+ UNCOMPRESSED_R8G8B8, // 24 bpp
+ UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
+ UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
+ UNCOMPRESSED_R8G8B8A8, // 32 bpp
+ UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
+ UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
+ UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
+ COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
+ COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
+ COMPRESSED_DXT3_RGBA, // 8 bpp
+ COMPRESSED_DXT5_RGBA, // 8 bpp
+ COMPRESSED_ETC1_RGB, // 4 bpp
+ COMPRESSED_ETC2_RGB, // 4 bpp
+ COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
+ COMPRESSED_PVRT_RGB, // 4 bpp
+ COMPRESSED_PVRT_RGBA, // 4 bpp
+ COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
+ 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 {
+ FILTER_POINT = 0, // No filter, just pixel aproximation
+ FILTER_BILINEAR, // Linear filtering
+ FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
+ FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
+ FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
+ FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
+} TextureFilterMode;
+
+// Cubemap layout type
+typedef enum {
+ CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type
+ CUBEMAP_LINE_VERTICAL, // Layout is defined by a vertical line with faces
+ CUBEMAP_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
+ CUBEMAP_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
+ CUBEMAP_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
+ CUBEMAP_PANORAMA // Layout is defined by a panorama image (equirectangular map)
+} CubemapLayoutType;
+
+// Texture parameters: wrap mode
+typedef enum {
+ WRAP_REPEAT = 0, // Repeats texture in tiled mode
+ WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
+ WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
+ WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
+} TextureWrapMode;
+
+// 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
+} BlendMode;
+
+// Gestures type
+// NOTE: It could be used as flags to enable only some gestures
+typedef enum {
+ GESTURE_NONE = 0,
+ GESTURE_TAP = 1,
+ GESTURE_DOUBLETAP = 2,
+ GESTURE_HOLD = 4,
+ GESTURE_DRAG = 8,
+ GESTURE_SWIPE_RIGHT = 16,
+ GESTURE_SWIPE_LEFT = 32,
+ GESTURE_SWIPE_UP = 64,
+ GESTURE_SWIPE_DOWN = 128,
+ GESTURE_PINCH_IN = 256,
+ GESTURE_PINCH_OUT = 512
+} GestureType;
+
+// Camera system modes
+typedef enum {
+ CAMERA_CUSTOM = 0,
+ CAMERA_FREE,
+ CAMERA_ORBITAL,
+ CAMERA_FIRST_PERSON,
+ CAMERA_THIRD_PERSON
+} CameraMode;
+
+// Camera projection modes
+typedef enum {
+ CAMERA_PERSPECTIVE = 0,
+ CAMERA_ORTHOGRAPHIC
+} CameraType;
+
+// Type of n-patch
+typedef enum {
+ NPT_9PATCH = 0, // Npatch defined by 3x3 tiles
+ NPT_3PATCH_VERTICAL, // Npatch defined by 1x3 tiles
+ NPT_3PATCH_HORIZONTAL // Npatch defined by 3x1 tiles
+} NPatchType;
+
+// Callbacks to be implemented by users
+typedef void (*TraceLogCallback)(int logType, const char *text, va_list args);
+
+#if defined(__cplusplus)
+extern "C" { // Prevents name mangling of functions
+#endif
+
+//------------------------------------------------------------------------------------
+// Global Variables Definition
+//------------------------------------------------------------------------------------
+// It's lonely here...
+
+//------------------------------------------------------------------------------------
+// Window and Graphics Device Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// 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 IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
+RLAPI bool IsWindowResized(void); // Check if window has been resized
+RLAPI bool IsWindowHidden(void); // Check if window is currently hidden
+RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
+RLAPI void UnhideWindow(void); // Show the window
+RLAPI void HideWindow(void); // Hide the window
+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 *GetWindowHandle(void); // Get native window handle
+RLAPI int GetScreenWidth(void); // Get current screen width
+RLAPI int GetScreenHeight(void); // Get current screen height
+RLAPI int GetMonitorCount(void); // Get number of connected monitors
+RLAPI int GetMonitorWidth(int monitor); // Get primary monitor width
+RLAPI int GetMonitorHeight(int monitor); // Get primary monitor height
+RLAPI int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres
+RLAPI int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres
+RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
+RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
+RLAPI const char *GetClipboardText(void); // Get clipboard text content
+RLAPI void SetClipboardText(const char *text); // Set clipboard text content
+
+// 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)
+
+// 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); // Initialize 2D mode with custom camera (2D)
+RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
+RLAPI void BeginMode3D(Camera3D camera); // Initializes 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); // Initializes render texture for drawing
+RLAPI void EndTextureMode(void); // Ends drawing to render texture
+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
+
+// Screen-space-related functions
+RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
+RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
+RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
+RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
+RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns 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); // Returns current FPS
+RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn
+RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow()
+
+// Color-related functions
+RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color
+RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
+RLAPI Color ColorFromNormalized(Vector4 normalized); // Returns color from normalized values [0..1]
+RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
+RLAPI Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values
+RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
+RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
+
+// Misc. functions
+RLAPI void SetConfigFlags(unsigned int flags); // Setup window configuration flags (view FLAGS)
+RLAPI void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level
+RLAPI void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level
+RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging
+RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
+RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
+RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
+
+// Files management functions
+RLAPI bool FileExists(const char *fileName); // Check if file exists
+RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
+RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
+RLAPI const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string
+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 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, returns true if 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)
+
+RLAPI unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorythm)
+RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorythm)
+
+// Persistent storage management
+RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
+RLAPI int StorageLoadValue(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); // Detect if a key has been pressed once
+RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
+RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
+RLAPI bool IsKeyUp(int key); // Detect 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, call it multiple times for chars queued
+
+// Input-related functions: gamepads
+RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
+RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
+RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
+RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
+RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
+RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
+RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
+RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
+RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
+RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
+
+// Input-related functions: mouse
+RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
+RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
+RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
+RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
+RLAPI int GetMouseX(void); // Returns mouse position X
+RLAPI int GetMouseY(void); // Returns mouse position Y
+RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
+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 int GetMouseWheelMove(void); // Returns mouse wheel movement Y
+
+// Input-related functions: touch
+RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
+RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
+RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
+
+//------------------------------------------------------------------------------------
+// Gestures and Touch Handling Functions (Module: gestures)
+//------------------------------------------------------------------------------------
+RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // 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 int GetTouchPointsCount(void); // Get touch points count
+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: camera)
+//------------------------------------------------------------------------------------
+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 panKey); // Set camera pan key to combine with mouse movement (free camera)
+RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
+RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
+RLAPI void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
+
+//------------------------------------------------------------------------------------
+// Basic Shapes Drawing Functions (Module: shapes)
+//------------------------------------------------------------------------------------
+
+// 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 DrawLineStrip(Vector2 *points, int numPoints, 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, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
+RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int 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 DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
+RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int 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, int 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, int 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 numPoints, Color color); // Draw a triangle fan defined by points (first vertex is the center)
+RLAPI void DrawTriangleStrip(Vector2 *points, int pointsCount, 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 SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
+
+// 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 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
+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
+
+//------------------------------------------------------------------------------------
+// Texture Loading and Drawing Functions (Module: textures)
+//------------------------------------------------------------------------------------
+
+// Image/Texture2D data loading/unloading/saving functions
+RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
+RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
+RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
+RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
+RLAPI void ExportImage(Image image, const char *fileName); // Export image data to file
+RLAPI void ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes
+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 layoutType); // Load cubemap from image, multiple image cubemap layouts supported
+RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
+RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
+RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
+RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
+RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
+RLAPI Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized)
+RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
+RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
+RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
+RLAPI Image GetScreenData(void); // Get pixel data from screen buffer and return an Image (screenshot)
+RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
+
+// 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 void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
+RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
+RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
+RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
+RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
+RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
+RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
+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 color); // Resize canvas and fill with color
+RLAPI void ImageMipmaps(Image *image); // Generate 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 Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount); // Extract color palette from image to maximum size (memory should be freed)
+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 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 ImageDrawRectangle(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 ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
+RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
+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
+
+// 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 GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
+RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
+
+// Texture2D configuration functions
+RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
+RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
+RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
+
+// Texture2D 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 sourceRec, 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 DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, 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 destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
+
+//------------------------------------------------------------------------------------
+// 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 charsCount); // Load font from file with extended parameters
+RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
+RLAPI CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use
+RLAPI Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
+RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
+
+// Text drawing functions
+RLAPI void DrawFPS(int posX, int posY); // Shows 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 DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
+RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint,
+ int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
+RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint); // Draw one character (codepoint)
+
+// Text misc. 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 index position for a unicode character on font
+
+// Text strings management functions (no utf8 strings, only byte chars)
+// NOTE: Some strings allocate memory internally for returned strings, just be careful!
+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 (memory must be freed!)
+RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (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)
+RLAPI char *TextToUtf8(int *codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!)
+
+// UTF8 text strings management functions
+RLAPI int *GetCodepoints(const char *text, int *count); // Get all codepoints in a string, codepoints count returned by parameters
+RLAPI int GetCodepointsCount(const char *text); // Get total number of characters (codepoints) in a UTF8 encoded string
+RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
+RLAPI const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
+
+//------------------------------------------------------------------------------------
+// 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 DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
+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 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 DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+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))
+RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
+//DrawTorus(), DrawTeapot() could be useful?
+
+//------------------------------------------------------------------------------------
+// Model 3d Loading and Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Model loading/unloading 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 from memory (RAM and/or VRAM)
+
+// Mesh loading/unloading functions
+RLAPI Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file
+RLAPI void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file
+RLAPI void UnloadMesh(Mesh mesh); // Unload mesh from memory (RAM and/or VRAM)
+
+// 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 (MAP_DIFFUSE, 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, int *animsCount); // 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 bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
+
+// 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 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
+
+// Mesh manipulation functions
+RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
+RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
+RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
+
+// 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 center, float size, Color tint); // Draw a billboard texture
+RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
+
+// Collision detection functions
+RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
+RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
+RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
+RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
+RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
+RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
+RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
+RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
+RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
+
+//------------------------------------------------------------------------------------
+// Shaders System Functions (Module: rlgl)
+// NOTE: This functions are useless when using OpenGL 1.1
+//------------------------------------------------------------------------------------
+
+// Shader loading/unloading functions
+RLAPI char *LoadText(const char *fileName); // Load chars array from text file
+RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
+RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
+RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
+
+RLAPI Shader GetShaderDefault(void); // Get default shader
+RLAPI Texture2D GetTextureDefault(void); // Get default texture
+
+// Shader configuration functions
+RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
+RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
+RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
+RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
+RLAPI void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
+RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
+RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
+RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix
+RLAPI Matrix GetMatrixProjection(void); // Get internal projection matrix
+
+// Texture maps generation (PBR)
+// NOTE: Required shaders should be provided
+RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from 2D texture
+RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
+RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
+RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture
+
+// Shading begin/end functions
+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)
+RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
+
+// VR control functions
+RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters
+RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
+RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
+RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
+RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
+RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
+RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
+RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
+
+//------------------------------------------------------------------------------------
+// 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 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 samplesCount);// Update sound buffer with new data
+RLAPI void UnloadWave(Wave wave); // Unload wave data
+RLAPI void UnloadSound(Sound sound); // Unload sound
+RLAPI void ExportWave(Wave wave, const char *fileName); // Export wave data to file
+RLAPI void ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h)
+
+// 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 WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
+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 float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
+
+// Music management functions
+RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
+RLAPI void UnloadMusicStream(Music music); // Unload music stream
+RLAPI void PlayMusicStream(Music music); // Start music 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 bool IsMusicPlaying(Music music); // Check if music is playing
+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 SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
+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 InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data)
+RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
+RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
+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)
+
+//------------------------------------------------------------------------------------
+// Network (Module: network)
+//------------------------------------------------------------------------------------
+
+// IN PROGRESS: Check rnet.h for reference
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // RAYLIB_H