]> git.seodisparate.com - LudumDare45_StartWithNothing/commitdiff
Begin work on Raylib impl of agnostic_interface
authorStephen Seo <seo.disparate@gmail.com>
Sun, 19 Feb 2023 06:51:37 +0000 (15:51 +0900)
committerStephen Seo <seo.disparate@gmail.com>
Sun, 19 Feb 2023 06:51:37 +0000 (15:51 +0900)
Cargo.lock
Cargo.toml
build.rs [new file with mode: 0644]
raylib/raylib.h [new file with mode: 0644]
src/agnostic_interface.rs
src/agnostic_interface/raylib_impl.rs [new file with mode: 0644]

index a9ffcd4c98ed2c283bada9a0dc67cc8c82cb580c..91bff41cda6da8b4db89c41ba76ea3e7ef7b1c70 100644 (file)
@@ -2,12 +2,66 @@
 # It is not intended for manual editing.
 version = 3
 
+[[package]]
+name = "bindgen"
+version = "0.64.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "c4243e6031260db77ede97ad86c27e501d646a27ab57b59a574f725d98ab1fb4"
+dependencies = [
+ "bitflags",
+ "cexpr",
+ "clang-sys",
+ "lazy_static",
+ "lazycell",
+ "log",
+ "peeking_take_while",
+ "proc-macro2",
+ "quote",
+ "regex",
+ "rustc-hash",
+ "shlex",
+ "syn",
+ "which",
+]
+
+[[package]]
+name = "bitflags"
+version = "1.3.2"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "bef38d45163c2f1dde094a7dfd33ccf595c92905c8f8f4fdc18d06fb1037718a"
+
+[[package]]
+name = "cexpr"
+version = "0.6.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "6fac387a98bb7c37292057cffc56d62ecb629900026402633ae9160df93a8766"
+dependencies = [
+ "nom",
+]
+
 [[package]]
 name = "cfg-if"
 version = "1.0.0"
 source = "registry+https://github.com/rust-lang/crates.io-index"
 checksum = "baf1de4339761588bc0619e3cbc0120ee582ebb74b53b4efbf79117bd2da40fd"
 
+[[package]]
+name = "clang-sys"
+version = "1.6.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "77ed9a53e5d4d9c573ae844bfac6872b159cb1d1585a83b29e7a64b7eef7332a"
+dependencies = [
+ "glob",
+ "libc",
+ "libloading",
+]
+
+[[package]]
+name = "either"
+version = "1.8.1"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "7fcaabb2fef8c910e7f4c7ce9f67a1283a1715879a7c230ca9d6d1ae31f16d91"
+
 [[package]]
 name = "getrandom"
 version = "0.1.16"
@@ -19,10 +73,29 @@ dependencies = [
  "wasi",
 ]
 
+[[package]]
+name = "glob"
+version = "0.3.1"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "d2fabcfbdc87f4758337ca535fb41a6d701b65693ce38287d856d1674551ec9b"
+
+[[package]]
+name = "lazy_static"
+version = "1.4.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "e2abad23fbc42b3700f2f279844dc832adb2b2eb069b2df918f455c4e18cc646"
+
+[[package]]
+name = "lazycell"
+version = "1.3.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "830d08ce1d1d941e6b30645f1a0eb5643013d835ce3779a5fc208261dbe10f55"
+
 [[package]]
 name = "ld45_one_and_all"
 version = "0.1.1"
 dependencies = [
+ "bindgen",
  "rand",
  "serde",
 ]
@@ -33,6 +106,59 @@ version = "0.2.126"
 source = "registry+https://github.com/rust-lang/crates.io-index"
 checksum = "349d5a591cd28b49e1d1037471617a32ddcda5731b99419008085f72d5a53836"
 
+[[package]]
+name = "libloading"
+version = "0.7.4"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "b67380fd3b2fbe7527a606e18729d21c6f3951633d0500574c4dc22d2d638b9f"
+dependencies = [
+ "cfg-if",
+ "winapi",
+]
+
+[[package]]
+name = "log"
+version = "0.4.17"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "abb12e687cfb44aa40f41fc3978ef76448f9b6038cad6aef4259d3c095a2382e"
+dependencies = [
+ "cfg-if",
+]
+
+[[package]]
+name = "memchr"
+version = "2.5.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "2dffe52ecf27772e601905b7522cb4ef790d2cc203488bbd0e2fe85fcb74566d"
+
+[[package]]
+name = "minimal-lexical"
+version = "0.2.1"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "68354c5c6bd36d73ff3feceb05efa59b6acb7626617f4962be322a825e61f79a"
+
+[[package]]
+name = "nom"
+version = "7.1.3"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "d273983c5a657a70a3e8f2a01329822f3b8c8172b73826411a55751e404a0a4a"
+dependencies = [
+ "memchr",
+ "minimal-lexical",
+]
+
+[[package]]
+name = "once_cell"
+version = "1.17.1"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "b7e5500299e16ebb147ae15a00a942af264cf3688f47923b8fc2cd5858f23ad3"
+
+[[package]]
+name = "peeking_take_while"
+version = "0.1.2"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "19b17cddbe7ec3f8bc800887bab5e717348c95ea2ca0b1bf0837fb964dc67099"
+
 [[package]]
 name = "ppv-lite86"
 version = "0.2.16"
@@ -41,9 +167,9 @@ checksum = "eb9f9e6e233e5c4a35559a617bf40a4ec447db2e84c20b55a6f83167b7e57872"
 
 [[package]]
 name = "proc-macro2"
-version = "1.0.39"
+version = "1.0.51"
 source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "c54b25569025b7fc9651de43004ae593a75ad88543b17178aa5e1b9c4f15f56f"
+checksum = "5d727cae5b39d21da60fa540906919ad737832fe0b1c165da3a34d6548c849d6"
 dependencies = [
  "unicode-ident",
 ]
@@ -98,6 +224,27 @@ dependencies = [
  "rand_core",
 ]
 
+[[package]]
+name = "regex"
+version = "1.7.1"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "48aaa5748ba571fb95cd2c85c09f629215d3a6ece942baa100950af03a34f733"
+dependencies = [
+ "regex-syntax",
+]
+
+[[package]]
+name = "regex-syntax"
+version = "0.6.28"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "456c603be3e8d448b072f410900c09faf164fbce2d480456f50eea6e25f9c848"
+
+[[package]]
+name = "rustc-hash"
+version = "1.1.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "08d43f7aa6b08d49f382cde6a7982047c3426db949b1424bc4b7ec9ae12c6ce2"
+
 [[package]]
 name = "serde"
 version = "1.0.137"
@@ -118,11 +265,17 @@ dependencies = [
  "syn",
 ]
 
+[[package]]
+name = "shlex"
+version = "1.1.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "43b2853a4d09f215c24cc5489c992ce46052d359b5109343cbafbf26bc62f8a3"
+
 [[package]]
 name = "syn"
-version = "1.0.96"
+version = "1.0.107"
 source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "0748dd251e24453cb8717f0354206b91557e4ec8703673a4b30208f2abaf1ebf"
+checksum = "1f4064b5b16e03ae50984a5a8ed5d4f8803e6bc1fd170a3cda91a1be4b18e3f5"
 dependencies = [
  "proc-macro2",
  "quote",
@@ -140,3 +293,36 @@ name = "wasi"
 version = "0.9.0+wasi-snapshot-preview1"
 source = "registry+https://github.com/rust-lang/crates.io-index"
 checksum = "cccddf32554fecc6acb585f82a32a72e28b48f8c4c1883ddfeeeaa96f7d8e519"
+
+[[package]]
+name = "which"
+version = "4.4.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "2441c784c52b289a054b7201fc93253e288f094e2f4be9058343127c4226a269"
+dependencies = [
+ "either",
+ "libc",
+ "once_cell",
+]
+
+[[package]]
+name = "winapi"
+version = "0.3.9"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "5c839a674fcd7a98952e593242ea400abe93992746761e38641405d28b00f419"
+dependencies = [
+ "winapi-i686-pc-windows-gnu",
+ "winapi-x86_64-pc-windows-gnu",
+]
+
+[[package]]
+name = "winapi-i686-pc-windows-gnu"
+version = "0.4.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "ac3b87c63620426dd9b991e5ce0329eff545bccbbb34f3be09ff6fb6ab51b7b6"
+
+[[package]]
+name = "winapi-x86_64-pc-windows-gnu"
+version = "0.4.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "712e227841d057c1ee1cd2fb22fa7e5a5461ae8e48fa2ca79ec42cfc1931183f"
index 876284b3c52b57694f65417e3cbf64c9aa74c188..9842d9ff9a42bd6dee3e65f75b0001ce7f7e2678 100644 (file)
@@ -10,3 +10,10 @@ edition = "2018"
 #quicksilver = { version = "0.3.19", default-features = false, features = [ "fonts", "saving", "sounds" ] }
 rand = "0.7.2"
 serde = { version = "1.0.101", features = ["derive"] }
+
+[build-dependencies]
+bindgen = "0.64"
+
+[features]
+default = []
+no_link_raylib  = []
diff --git a/build.rs b/build.rs
new file mode 100644 (file)
index 0000000..989e72a
--- /dev/null
+++ b/build.rs
@@ -0,0 +1,29 @@
+extern crate bindgen;
+
+use std::env;
+use std::path::PathBuf;
+
+#[cfg(not(feature = "no_link_raylib"))]
+fn linking_raylib() {
+    println!("cargo:rustc-link-lib=raylib");
+}
+
+#[cfg(feature = "no_link_raylib")]
+fn linking_raylib() {
+}
+
+fn main() {
+    linking_raylib();
+    println!("cargo:rerun-if-changed=raylib/raylib.h");
+
+    let bindings = bindgen::Builder::default()
+        .header("raylib/raylib.h")
+        .parse_callbacks(Box::new(bindgen::CargoCallbacks))
+        .generate()
+        .expect("Unable to generate bindings");
+
+    let out_path = PathBuf::from(env::var("OUT_DIR").unwrap());
+    bindings
+        .write_to_file(out_path.join("raylib_bindings.rs"))
+        .expect("Couldn't write bindings!");
+}
diff --git a/raylib/raylib.h b/raylib/raylib.h
new file mode 100644 (file)
index 0000000..8a5d50c
--- /dev/null
@@ -0,0 +1,1568 @@
+/**********************************************************************************************
+*
+*   raylib v4.2 - 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 algorithm
+*       [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
+*       [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  "4.2"
+
+// 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)
+        #if defined(__TINYC__)
+            #define __declspec(x) __attribute__((x))
+        #endif
+        #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
+// NOTE: Require recompiling raylib sources
+#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) || (defined(_MSC_VER) && _MSC_VER >= 1800)
+    #include <stdbool.h>
+#elif !defined(__cplusplus) && !defined(bool)
+    typedef enum bool { false = 0, true = !false } 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 texture second coordinates (UV - 2 components per vertex) (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;
+
+// Opaque structs declaration
+// NOTE: Actual structs are defined internally in raudio module
+typedef struct rAudioBuffer rAudioBuffer;
+typedef struct rAudioProcessor rAudioProcessor;
+
+// AudioStream, custom audio stream
+typedef struct AudioStream {
+    rAudioBuffer *buffer;       // Pointer to internal data used by the audio system
+    rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects
+
+    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;
+
+// File path list
+typedef struct FilePathList {
+    unsigned int capacity;          // Filepaths max entries
+    unsigned int count;             // Filepaths entries count
+    char **paths;                   // Filepaths entries
+} FilePathList;
+
+//----------------------------------------------------------------------------------
+// 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_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
+    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_PREMULTIPLY,        // 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 (current video mode used by monitor)
+RLAPI int GetMonitorHeight(int monitor);                          // Get specified monitor height (current video mode used 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
+RLAPI void EnableEventWaiting(void);                              // Enable waiting for events on EndDrawing(), no automatic event polling
+RLAPI void DisableEventWaiting(void);                             // Disable waiting for events on EndDrawing(), automatic events polling
+
+// 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(double seconds);                              // Wait for some time (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 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen 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
+
+// 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
+
+RLAPI void OpenURL(const char *url);                              // Open URL with default system browser (if available)
+
+// 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 bool ExportDataAsCode(const char *data, unsigned int size, const char *fileName); // Export data to code (.h), 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 bool ChangeDirectory(const char *dir);                      // Change working directory, return true on success
+RLAPI bool IsPathFile(const char *path);                          // Check if a given path is a file or a directory
+RLAPI FilePathList LoadDirectoryFiles(const char *dirPath);       // Load directory filepaths
+RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
+RLAPI void UnloadDirectoryFiles(FilePathList files);              // Unload filepaths
+RLAPI bool IsFileDropped(void);                                   // Check if a file has been dropped into window
+RLAPI FilePathList LoadDroppedFiles(void);                        // Load dropped filepaths
+RLAPI void UnloadDroppedFiles(FilePathList files);                // Unload dropped filepaths
+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 dataSize, int *compDataSize);        // Compress data (DEFLATE algorithm), memory must be MemFree()
+RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize);  // Decompress data (DEFLATE algorithm), memory must be MemFree()
+RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize);               // Encode data to Base64 string, memory must be MemFree()
+RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize);                    // Decode Base64 string data, memory must be MemFree()
+
+//------------------------------------------------------------------------------------
+// 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 for X or Y, whichever is larger
+RLAPI Vector2 GetMouseWheelMoveV(void);                       // Get mouse wheel movement for both X and 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
+
+// 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 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)
+//------------------------------------------------------------------------------------
+typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
+
+// 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
+RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback);  // Audio thread callback to request new data
+
+RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream
+RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // RAYLIB_H
index daec330878079d67e99a0bf98b3afe45a4085795..ca1e7778f5438c289b78c1879648c71e1938f9c9 100644 (file)
@@ -1,3 +1,5 @@
+pub mod raylib_impl;
+
 use std::path::Path;
 
 use crate::faux_quicksilver::{Circle, Color, Rectangle, Transform, Vector};
diff --git a/src/agnostic_interface/raylib_impl.rs b/src/agnostic_interface/raylib_impl.rs
new file mode 100644 (file)
index 0000000..957e814
--- /dev/null
@@ -0,0 +1,140 @@
+mod ffi {
+    #![allow(non_upper_case_globals)]
+    #![allow(non_camel_case_types)]
+    #![allow(non_snake_case)]
+    #![allow(dead_code)]
+
+    include!(concat!(env!("OUT_DIR"), "/raylib_bindings.rs"));
+}
+
+use super::GameInterface;
+
+struct RaylibGame {
+    width: f32,
+    height: f32,
+}
+
+impl RaylibGame {
+    pub fn new_boxed(width: f32, height: f32) -> Box<dyn GameInterface> {
+        Box::new(Self {
+            width,
+            height,
+        })
+    }
+}
+
+impl GameInterface for RaylibGame {
+    fn get_dimensions(&self) -> Result<(f32, f32), String> {
+        Ok((self.width, self.height))
+    }
+
+    fn get_key_pressed(&mut self, key: char) -> Result<bool, String> {
+        todo!()
+    }
+
+    fn get_mouse_pressed(&mut self) -> Result<Option<(f32, f32)>, String> {
+        todo!()
+    }
+
+    fn get_mouse_down(&mut self) -> Result<Option<(f32, f32)>, String> {
+        todo!()
+    }
+
+    fn get_mouse_xy(&self) -> Result<(f32, f32), String> {
+        todo!()
+    }
+
+    fn get_mouse_xy_vec(&self) -> Result<crate::faux_quicksilver::Vector, String> {
+        todo!()
+    }
+
+    fn get_delta_time(&self) -> f32 {
+        todo!()
+    }
+
+    fn clear_window(&mut self, color: crate::faux_quicksilver::Color) -> Result<(), String> {
+        todo!()
+    }
+
+    fn begin_drawing(&mut self) -> Result<(), String> {
+        todo!()
+    }
+
+    fn end_drawing(&mut self) -> Result<(), String> {
+        todo!()
+    }
+
+    fn draw_circle(&mut self, circle: crate::faux_quicksilver::Circle, color: crate::faux_quicksilver::Color) -> Result<(), String> {
+        todo!()
+    }
+
+    fn draw_circle_ex(
+        &mut self,
+        circle: crate::faux_quicksilver::Circle,
+        color: crate::faux_quicksilver::Color,
+        origin: crate::faux_quicksilver::Vector,
+        rot: f32,
+    ) -> Result<(), String> {
+        todo!()
+    }
+
+    fn draw_circle_transform(
+        &mut self,
+        circle: crate::faux_quicksilver::Circle,
+        color: crate::faux_quicksilver::Color,
+        transform: crate::faux_quicksilver::Transform,
+    ) -> Result<(), String> {
+        todo!()
+    }
+
+    fn draw_rect(&mut self, rect: crate::faux_quicksilver::Rectangle, color: crate::faux_quicksilver::Color) -> Result<(), String> {
+        todo!()
+    }
+
+    fn draw_rect_ex(
+        &mut self,
+        rect: crate::faux_quicksilver::Rectangle,
+        color: crate::faux_quicksilver::Color,
+        origin: crate::faux_quicksilver::Vector,
+        rot: f32,
+    ) -> Result<(), String> {
+        todo!()
+    }
+
+    fn draw_rect_transform(
+        &mut self,
+        rect: crate::faux_quicksilver::Rectangle,
+        color: crate::faux_quicksilver::Color,
+        transform: crate::faux_quicksilver::Transform,
+    ) -> Result<(), String> {
+        todo!()
+    }
+
+    fn load_image(&mut self, path: &std::path::Path) -> Result<Box<dyn super::ImageInterface>, String> {
+        todo!()
+    }
+
+    fn load_font(&mut self, path: &std::path::Path) -> Result<Box<dyn super::FontInterface>, String> {
+        todo!()
+    }
+
+    fn load_sound(&mut self, path: &std::path::Path) -> Result<Box<dyn super::SoundInterface>, String> {
+        todo!()
+    }
+
+    fn load_music(&mut self, path: &std::path::Path) -> Result<Box<dyn super::MusicInterface>, String> {
+        todo!()
+    }
+
+    fn get_camera(&mut self) -> Result<Box<dyn super::CameraInterface>, String> {
+        todo!()
+    }
+
+    fn get_default_camera(&mut self) -> Result<Box<dyn super::CameraInterface>, String> {
+        todo!()
+    }
+
+    fn set_camera(&mut self, camera: &Box<dyn super::CameraInterface>) -> Result<(), String> {
+        todo!()
+    }
+}