diff --git a/examples/network/network_ping_pong.c b/examples/network/network_ping_pong.c
index 3520ffc86..c8fb84741 100644
--- a/examples/network/network_ping_pong.c
+++ b/examples/network/network_ping_pong.c
@@ -1,74 +1,102 @@
-/*******************************************************************************************
-*
-* raylib [core] example - Basic window
-*
-* Welcome to raylib!
-*
-* To test examples, just press F6 and execute raylib_compile_execute script
-* Note that compiled executable is placed in the same folder as .c file
-*
-* You can find all basic examples on C:\raylib\raylib\examples folder or
-* raylib official webpage: www.raylib.com
-*
-* Enjoy using raylib. :)
-*
-* This example has been created using raylib 1.0 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-int main()
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
-
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
-
- const int port = 5000;
- Address* address = &(struct Address) { 127, 0, 0, 1, port };
- Address* sender = NULL;
- int handle = -1;
- const char data[] = "Ping!";
-
- // Socket creation
- InitializeSockets();
- handle = CreateUDPSocket();
- OpenSocket(handle, port);
- SendData(handle, address, data, sizeof(data));
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- // TODO: Update your variables here
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
+/*******************************************************************************************
+ *
+ * raylib [core] example - Basic window
+ *
+ * Welcome to raylib!
+ *
+ * To test examples, just press F6 and execute raylib_compile_execute script
+ * Note that compiled executable is placed in the same folder as .c file
+ *
+ * You can find all basic examples on C:\raylib\raylib\examples folder or
+ * raylib official webpage: www.raylib.com
+ *
+ * Enjoy using raylib. :)
+ *
+ * This example has been created using raylib 1.0 (www.raylib.com)
+ * raylib is licensed under an unmodified zlib/libpng license (View raylib.h
+ *for details)
+ *
+ * Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
+ *
+ ********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+ // Setup
+ int screenWidth = 800;
+ int screenHeight = 450;
+ InitWindow(
+ screenWidth, screenHeight, "raylib [network] example - ping pong");
+ SetTargetFPS(60);
+
+ // Networking
+ TCPSocket server;
+ TCPSocket client;
+ TCPSocket connection;
+ ResetSocket(&server);
+ ResetSocket(&client);
+ ResetSocket(&connection);
+
+ InitNetwork();
+ CreateTCPListenServer(&server, "127.0.0.1", "3490");
+ CreateTCPClient(&client, "127.0.0.1", "3490");
+
+ // Timer
+ float elapsed = 0.0f, delay = 1.0f; // ms
+ bool ping = false, pong = false;
+ char recvBuffer[512];
+ memset(&recvBuffer, 0, 8);
+
+ // Main game loop
+ while (!WindowShouldClose()) {
+
+ // Draw
+ BeginDrawing();
+
+ // Clear
+ ClearBackground(RAYWHITE);
+
+ // A valid connection will != -1
+ if (!connection.ready) {
+ AcceptIncomingConnections(&connection, server.sockfd);
+ ping = true;
+ }
+
+ // Connected
+ if (connection.ready) {
+
+ int bytesRecv = ReceiveTCP(connection.sockfd, recvBuffer, 5);
+ if (bytesRecv > 0) {
+ if (strcmp(recvBuffer, "Ping!") == 0) {
+ pong = true;
+ printf("Ping!\n");
+ }
+ if (strcmp(recvBuffer, "Pong!") == 0) {
+ ping = true;
+ printf("Pong!\n");
+ }
+ }
+
+ elapsed += GetFrameTime();
+ if (elapsed > delay) {
+ if (ping) {
+ ping = false;
+ SendTCP(client.sockfd, "Ping!", 5);
+ } else if (pong) {
+ pong = false;
+ SendTCP(client.sockfd, "Pong!", 5);
+ }
+ elapsed = 0.0f;
+ }
+ }
+
+ // End draw
+ EndDrawing();
+ }
+
+ // Cleanup
+ CloseWindow();
+ return 0;
}
\ No newline at end of file
diff --git a/examples/network/network_resolve_host.c b/examples/network/network_resolve_host.c
new file mode 100644
index 000000000..de18c4fc6
--- /dev/null
+++ b/examples/network/network_resolve_host.c
@@ -0,0 +1,54 @@
+/*******************************************************************************************
+ *
+ * raylib [core] example - Basic window
+ *
+ * Welcome to raylib!
+ *
+ * To test examples, just press F6 and execute raylib_compile_execute script
+ * Note that compiled executable is placed in the same folder as .c file
+ *
+ * You can find all basic examples on C:\raylib\raylib\examples folder or
+ * raylib official webpage: www.raylib.com
+ *
+ * Enjoy using raylib. :)
+ *
+ * This example has been created using raylib 1.0 (www.raylib.com)
+ * raylib is licensed under an unmodified zlib/libpng license (View raylib.h
+ *for details)
+ *
+ * Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
+ *
+ ********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+ // Setup
+ int screenWidth = 800;
+ int screenHeight = 450;
+ InitWindow(
+ screenWidth, screenHeight, "raylib [network] example - ping pong");
+ SetTargetFPS(60);
+
+ // Networking
+ InitNetwork();
+ ResolveHost("www.raylib.com");
+
+ // Main game loop
+ while (!WindowShouldClose()) {
+
+ // Draw
+ BeginDrawing();
+
+ // Clear
+ ClearBackground(RAYWHITE);
+
+ // End draw
+ EndDrawing();
+ }
+
+ // Cleanup
+ CloseWindow();
+ return 0;
+}
\ No newline at end of file
diff --git a/projects/VS2017/examples/network_interfaces.vcxproj b/projects/VS2017/examples/network_interfaces.vcxproj
new file mode 100644
index 000000000..f266f0fa5
--- /dev/null
+++ b/projects/VS2017/examples/network_interfaces.vcxproj
@@ -0,0 +1,173 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+ Debug
+ x64
+
+
+ Release
+ x64
+
+
+
+
+
+
+
+ {e89d61ac-55de-4482-afd4-df7242ebc859}
+
+
+
+ 15.0
+ {A16D19CB-6AF4-4D17-8318-EABD8805247C}
+ Win32Proj
+ networkpingpong
+ 10.0.17763.0
+ network_resolve_host
+
+
+
+ Application
+ true
+ v141
+ Unicode
+
+
+ Application
+ false
+ v141
+ true
+ Unicode
+
+
+ Application
+ true
+ v141
+ Unicode
+
+
+ Application
+ false
+ v141
+ true
+ Unicode
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ true
+ $(ProjectDir)$(ProjectName)\$(Configuration)\
+ $(ProjectDir)$(ProjectName)\$(Configuration)\temp
+
+
+ true
+
+
+ false
+
+
+ false
+
+
+
+ NotUsing
+ Level4
+ Disabled
+
+
+ WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)
+ false
+
+
+ $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)
+ CompileAsC
+ false
+
+
+ Console
+ true
+ %(AdditionalLibraryDirectories)
+
+
+
+
+ Use
+ Level3
+ Disabled
+ true
+ _DEBUG;_CONSOLE;%(PreprocessorDefinitions)
+ true
+ pch.h
+
+
+ Console
+ true
+
+
+
+
+ Use
+ Level3
+ MaxSpeed
+ true
+ true
+ true
+ WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)
+ true
+ pch.h
+
+
+ Console
+ true
+ true
+ true
+
+
+
+
+ Use
+ Level3
+ MaxSpeed
+ true
+ true
+ true
+ NDEBUG;_CONSOLE;%(PreprocessorDefinitions)
+ true
+ pch.h
+
+
+ Console
+ true
+ true
+ true
+
+
+
+
+
+
\ No newline at end of file
diff --git a/projects/VS2017/raylib.sln b/projects/VS2017/raylib.sln
index 0e1d26553..b8657d46d 100644
--- a/projects/VS2017/raylib.sln
+++ b/projects/VS2017/raylib.sln
@@ -13,6 +13,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "network_ping_pong", "exampl
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_basic_window", "examples\core_basic_window.vcxproj", "{0981CA98-E4A5-4DF1-987F-A41D09131EFC}"
EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "network_interfaces", "examples\network_interfaces.vcxproj", "{A16D19CB-6AF4-4D17-8318-EABD8805247C}"
+EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug.DLL|x64 = Debug.DLL|x64
@@ -77,6 +79,22 @@ Global
{0981CA98-E4A5-4DF1-987F-A41D09131EFC}.Release|x64.ActiveCfg = Release|Win32
{0981CA98-E4A5-4DF1-987F-A41D09131EFC}.Release|x86.ActiveCfg = Release|Win32
{0981CA98-E4A5-4DF1-987F-A41D09131EFC}.Release|x86.Build.0 = Release|Win32
+ {A16D19CB-6AF4-4D17-8318-EABD8805247C}.Debug.DLL|x64.ActiveCfg = Debug|x64
+ {A16D19CB-6AF4-4D17-8318-EABD8805247C}.Debug.DLL|x64.Build.0 = Debug|x64
+ {A16D19CB-6AF4-4D17-8318-EABD8805247C}.Debug.DLL|x86.ActiveCfg = Debug|Win32
+ {A16D19CB-6AF4-4D17-8318-EABD8805247C}.Debug.DLL|x86.Build.0 = Debug|Win32
+ {A16D19CB-6AF4-4D17-8318-EABD8805247C}.Debug|x64.ActiveCfg = Debug|x64
+ {A16D19CB-6AF4-4D17-8318-EABD8805247C}.Debug|x64.Build.0 = Debug|x64
+ {A16D19CB-6AF4-4D17-8318-EABD8805247C}.Debug|x86.ActiveCfg = Debug|Win32
+ {A16D19CB-6AF4-4D17-8318-EABD8805247C}.Debug|x86.Build.0 = Debug|Win32
+ {A16D19CB-6AF4-4D17-8318-EABD8805247C}.Release.DLL|x64.ActiveCfg = Release|x64
+ {A16D19CB-6AF4-4D17-8318-EABD8805247C}.Release.DLL|x64.Build.0 = Release|x64
+ {A16D19CB-6AF4-4D17-8318-EABD8805247C}.Release.DLL|x86.ActiveCfg = Release|Win32
+ {A16D19CB-6AF4-4D17-8318-EABD8805247C}.Release.DLL|x86.Build.0 = Release|Win32
+ {A16D19CB-6AF4-4D17-8318-EABD8805247C}.Release|x64.ActiveCfg = Release|x64
+ {A16D19CB-6AF4-4D17-8318-EABD8805247C}.Release|x64.Build.0 = Release|x64
+ {A16D19CB-6AF4-4D17-8318-EABD8805247C}.Release|x86.ActiveCfg = Release|Win32
+ {A16D19CB-6AF4-4D17-8318-EABD8805247C}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@@ -85,6 +103,7 @@ Global
{B655E850-3322-42F7-941D-6AC18FD66CA1} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
{56EB485C-00A9-459E-B758-2E86316EB7FD} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
{0981CA98-E4A5-4DF1-987F-A41D09131EFC} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
+ {A16D19CB-6AF4-4D17-8318-EABD8805247C} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
diff --git a/src/raylib.h b/src/raylib.h
index ef8fcdb9a..7c77ed8af 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1,1400 +1,1400 @@
-/**********************************************************************************************
-*
-* raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
-*
-* FEATURES:
-* - NO external dependencies, all required libraries included with raylib
-* - Multiple platforms support: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5.
-* - Written in plain C code (C99) in PascalCase/camelCase notation
-* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
-* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
-* - Powerful fonts module with Fonts support (XNA fonts, AngelCode fonts, TTF)
-* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
-* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
-* - Flexible Materials system, supporting classic maps and PBR maps
-* - 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
-* - Complete bindings to LUA (raylib-lua) and Go (raylib-go)
-*
-* NOTES:
-* One custom font is loaded by default when InitWindow() [core]
-* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
-* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
-*
-* DEPENDENCIES (included):
-* rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP) [core]
-* glad (github.com/Dav1dde/glad) for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
-* mini_al (github.com/dr-soft/mini_al) for audio device/context management [audio]
-*
-* OPTIONAL DEPENDENCIES (included):
-* stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) [textures]
-* stb_image_resize (Sean Barret) for image resizing algorythms [textures]
-* stb_image_write (Sean Barret) for image writting (PNG) [utils]
-* stb_truetype (Sean Barret) for ttf fonts loading [text]
-* stb_rect_pack (Sean Barret) for rectangles packing [text]
-* stb_vorbis (Sean Barret) for OGG audio loading [audio]
-* stb_perlin (Sean Barret) for Perlin noise image generation [textures]
-* par_shapes (Philip Rideout) for parametric 3d shapes generation [models]
-* jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
-* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
-* dr_flac (David Reid) for FLAC audio file loading [audio]
-* dr_mp3 (David Reid) for MP3 audio file loading [audio]
-* rgif (Charlie Tangora, Ramon Santamaria) for GIF recording [core]
-*
-*
-* 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) 2013-2018 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 // Required for: va_list - Only used by TraceLogCallback
-
-#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
- #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
-#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
- #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
-#else
- #define RLAPI // We are building or using raylib as a static library (or Linux shared library)
-#endif
-
-//----------------------------------------------------------------------------------
-// Some basic Defines
-//----------------------------------------------------------------------------------
-#ifndef PI
- #define PI 3.14159265358979323846f
-#endif
-
-#define DEG2RAD (PI/180.0f)
-#define RAD2DEG (180.0f/PI)
-
-#define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported
-
-// Shader and material limits
-#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
-#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
-
-// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
-// Plain structures in C++ (without constructors) can be initialized from { } initializers.
-#if defined(__cplusplus)
- #define CLITERAL
-#else
- #define CLITERAL (Color)
-#endif
-
-// Some Basic Colors
-// NOTE: Custom raylib color palette for amazing visuals on WHITE background
-#define LIGHTGRAY CLITERAL{ 200, 200, 200, 255 } // Light Gray
-#define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray
-#define DARKGRAY CLITERAL{ 80, 80, 80, 255 } // Dark Gray
-#define YELLOW CLITERAL{ 253, 249, 0, 255 } // Yellow
-#define GOLD CLITERAL{ 255, 203, 0, 255 } // Gold
-#define ORANGE CLITERAL{ 255, 161, 0, 255 } // Orange
-#define PINK CLITERAL{ 255, 109, 194, 255 } // Pink
-#define RED CLITERAL{ 230, 41, 55, 255 } // Red
-#define MAROON CLITERAL{ 190, 33, 55, 255 } // Maroon
-#define GREEN CLITERAL{ 0, 228, 48, 255 } // Green
-#define LIME CLITERAL{ 0, 158, 47, 255 } // Lime
-#define DARKGREEN CLITERAL{ 0, 117, 44, 255 } // Dark Green
-#define SKYBLUE CLITERAL{ 102, 191, 255, 255 } // Sky Blue
-#define BLUE CLITERAL{ 0, 121, 241, 255 } // Blue
-#define DARKBLUE CLITERAL{ 0, 82, 172, 255 } // Dark Blue
-#define PURPLE CLITERAL{ 200, 122, 255, 255 } // Purple
-#define VIOLET CLITERAL{ 135, 60, 190, 255 } // Violet
-#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 } // Dark Purple
-#define BEIGE CLITERAL{ 211, 176, 131, 255 } // Beige
-#define BROWN CLITERAL{ 127, 106, 79, 255 } // Brown
-#define DARKBROWN CLITERAL{ 76, 63, 47, 255 } // Dark Brown
-
-#define WHITE CLITERAL{ 255, 255, 255, 255 } // White
-#define BLACK CLITERAL{ 0, 0, 0, 255 } // Black
-#define BLANK CLITERAL{ 0, 0, 0, 0 } // Blank (Transparent)
-#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta
-#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo)
-
-// Temporal hack to avoid breaking old codebases using
-// deprecated raylib implementation of these functions
-#define FormatText TextFormat
-#define SubText TextSubtext
-#define ShowWindow UnhideWindow
-
-//----------------------------------------------------------------------------------
-// Structures Definition
-//----------------------------------------------------------------------------------
-// Boolean type
-#if defined(__STDC__) && __STDC_VERSION__ >= 199901L
- #include
-#elif !defined(__cplusplus) && !defined(bool)
- typedef enum { false, true } bool;
-#endif
-
-// Vector2 type
-typedef struct Vector2 {
- float x;
- float y;
-} Vector2;
-
-// Vector3 type
-typedef struct Vector3 {
- float x;
- float y;
- float z;
-} Vector3;
-
-// Vector4 type
-typedef struct Vector4 {
- float x;
- float y;
- float z;
- float w;
-} Vector4;
-
-// Quaternion type, same as Vector4
-typedef Vector4 Quaternion;
-
-// Matrix type (OpenGL style 4x4 - right handed, column major)
-typedef struct Matrix {
- float m0, m4, m8, m12;
- float m1, m5, m9, m13;
- float m2, m6, m10, m14;
- float m3, m7, m11, m15;
-} Matrix;
-
-// Color type, RGBA (32bit)
-typedef struct Color {
- unsigned char r;
- unsigned char g;
- unsigned char b;
- unsigned char a;
-} Color;
-
-// Rectangle type
-typedef struct Rectangle {
- float x;
- float y;
- float width;
- float height;
-} Rectangle;
-
-// Image type, bpp always RGBA (32bit)
-// NOTE: Data stored in CPU memory (RAM)
-typedef struct Image {
- void *data; // Image raw data
- int width; // Image base width
- int height; // Image base height
- int mipmaps; // Mipmap levels, 1 by default
- int format; // Data format (PixelFormat type)
-} Image;
-
-// Texture2D type
-// NOTE: Data stored in GPU memory
-typedef struct Texture2D {
- unsigned int id; // OpenGL texture id
- int width; // Texture base width
- int height; // Texture base height
- int mipmaps; // Mipmap levels, 1 by default
- int format; // Data format (PixelFormat type)
-} Texture2D;
-
-// Texture type, same as Texture2D
-typedef Texture2D Texture;
-
-// TextureCubemap type, actually, same as Texture2D
-typedef Texture2D TextureCubemap;
-
-// RenderTexture2D type, for texture rendering
-typedef struct RenderTexture2D {
- unsigned int id; // OpenGL Framebuffer Object (FBO) id
- Texture2D texture; // Color buffer attachment texture
- Texture2D depth; // Depth buffer attachment texture
- bool depthTexture; // Track if depth attachment is a texture or renderbuffer
-} RenderTexture2D;
-
-// RenderTexture type, same as RenderTexture2D
-typedef RenderTexture2D RenderTexture;
-
-// N-Patch layout info
-typedef struct NPatchInfo {
- Rectangle sourceRec; // Region in the texture
- int left; // left border offset
- int top; // top border offset
- int right; // right border offset
- int bottom; // bottom border offset
- int type; // layout of the n-patch: 3x3, 1x3 or 3x1
-} NPatchInfo;
-
-// Font character info
-typedef struct CharInfo {
- int value; // Character value (Unicode)
- Rectangle rec; // Character rectangle in sprite font
- int offsetX; // Character offset X when drawing
- int offsetY; // Character offset Y when drawing
- int advanceX; // Character advance position X
- unsigned char *data; // Character pixel data (grayscale)
-} CharInfo;
-
-// Font type, includes texture and charSet array data
-typedef struct Font {
- Texture2D texture; // Font texture
- int baseSize; // Base size (default chars height)
- int charsCount; // Number of characters
- CharInfo *chars; // Characters info data
-} Font;
-
-#define SpriteFont Font // SpriteFont type fallback, defaults to Font
-
-// Camera type, defines a camera position/orientation in 3d space
-typedef struct Camera3D {
- Vector3 position; // Camera position
- Vector3 target; // Camera target it looks-at
- Vector3 up; // Camera up vector (rotation over its axis)
- float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
- int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
-} Camera3D;
-
-#define Camera Camera3D // Camera type fallback, defaults to Camera3D
-
-// Camera2D type, defines a 2d camera
-typedef struct Camera2D {
- Vector2 offset; // Camera offset (displacement from target)
- Vector2 target; // Camera target (rotation and zoom origin)
- float rotation; // Camera rotation in degrees
- float zoom; // Camera zoom (scaling), should be 1.0f by default
-} Camera2D;
-
-// Bounding box type
-typedef struct BoundingBox {
- Vector3 min; // Minimum vertex box-corner
- Vector3 max; // Maximum vertex box-corner
-} BoundingBox;
-
-// Vertex data definning a mesh
-// NOTE: Data stored in CPU memory (and GPU)
-typedef struct Mesh {
- int vertexCount; // Number of vertices stored in arrays
- int triangleCount; // Number of triangles stored (indexed or not)
-
- // Default vertex data
- float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
- float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
- float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
- float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
- float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
- unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
- unsigned short *indices;// Vertex indices (in case vertex data comes indexed)
-
- // Animation vertex data
- float *baseVertices; // Vertex base position (required to apply bones transformations)
- float *baseNormals; // Vertex base normals (required to apply bones transformations)
- float *weightBias; // Vertex weight bias
- int *weightId; // Vertex weight id
-
- // OpenGL identifiers
- unsigned int vaoId; // OpenGL Vertex Array Object id
- unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (default vertex data)
-} Mesh;
-
-// Shader type (generic)
-typedef struct Shader {
- unsigned int id; // Shader program id
- int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
-} Shader;
-
-// Material texture map
-typedef struct MaterialMap {
- Texture2D texture; // Material map texture
- Color color; // Material map color
- float value; // Material map value
-} MaterialMap;
-
-// Material type (generic)
-typedef struct Material {
- Shader shader; // Material shader
- MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
- float *params; // Material generic parameters (if required)
-} Material;
-
-// Model type
-typedef struct Model {
- Mesh mesh; // Vertex data buffers (RAM and VRAM)
- Matrix transform; // Local transform matrix
- Material material; // Shader and textures data
-} Model;
-
-// Ray type (useful for raycast)
-typedef struct Ray {
- Vector3 position; // Ray position (origin)
- Vector3 direction; // Ray direction
-} Ray;
-
-// Raycast hit information
-typedef struct RayHitInfo {
- bool hit; // Did the ray hit something?
- float distance; // Distance to nearest hit
- Vector3 position; // Position of nearest hit
- Vector3 normal; // Surface normal of hit
-} RayHitInfo;
-
-// Wave type, defines audio wave data
-typedef struct Wave {
- unsigned int sampleCount; // Number of samples
- unsigned int sampleRate; // Frequency (samples per second)
- unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
- unsigned int channels; // Number of channels (1-mono, 2-stereo)
- void *data; // Buffer data pointer
-} Wave;
-
-// Sound source type
-typedef struct Sound {
- void *audioBuffer; // Pointer to internal data used by the audio system
-
- unsigned int source; // Audio source id
- unsigned int buffer; // Audio buffer id
- int format; // Audio format specifier
-} Sound;
-
-// Music type (file streaming from memory)
-// NOTE: Anything longer than ~10 seconds should be streamed
-typedef struct MusicData *Music;
-
-// Audio stream type
-// NOTE: Useful to create custom audio streams not bound to a specific file
-typedef struct AudioStream {
- unsigned int sampleRate; // Frequency (samples per second)
- unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
- unsigned int channels; // Number of channels (1-mono, 2-stereo)
-
- void *audioBuffer; // Pointer to internal data used by the audio system.
-
- int format; // Audio format specifier
- unsigned int source; // Audio source id
- unsigned int buffers[2]; // Audio buffers (double buffering)
-} AudioStream;
-
-// Head-Mounted-Display device parameters
-typedef struct VrDeviceInfo {
- int hResolution; // HMD horizontal resolution in pixels
- int vResolution; // HMD vertical resolution in pixels
- float hScreenSize; // HMD horizontal size in meters
- float vScreenSize; // HMD vertical size in meters
- float vScreenCenter; // HMD screen center in meters
- float eyeToScreenDistance; // HMD distance between eye and display in meters
- float lensSeparationDistance; // HMD lens separation distance in meters
- float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
- float lensDistortionValues[4]; // HMD lens distortion constant parameters
- float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
-} VrDeviceInfo;
-
-// VR Stereo rendering configuration for simulator
-typedef struct VrStereoConfig {
- RenderTexture2D stereoFbo; // VR stereo rendering framebuffer
- Shader distortionShader; // VR stereo rendering distortion shader
- Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
- Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
- int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h]
- int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h]
-} VrStereoConfig;
-
-// Address struct in the form a.b.c.d where [a, b, c, d] are >= 0 && <= 255
-typedef struct Address {
- unsigned char a;
- unsigned char b;
- unsigned char c;
- unsigned char d;
- short port;
-} Address;
-
-//----------------------------------------------------------------------------------
-// Enumerators Definition
-//----------------------------------------------------------------------------------
-
-// System config flags
-// NOTE: Used for bit masks
-typedef enum {
- FLAG_SHOW_LOGO = 1, // Set to show raylib logo at startup
- FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen
- FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window
- FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons)
- FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window
- FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden
- FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X
- FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU
-} ConfigFlag;
-
-// Trace log type
-typedef enum {
- LOG_ALL, // Display all logs
- LOG_TRACE,
- LOG_DEBUG,
- LOG_INFO,
- LOG_WARNING,
- LOG_ERROR,
- LOG_FATAL,
- LOG_NONE // Disable logging
-} TraceLogType;
-
-// Keyboard keys
-typedef enum {
- // Alphanumeric keys
- KEY_APOSTROPHE = 39,
- KEY_COMMA = 44,
- KEY_MINUS = 45,
- KEY_PERIOD = 46,
- KEY_SLASH = 47,
- KEY_ZERO = 48,
- KEY_ONE = 49,
- KEY_TWO = 50,
- KEY_THREE = 51,
- KEY_FOUR = 52,
- KEY_FIVE = 53,
- KEY_SIX = 54,
- KEY_SEVEN = 55,
- KEY_EIGHT = 56,
- KEY_NINE = 57,
- KEY_SEMICOLON = 59,
- KEY_EQUAL = 61,
- KEY_A = 65,
- KEY_B = 66,
- KEY_C = 67,
- KEY_D = 68,
- KEY_E = 69,
- KEY_F = 70,
- KEY_G = 71,
- KEY_H = 72,
- KEY_I = 73,
- KEY_J = 74,
- KEY_K = 75,
- KEY_L = 76,
- KEY_M = 77,
- KEY_N = 78,
- KEY_O = 79,
- KEY_P = 80,
- KEY_Q = 81,
- KEY_R = 82,
- KEY_S = 83,
- KEY_T = 84,
- KEY_U = 85,
- KEY_V = 86,
- KEY_W = 87,
- KEY_X = 88,
- KEY_Y = 89,
- KEY_Z = 90,
-
- // Function keys
- KEY_SPACE = 32,
- KEY_ESCAPE = 256,
- KEY_ENTER = 257,
- KEY_TAB = 258,
- KEY_BACKSPACE = 259,
- KEY_INSERT = 260,
- KEY_DELETE = 261,
- KEY_RIGHT = 262,
- KEY_LEFT = 263,
- KEY_DOWN = 264,
- KEY_UP = 265,
- KEY_PAGE_UP = 266,
- KEY_PAGE_DOWN = 267,
- KEY_HOME = 268,
- KEY_END = 269,
- KEY_CAPS_LOCK = 280,
- KEY_SCROLL_LOCK = 281,
- KEY_NUM_LOCK = 282,
- KEY_PRINT_SCREEN = 283,
- KEY_PAUSE = 284,
- KEY_F1 = 290,
- KEY_F2 = 291,
- KEY_F3 = 292,
- KEY_F4 = 293,
- KEY_F5 = 294,
- KEY_F6 = 295,
- KEY_F7 = 296,
- KEY_F8 = 297,
- KEY_F9 = 298,
- KEY_F10 = 299,
- KEY_F11 = 300,
- KEY_F12 = 301,
- KEY_LEFT_SHIFT = 340,
- KEY_LEFT_CONTROL = 341,
- KEY_LEFT_ALT = 342,
- KEY_LEFT_SUPER = 343,
- KEY_RIGHT_SHIFT = 344,
- KEY_RIGHT_CONTROL = 345,
- KEY_RIGHT_ALT = 346,
- KEY_RIGHT_SUPER = 347,
- KEY_KB_MENU = 348,
- KEY_LEFT_BRACKET = 91,
- KEY_BACKSLASH = 92,
- KEY_RIGHT_BRACKET = 93,
- KEY_GRAVE = 96,
-
- // Keypad keys
- KEY_KP_0 = 320,
- KEY_KP_1 = 321,
- KEY_KP_2 = 322,
- KEY_KP_3 = 323,
- KEY_KP_4 = 324,
- KEY_KP_5 = 325,
- KEY_KP_6 = 326,
- KEY_KP_7 = 327,
- KEY_KP_8 = 328,
- KEY_KP_9 = 329,
- KEY_KP_DECIMAL = 330,
- KEY_KP_DIVIDE = 331,
- KEY_KP_MULTIPLY = 332,
- KEY_KP_SUBTRACT = 333,
- KEY_KP_ADD = 334,
- KEY_KP_ENTER = 335,
- KEY_KP_EQUAL = 336
-} KeyboardKey;
-
-// Android buttons
-typedef enum {
- KEY_BACK = 4,
- KEY_MENU = 82,
- KEY_VOLUME_UP = 24,
- KEY_VOLUME_DOWN = 25
-} AndroidButton;
-
-// Mouse buttons
-typedef enum {
- MOUSE_LEFT_BUTTON = 0,
- MOUSE_RIGHT_BUTTON = 1,
- MOUSE_MIDDLE_BUTTON = 2
-} MouseButton;
-
-// Gamepad number
-typedef enum {
- GAMEPAD_PLAYER1 = 0,
- GAMEPAD_PLAYER2 = 1,
- GAMEPAD_PLAYER3 = 2,
- GAMEPAD_PLAYER4 = 3
-} GamepadNumber;
-
-// PS3 USB Controller Buttons
-// TODO: Provide a generic way to list gamepad controls schemes,
-// defining specific controls schemes is not a good option
-typedef enum {
- GAMEPAD_PS3_BUTTON_TRIANGLE = 0,
- GAMEPAD_PS3_BUTTON_CIRCLE = 1,
- GAMEPAD_PS3_BUTTON_CROSS = 2,
- GAMEPAD_PS3_BUTTON_SQUARE = 3,
- GAMEPAD_PS3_BUTTON_L1 = 6,
- GAMEPAD_PS3_BUTTON_R1 = 7,
- GAMEPAD_PS3_BUTTON_L2 = 4,
- GAMEPAD_PS3_BUTTON_R2 = 5,
- GAMEPAD_PS3_BUTTON_START = 8,
- GAMEPAD_PS3_BUTTON_SELECT = 9,
- GAMEPAD_PS3_BUTTON_PS = 12,
- GAMEPAD_PS3_BUTTON_UP = 24,
- GAMEPAD_PS3_BUTTON_RIGHT = 25,
- GAMEPAD_PS3_BUTTON_DOWN = 26,
- GAMEPAD_PS3_BUTTON_LEFT = 27
-} GamepadPS3Button;
-
-// PS3 USB Controller Axis
-typedef enum {
- GAMEPAD_PS3_AXIS_LEFT_X = 0,
- GAMEPAD_PS3_AXIS_LEFT_Y = 1,
- GAMEPAD_PS3_AXIS_RIGHT_X = 2,
- GAMEPAD_PS3_AXIS_RIGHT_Y = 5,
- GAMEPAD_PS3_AXIS_L2 = 3, // [1..-1] (pressure-level)
- GAMEPAD_PS3_AXIS_R2 = 4 // [1..-1] (pressure-level)
-} GamepadPS3Axis;
-
-// Xbox360 USB Controller Buttons
-typedef enum {
- GAMEPAD_XBOX_BUTTON_A = 0,
- GAMEPAD_XBOX_BUTTON_B = 1,
- GAMEPAD_XBOX_BUTTON_X = 2,
- GAMEPAD_XBOX_BUTTON_Y = 3,
- GAMEPAD_XBOX_BUTTON_LB = 4,
- GAMEPAD_XBOX_BUTTON_RB = 5,
- GAMEPAD_XBOX_BUTTON_SELECT = 6,
- GAMEPAD_XBOX_BUTTON_START = 7,
- GAMEPAD_XBOX_BUTTON_HOME = 8,
- GAMEPAD_XBOX_BUTTON_UP = 10,
- GAMEPAD_XBOX_BUTTON_RIGHT = 11,
- GAMEPAD_XBOX_BUTTON_DOWN = 12,
- GAMEPAD_XBOX_BUTTON_LEFT = 13
-} GamepadXbox360Button;
-
-// Xbox360 USB Controller Axis,
-// NOTE: For Raspberry Pi, axis must be reconfigured
-typedef enum {
- GAMEPAD_XBOX_AXIS_LEFT_X = 0, // [-1..1] (left->right)
- GAMEPAD_XBOX_AXIS_LEFT_Y = 1, // [1..-1] (up->down)
- GAMEPAD_XBOX_AXIS_RIGHT_X = 2, // [-1..1] (left->right)
- GAMEPAD_XBOX_AXIS_RIGHT_Y = 3, // [1..-1] (up->down)
- GAMEPAD_XBOX_AXIS_LT = 4, // [-1..1] (pressure-level)
- GAMEPAD_XBOX_AXIS_RT = 5 // [-1..1] (pressure-level)
-} GamepadXbox360Axis;
-
-// Android Gamepad Controller (SNES CLASSIC)
-typedef enum {
- GAMEPAD_ANDROID_DPAD_UP = 19,
- GAMEPAD_ANDROID_DPAD_DOWN = 20,
- GAMEPAD_ANDROID_DPAD_LEFT = 21,
- GAMEPAD_ANDROID_DPAD_RIGHT = 22,
- GAMEPAD_ANDROID_DPAD_CENTER = 23,
- GAMEPAD_ANDROID_BUTTON_A = 96,
- GAMEPAD_ANDROID_BUTTON_B = 97,
- GAMEPAD_ANDROID_BUTTON_C = 98,
- GAMEPAD_ANDROID_BUTTON_X = 99,
- GAMEPAD_ANDROID_BUTTON_Y = 100,
- GAMEPAD_ANDROID_BUTTON_Z = 101,
- GAMEPAD_ANDROID_BUTTON_L1 = 102,
- GAMEPAD_ANDROID_BUTTON_R1 = 103,
- GAMEPAD_ANDROID_BUTTON_L2 = 104,
- GAMEPAD_ANDROID_BUTTON_R2 = 105
-} GamepadAndroid;
-
-// Shader location point type
-typedef enum {
- LOC_VERTEX_POSITION = 0,
- LOC_VERTEX_TEXCOORD01,
- LOC_VERTEX_TEXCOORD02,
- LOC_VERTEX_NORMAL,
- LOC_VERTEX_TANGENT,
- LOC_VERTEX_COLOR,
- LOC_MATRIX_MVP,
- LOC_MATRIX_MODEL,
- LOC_MATRIX_VIEW,
- LOC_MATRIX_PROJECTION,
- LOC_VECTOR_VIEW,
- LOC_COLOR_DIFFUSE,
- LOC_COLOR_SPECULAR,
- LOC_COLOR_AMBIENT,
- LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
- LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
- LOC_MAP_NORMAL,
- LOC_MAP_ROUGHNESS,
- LOC_MAP_OCCLUSION,
- LOC_MAP_EMISSION,
- LOC_MAP_HEIGHT,
- LOC_MAP_CUBEMAP,
- LOC_MAP_IRRADIANCE,
- LOC_MAP_PREFILTER,
- LOC_MAP_BRDF
-} ShaderLocationIndex;
-
-#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
-#define LOC_MAP_SPECULAR LOC_MAP_METALNESS
-
-// Shader uniform data types
-typedef enum {
- UNIFORM_FLOAT = 0,
- UNIFORM_VEC2,
- UNIFORM_VEC3,
- UNIFORM_VEC4,
- UNIFORM_INT,
- UNIFORM_IVEC2,
- UNIFORM_IVEC3,
- UNIFORM_IVEC4,
- UNIFORM_SAMPLER2D
-} ShaderUniformDataType;
-
-// Material map type
-typedef enum {
- MAP_ALBEDO = 0, // MAP_DIFFUSE
- MAP_METALNESS = 1, // MAP_SPECULAR
- MAP_NORMAL = 2,
- MAP_ROUGHNESS = 3,
- MAP_OCCLUSION,
- MAP_EMISSION,
- MAP_HEIGHT,
- MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
- MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
- MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
- MAP_BRDF
-} TexmapIndex;
-
-#define MAP_DIFFUSE MAP_ALBEDO
-#define MAP_SPECULAR MAP_METALNESS
-
-// Pixel formats
-// NOTE: Support depends on OpenGL version and platform
-typedef enum {
- UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
- UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
- UNCOMPRESSED_R5G6B5, // 16 bpp
- UNCOMPRESSED_R8G8B8, // 24 bpp
- UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
- UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
- UNCOMPRESSED_R8G8B8A8, // 32 bpp
- UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
- UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
- UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
- COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
- COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
- COMPRESSED_DXT3_RGBA, // 8 bpp
- COMPRESSED_DXT5_RGBA, // 8 bpp
- COMPRESSED_ETC1_RGB, // 4 bpp
- COMPRESSED_ETC2_RGB, // 4 bpp
- COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
- COMPRESSED_PVRT_RGB, // 4 bpp
- COMPRESSED_PVRT_RGBA, // 4 bpp
- COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
- COMPRESSED_ASTC_8x8_RGBA // 2 bpp
-} PixelFormat;
-
-// Texture parameters: filter mode
-// NOTE 1: Filtering considers mipmaps if available in the texture
-// NOTE 2: Filter is accordingly set for minification and magnification
-typedef enum {
- FILTER_POINT = 0, // No filter, just pixel aproximation
- FILTER_BILINEAR, // Linear filtering
- FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
- FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
- FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
- FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
-} TextureFilterMode;
-
-// Cubemap layout type
-typedef enum {
- CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type
- CUBEMAP_LINE_VERTICAL, // Layout is defined by a vertical line with faces
- CUBEMAP_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
- CUBEMAP_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
- CUBEMAP_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
- CUBEMAP_PANORAMA // Layout is defined by a panorama image (equirectangular map)
-} CubemapLayoutType;
-
-// Texture parameters: wrap mode
-typedef enum {
- WRAP_REPEAT = 0, // Repeats texture in tiled mode
- WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
- WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
- WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
-} TextureWrapMode;
-
-// Font type, defines generation method
-typedef enum {
- FONT_DEFAULT = 0, // Default font generation, anti-aliased
- FONT_BITMAP, // Bitmap font generation, no anti-aliasing
- FONT_SDF // SDF font generation, requires external shader
-} FontType;
-
-// Color blending modes (pre-defined)
-typedef enum {
- BLEND_ALPHA = 0, // Blend textures considering alpha (default)
- BLEND_ADDITIVE, // Blend textures adding colors
- BLEND_MULTIPLIED // Blend textures multiplying colors
-} BlendMode;
-
-// Gestures type
-// NOTE: It could be used as flags to enable only some gestures
-typedef enum {
- GESTURE_NONE = 0,
- GESTURE_TAP = 1,
- GESTURE_DOUBLETAP = 2,
- GESTURE_HOLD = 4,
- GESTURE_DRAG = 8,
- GESTURE_SWIPE_RIGHT = 16,
- GESTURE_SWIPE_LEFT = 32,
- GESTURE_SWIPE_UP = 64,
- GESTURE_SWIPE_DOWN = 128,
- GESTURE_PINCH_IN = 256,
- GESTURE_PINCH_OUT = 512
-} GestureType;
-
-// Camera system modes
-typedef enum {
- CAMERA_CUSTOM = 0,
- CAMERA_FREE,
- CAMERA_ORBITAL,
- CAMERA_FIRST_PERSON,
- CAMERA_THIRD_PERSON
-} CameraMode;
-
-// Camera projection modes
-typedef enum {
- CAMERA_PERSPECTIVE = 0,
- CAMERA_ORTHOGRAPHIC
-} CameraType;
-
-// Head Mounted Display devices
-typedef enum {
- HMD_DEFAULT_DEVICE = 0,
- HMD_OCULUS_RIFT_DK2,
- HMD_OCULUS_RIFT_CV1,
- HMD_OCULUS_GO,
- HMD_VALVE_HTC_VIVE,
- HMD_SONY_PSVR
-} VrDeviceType;
-
-// Type of n-patch
-typedef enum {
- NPT_9PATCH = 0, // Npatch defined by 3x3 tiles
- NPT_3PATCH_VERTICAL, // Npatch defined by 1x3 tiles
- NPT_3PATCH_HORIZONTAL // Npatch defined by 3x1 tiles
-} NPatchType;
-
-// Callbacks to be implemented by users
-typedef void (*TraceLogCallback)(int logType, const char *text, va_list args);
-
-#if defined(__cplusplus)
-extern "C" { // Prevents name mangling of functions
-#endif
-
-//------------------------------------------------------------------------------------
-// Global Variables Definition
-//------------------------------------------------------------------------------------
-// It's lonely here...
-
-//------------------------------------------------------------------------------------
-// Window and Graphics Device Functions (Module: core)
-//------------------------------------------------------------------------------------
-
-// Window-related functions
-RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
-RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
-RLAPI void CloseWindow(void); // Close window and unload OpenGL context
-RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
-RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
-RLAPI bool IsWindowHidden(void); // Check if window is currently hidden
-RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
-RLAPI void UnhideWindow(void); // Show the window
-RLAPI void HideWindow(void); // Hide the window
-RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
-RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
-RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
-RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
-RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
-RLAPI void SetWindowSize(int width, int height); // Set window dimensions
-RLAPI void *GetWindowHandle(void); // Get native window handle
-RLAPI int GetScreenWidth(void); // Get current screen width
-RLAPI int GetScreenHeight(void); // Get current screen height
-RLAPI int GetMonitorCount(void); // Get number of connected monitors
-RLAPI int GetMonitorWidth(int monitor); // Get primary monitor width
-RLAPI int GetMonitorHeight(int monitor); // Get primary monitor height
-RLAPI int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres
-RLAPI int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres
-RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
-RLAPI const char *GetClipboardText(void); // Get clipboard text content
-RLAPI void SetClipboardText(const char *text); // Set clipboard text content
-
-// Cursor-related functions
-RLAPI void ShowCursor(void); // Shows cursor
-RLAPI void HideCursor(void); // Hides cursor
-RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
-RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
-RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
-
-// Drawing-related functions
-RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
-RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
-RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
-RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
-RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
-RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
-RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
-RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
-RLAPI void EndTextureMode(void); // Ends drawing to render texture
-
-// Screen-space-related functions
-RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
-RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
-RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
-
-// timing-related functions
-RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
-RLAPI int GetFPS(void); // Returns current FPS
-RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn
-RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow()
-
-// Color-related functions
-RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color
-RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
-RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
-RLAPI Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values
-RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
-RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
-
-// Misc. functions
-RLAPI void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS)
-RLAPI void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level
-RLAPI void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level
-RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging
-RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
-RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
-RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
-
-// Files management functions
-RLAPI bool FileExists(const char *fileName); // Check if file exists
-RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
-RLAPI const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string
-RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
-RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (memory should be freed)
-RLAPI const char *GetDirectoryPath(const char *fileName); // Get full path for a given fileName (uses static string)
-RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
-RLAPI char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed)
-RLAPI void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory)
-RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
-RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
-RLAPI char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed)
-RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory)
-RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
-
-// Persistent storage management
-RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
-RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position)
-
-RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
-
-//------------------------------------------------------------------------------------
-// Input Handling Functions (Module: core)
-//------------------------------------------------------------------------------------
-
-// Input-related functions: keyboard
-RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
-RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
-RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
-RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed
-RLAPI int GetKeyPressed(void); // Get latest key pressed
-RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
-
-// Input-related functions: gamepads
-RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
-RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
-RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
-RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
-RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
-RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
-RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
-RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
-RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
-RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
-
-// Input-related functions: mouse
-RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
-RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
-RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
-RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
-RLAPI int GetMouseX(void); // Returns mouse position X
-RLAPI int GetMouseY(void); // Returns mouse position Y
-RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
-RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
-RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
-RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
-RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
-
-// Input-related functions: touch
-RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
-RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
-RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
-
-//------------------------------------------------------------------------------------
-// Gestures and Touch Handling Functions (Module: gestures)
-//------------------------------------------------------------------------------------
-RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
-RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected
-RLAPI int GetGestureDetected(void); // Get latest detected gesture
-RLAPI int GetTouchPointsCount(void); // Get touch points count
-RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
-RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
-RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
-RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
-RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
-
-//------------------------------------------------------------------------------------
-// Camera System Functions (Module: camera)
-//------------------------------------------------------------------------------------
-RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
-RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
-
-RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
-RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
-RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
-RLAPI void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
-
-//------------------------------------------------------------------------------------
-// Basic Shapes Drawing Functions (Module: shapes)
-//------------------------------------------------------------------------------------
-
-// Basic shapes drawing functions
-RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
-RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
-RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
-RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
-RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
-RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
-RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
-RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, Color color); // Draw a piece of a circle
-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 DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
-RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
-RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
-RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
-RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
-RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
-RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
-RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
-RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
-RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
-RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
-RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
-RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
-RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
-
-RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
-
-// Basic shapes collision detection functions
-RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
-RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
-RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
-RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
-RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
-RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
-RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
-
-//------------------------------------------------------------------------------------
-// Texture Loading and Drawing Functions (Module: textures)
-//------------------------------------------------------------------------------------
-
-// Image/Texture2D data loading/unloading/saving functions
-RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
-RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
-RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
-RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
-RLAPI void ExportImage(Image image, const char *fileName); // Export image data to file
-RLAPI void ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes
-RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
-RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
-RLAPI TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
-RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
-RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
-RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
-RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
-RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
-RLAPI Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized)
-RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
-RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
-RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
-
-// Image manipulation functions
-RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
-RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
-RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
-RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
-RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
-RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
-RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
-RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
-RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
-RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
-RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color
-RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image
-RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
-RLAPI Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount); // Extract color palette from image to maximum size (memory should be freed)
-RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
-RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
-RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
-RLAPI void ImageDrawRectangle(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
-RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
-RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
-RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
-RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
-RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
-RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
-RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
-RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
-RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
-RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
-RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
-RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
-RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
-
-// Image generation functions
-RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
-RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
-RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
-RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
-RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
-RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
-RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
-RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
-
-// Texture2D configuration functions
-RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
-RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
-RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
-
-// Texture2D drawing functions
-RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
-RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
-RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
-RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
-RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
-RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
-RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
-
-//------------------------------------------------------------------------------------
-// Font Loading and Text Drawing Functions (Module: text)
-//------------------------------------------------------------------------------------
-
-// Font loading/unloading functions
-RLAPI Font GetFontDefault(void); // Get the default Font
-RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
-RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters
-RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
-RLAPI CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use
-RLAPI Image GenImageFontAtlas(CharInfo *chars, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
-RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
-
-// Text drawing functions
-RLAPI void DrawFPS(int posX, int posY); // Shows current FPS
-RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
-RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
-RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
-RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint,
- int selectStart, int selectLength, Color selectText, Color selectBack); // Draw text using font inside rectangle limits with support for text selection
-
-// Text misc. functions
-RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
-RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
-RLAPI int GetGlyphIndex(Font font, int character); // Get index position for a unicode character on font
-
-// Text strings management functions
-// NOTE: Some strings allocate memory internally for returned strings, just be careful!
-RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
-RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
-RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf style)
-RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
-RLAPI const char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory should be freed!)
-RLAPI const char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory should 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 DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
-RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
-RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
-RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
-RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
-RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
-RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
-RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
-RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
-RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
-RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
-RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
-RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
-RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
-//DrawTorus(), DrawTeapot() could be useful?
-
-//------------------------------------------------------------------------------------
-// Model 3d Loading and Drawing Functions (Module: models)
-//------------------------------------------------------------------------------------
-
-// Model loading/unloading functions
-RLAPI Model LoadModel(const char *fileName); // Load model from files (mesh and material)
-RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh
-RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
-
-// Mesh loading/unloading functions
-RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
-RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
-RLAPI void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file
-
-// Mesh manipulation functions
-RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
-RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
-RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
-
-// Mesh generation functions
-RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
-RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
-RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
-RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
-RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
-RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
-RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
-RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
-RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
-RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
-
-// Material loading/unloading functions
-RLAPI Material LoadMaterial(const char *fileName); // Load material from file
-RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
-RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
-
-// Model drawing functions
-RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
-RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
-RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
-RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
-RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
-RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
-RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
-
-// Collision detection functions
-RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
-RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
-RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
-RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
-RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
-RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
-RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model
-RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
-RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
-
-//------------------------------------------------------------------------------------
-// Shaders System Functions (Module: rlgl)
-// NOTE: This functions are useless when using OpenGL 1.1
-//------------------------------------------------------------------------------------
-
-// Shader loading/unloading functions
-RLAPI char *LoadText(const char *fileName); // Load chars array from text file
-RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
-RLAPI Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations
-RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
-
-RLAPI Shader GetShaderDefault(void); // Get default shader
-RLAPI Texture2D GetTextureDefault(void); // Get default texture
-
-// Shader configuration functions
-RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
-RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
-RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
-RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
-RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
-RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
-RLAPI Matrix GetMatrixModelview(); // Get internal modelview matrix
-
-// Texture maps generation (PBR)
-// NOTE: Required shaders should be provided
-RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
-RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
-RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
-RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data
-
-// Shading begin/end functions
-RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
-RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
-RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
-RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
-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
-
-// VR control functions
-RLAPI VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices
-RLAPI void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters
-RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
-RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
-RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
-RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
-RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
-RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
-
-//------------------------------------------------------------------------------------
-// Audio Loading and Playing Functions (Module: audio)
-//------------------------------------------------------------------------------------
-
-// Audio device management functions
-RLAPI void InitAudioDevice(void); // Initialize audio device and context
-RLAPI void CloseAudioDevice(void); // Close the audio device and context
-RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
-RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
-
-// Wave/Sound loading/unloading functions
-RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
-RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
-RLAPI Sound LoadSound(const char *fileName); // Load sound from file
-RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
-RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
-RLAPI void UnloadWave(Wave wave); // Unload wave data
-RLAPI void UnloadSound(Sound sound); // Unload sound
-RLAPI void ExportWave(Wave wave, const char *fileName); // Export wave data to file
-RLAPI void ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h)
-
-// Wave/Sound management functions
-RLAPI void PlaySound(Sound sound); // Play a sound
-RLAPI void PauseSound(Sound sound); // Pause a sound
-RLAPI void ResumeSound(Sound sound); // Resume a paused sound
-RLAPI void StopSound(Sound sound); // Stop playing a sound
-RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
-RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
-RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
-RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
-RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
-RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
-RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
-
-// Music management functions
-RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
-RLAPI void UnloadMusicStream(Music music); // Unload music stream
-RLAPI void PlayMusicStream(Music music); // Start music playing
-RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
-RLAPI void StopMusicStream(Music music); // Stop music playing
-RLAPI void PauseMusicStream(Music music); // Pause music playing
-RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
-RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
-RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
-RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
-RLAPI void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
-RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
-RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
-
-// AudioStream management functions
-RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data)
-RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
-RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
-RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
-RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
-RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
-RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
-RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
-RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
-RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
-RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
-
-// Network functions
-RLAPI bool InitializeSockets(void);
-RLAPI void ShutdownSockets(void);
-RLAPI int CreateUDPSocket(void);
-RLAPI bool OpenSocket(int handle, unsigned short port);
-RLAPI bool SendData(int handle, const Address* destination, const void* data, int size);
-RLAPI bool ReceiveData(int handle, Address* sender, void* data, int size);
-RLAPI int AddressToInt(Address address);
-
-#if defined(__cplusplus)
-}
-#endif
-
-#endif // RAYLIB_H
+/**********************************************************************************************
+*
+* raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
+*
+* FEATURES:
+* - NO external dependencies, all required libraries included with raylib
+* - Multiple platforms support: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5.
+* - Written in plain C code (C99) in PascalCase/camelCase notation
+* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
+* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+* - Powerful fonts module with Fonts support (XNA fonts, AngelCode fonts, TTF)
+* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
+* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
+* - Flexible Materials system, supporting classic maps and PBR maps
+* - 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
+* - Complete bindings to LUA (raylib-lua) and Go (raylib-go)
+*
+* NOTES:
+* One custom font is loaded by default when InitWindow() [core]
+* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
+* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
+*
+* DEPENDENCIES (included):
+* rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP) [core]
+* glad (github.com/Dav1dde/glad) for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
+* mini_al (github.com/dr-soft/mini_al) for audio device/context management [audio]
+*
+* OPTIONAL DEPENDENCIES (included):
+* stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) [textures]
+* stb_image_resize (Sean Barret) for image resizing algorythms [textures]
+* stb_image_write (Sean Barret) for image writting (PNG) [utils]
+* stb_truetype (Sean Barret) for ttf fonts loading [text]
+* stb_rect_pack (Sean Barret) for rectangles packing [text]
+* stb_vorbis (Sean Barret) for OGG audio loading [audio]
+* stb_perlin (Sean Barret) for Perlin noise image generation [textures]
+* par_shapes (Philip Rideout) for parametric 3d shapes generation [models]
+* jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
+* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
+* dr_flac (David Reid) for FLAC audio file loading [audio]
+* dr_mp3 (David Reid) for MP3 audio file loading [audio]
+* rgif (Charlie Tangora, Ramon Santamaria) for GIF recording [core]
+*
+*
+* 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) 2013-2018 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 // Required for: va_list - Only used by TraceLogCallback
+
+#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
+#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
+#else
+ #define RLAPI // We are building or using raylib as a static library (or Linux shared library)
+#endif
+
+//----------------------------------------------------------------------------------
+// Some basic Defines
+//----------------------------------------------------------------------------------
+#ifndef PI
+ #define PI 3.14159265358979323846f
+#endif
+
+#define DEG2RAD (PI/180.0f)
+#define RAD2DEG (180.0f/PI)
+
+#define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported
+
+// Shader and material limits
+#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
+#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
+
+// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
+// Plain structures in C++ (without constructors) can be initialized from { } initializers.
+#if defined(__cplusplus)
+ #define CLITERAL
+#else
+ #define CLITERAL (Color)
+#endif
+
+// Some Basic Colors
+// NOTE: Custom raylib color palette for amazing visuals on WHITE background
+#define LIGHTGRAY CLITERAL{ 200, 200, 200, 255 } // Light Gray
+#define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray
+#define DARKGRAY CLITERAL{ 80, 80, 80, 255 } // Dark Gray
+#define YELLOW CLITERAL{ 253, 249, 0, 255 } // Yellow
+#define GOLD CLITERAL{ 255, 203, 0, 255 } // Gold
+#define ORANGE CLITERAL{ 255, 161, 0, 255 } // Orange
+#define PINK CLITERAL{ 255, 109, 194, 255 } // Pink
+#define RED CLITERAL{ 230, 41, 55, 255 } // Red
+#define MAROON CLITERAL{ 190, 33, 55, 255 } // Maroon
+#define GREEN CLITERAL{ 0, 228, 48, 255 } // Green
+#define LIME CLITERAL{ 0, 158, 47, 255 } // Lime
+#define DARKGREEN CLITERAL{ 0, 117, 44, 255 } // Dark Green
+#define SKYBLUE CLITERAL{ 102, 191, 255, 255 } // Sky Blue
+#define BLUE CLITERAL{ 0, 121, 241, 255 } // Blue
+#define DARKBLUE CLITERAL{ 0, 82, 172, 255 } // Dark Blue
+#define PURPLE CLITERAL{ 200, 122, 255, 255 } // Purple
+#define VIOLET CLITERAL{ 135, 60, 190, 255 } // Violet
+#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 } // Dark Purple
+#define BEIGE CLITERAL{ 211, 176, 131, 255 } // Beige
+#define BROWN CLITERAL{ 127, 106, 79, 255 } // Brown
+#define DARKBROWN CLITERAL{ 76, 63, 47, 255 } // Dark Brown
+
+#define WHITE CLITERAL{ 255, 255, 255, 255 } // White
+#define BLACK CLITERAL{ 0, 0, 0, 255 } // Black
+#define BLANK CLITERAL{ 0, 0, 0, 0 } // Blank (Transparent)
+#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta
+#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo)
+
+// Temporal hack to avoid breaking old codebases using
+// deprecated raylib implementation of these functions
+#define FormatText TextFormat
+#define SubText TextSubtext
+#define ShowWindow UnhideWindow
+
+//----------------------------------------------------------------------------------
+// Structures Definition
+//----------------------------------------------------------------------------------
+// Boolean type
+#if defined(__STDC__) && __STDC_VERSION__ >= 199901L
+ #include
+#elif !defined(__cplusplus) && !defined(bool)
+ typedef enum { false, true } bool;
+#endif
+
+// Vector2 type
+typedef struct Vector2 {
+ float x;
+ float y;
+} Vector2;
+
+// Vector3 type
+typedef struct Vector3 {
+ float x;
+ float y;
+ float z;
+} Vector3;
+
+// Vector4 type
+typedef struct Vector4 {
+ float x;
+ float y;
+ float z;
+ float w;
+} Vector4;
+
+// Quaternion type, same as Vector4
+typedef Vector4 Quaternion;
+
+// Matrix type (OpenGL style 4x4 - right handed, column major)
+typedef struct Matrix {
+ float m0, m4, m8, m12;
+ float m1, m5, m9, m13;
+ float m2, m6, m10, m14;
+ float m3, m7, m11, m15;
+} Matrix;
+
+// Color type, RGBA (32bit)
+typedef struct Color {
+ unsigned char r;
+ unsigned char g;
+ unsigned char b;
+ unsigned char a;
+} Color;
+
+// Rectangle type
+typedef struct Rectangle {
+ float x;
+ float y;
+ float width;
+ float height;
+} Rectangle;
+
+// Image type, bpp always RGBA (32bit)
+// NOTE: Data stored in CPU memory (RAM)
+typedef struct Image {
+ void *data; // Image raw data
+ int width; // Image base width
+ int height; // Image base height
+ int mipmaps; // Mipmap levels, 1 by default
+ int format; // Data format (PixelFormat type)
+} Image;
+
+// Texture2D type
+// NOTE: Data stored in GPU memory
+typedef struct Texture2D {
+ unsigned int id; // OpenGL texture id
+ int width; // Texture base width
+ int height; // Texture base height
+ int mipmaps; // Mipmap levels, 1 by default
+ int format; // Data format (PixelFormat type)
+} Texture2D;
+
+// Texture type, same as Texture2D
+typedef Texture2D Texture;
+
+// TextureCubemap type, actually, same as Texture2D
+typedef Texture2D TextureCubemap;
+
+// RenderTexture2D type, for texture rendering
+typedef struct RenderTexture2D {
+ unsigned int id; // OpenGL Framebuffer Object (FBO) id
+ Texture2D texture; // Color buffer attachment texture
+ Texture2D depth; // Depth buffer attachment texture
+ bool depthTexture; // Track if depth attachment is a texture or renderbuffer
+} RenderTexture2D;
+
+// RenderTexture type, same as RenderTexture2D
+typedef RenderTexture2D RenderTexture;
+
+// N-Patch layout info
+typedef struct NPatchInfo {
+ Rectangle sourceRec; // Region in the texture
+ int left; // left border offset
+ int top; // top border offset
+ int right; // right border offset
+ int bottom; // bottom border offset
+ int type; // layout of the n-patch: 3x3, 1x3 or 3x1
+} NPatchInfo;
+
+// Font character info
+typedef struct CharInfo {
+ int value; // Character value (Unicode)
+ Rectangle rec; // Character rectangle in sprite font
+ int offsetX; // Character offset X when drawing
+ int offsetY; // Character offset Y when drawing
+ int advanceX; // Character advance position X
+ unsigned char *data; // Character pixel data (grayscale)
+} CharInfo;
+
+// Font type, includes texture and charSet array data
+typedef struct Font {
+ Texture2D texture; // Font texture
+ int baseSize; // Base size (default chars height)
+ int charsCount; // Number of characters
+ CharInfo *chars; // Characters info data
+} Font;
+
+#define SpriteFont Font // SpriteFont type fallback, defaults to Font
+
+// Camera type, defines a camera position/orientation in 3d space
+typedef struct Camera3D {
+ Vector3 position; // Camera position
+ Vector3 target; // Camera target it looks-at
+ Vector3 up; // Camera up vector (rotation over its axis)
+ float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
+ int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
+} Camera3D;
+
+#define Camera Camera3D // Camera type fallback, defaults to Camera3D
+
+// Camera2D type, defines a 2d camera
+typedef struct Camera2D {
+ Vector2 offset; // Camera offset (displacement from target)
+ Vector2 target; // Camera target (rotation and zoom origin)
+ float rotation; // Camera rotation in degrees
+ float zoom; // Camera zoom (scaling), should be 1.0f by default
+} Camera2D;
+
+// Bounding box type
+typedef struct BoundingBox {
+ Vector3 min; // Minimum vertex box-corner
+ Vector3 max; // Maximum vertex box-corner
+} BoundingBox;
+
+// Vertex data definning a mesh
+// NOTE: Data stored in CPU memory (and GPU)
+typedef struct Mesh {
+ int vertexCount; // Number of vertices stored in arrays
+ int triangleCount; // Number of triangles stored (indexed or not)
+
+ // Default vertex data
+ float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+ float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+ float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
+ float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
+ float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
+ unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+ unsigned short *indices;// Vertex indices (in case vertex data comes indexed)
+
+ // Animation vertex data
+ float *baseVertices; // Vertex base position (required to apply bones transformations)
+ float *baseNormals; // Vertex base normals (required to apply bones transformations)
+ float *weightBias; // Vertex weight bias
+ int *weightId; // Vertex weight id
+
+ // OpenGL identifiers
+ unsigned int vaoId; // OpenGL Vertex Array Object id
+ unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (default vertex data)
+} Mesh;
+
+// Shader type (generic)
+typedef struct Shader {
+ unsigned int id; // Shader program id
+ int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
+} Shader;
+
+// Material texture map
+typedef struct MaterialMap {
+ Texture2D texture; // Material map texture
+ Color color; // Material map color
+ float value; // Material map value
+} MaterialMap;
+
+// Material type (generic)
+typedef struct Material {
+ Shader shader; // Material shader
+ MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
+ float *params; // Material generic parameters (if required)
+} Material;
+
+// Model type
+typedef struct Model {
+ Mesh mesh; // Vertex data buffers (RAM and VRAM)
+ Matrix transform; // Local transform matrix
+ Material material; // Shader and textures data
+} Model;
+
+// Ray type (useful for raycast)
+typedef struct Ray {
+ Vector3 position; // Ray position (origin)
+ Vector3 direction; // Ray direction
+} Ray;
+
+// Raycast hit information
+typedef struct RayHitInfo {
+ bool hit; // Did the ray hit something?
+ float distance; // Distance to nearest hit
+ Vector3 position; // Position of nearest hit
+ Vector3 normal; // Surface normal of hit
+} RayHitInfo;
+
+// Wave type, defines audio wave data
+typedef struct Wave {
+ unsigned int sampleCount; // Number of samples
+ unsigned int sampleRate; // Frequency (samples per second)
+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+ unsigned int channels; // Number of channels (1-mono, 2-stereo)
+ void *data; // Buffer data pointer
+} Wave;
+
+// Sound source type
+typedef struct Sound {
+ void *audioBuffer; // Pointer to internal data used by the audio system
+
+ unsigned int source; // Audio source id
+ unsigned int buffer; // Audio buffer id
+ int format; // Audio format specifier
+} Sound;
+
+// Music type (file streaming from memory)
+// NOTE: Anything longer than ~10 seconds should be streamed
+typedef struct MusicData *Music;
+
+// Audio stream type
+// NOTE: Useful to create custom audio streams not bound to a specific file
+typedef struct AudioStream {
+ unsigned int sampleRate; // Frequency (samples per second)
+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+ unsigned int channels; // Number of channels (1-mono, 2-stereo)
+
+ void *audioBuffer; // Pointer to internal data used by the audio system.
+
+ int format; // Audio format specifier
+ unsigned int source; // Audio source id
+ unsigned int buffers[2]; // Audio buffers (double buffering)
+} AudioStream;
+
+// Head-Mounted-Display device parameters
+typedef struct VrDeviceInfo {
+ int hResolution; // HMD horizontal resolution in pixels
+ int vResolution; // HMD vertical resolution in pixels
+ float hScreenSize; // HMD horizontal size in meters
+ float vScreenSize; // HMD vertical size in meters
+ float vScreenCenter; // HMD screen center in meters
+ float eyeToScreenDistance; // HMD distance between eye and display in meters
+ float lensSeparationDistance; // HMD lens separation distance in meters
+ float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
+ float lensDistortionValues[4]; // HMD lens distortion constant parameters
+ float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
+} VrDeviceInfo;
+
+// VR Stereo rendering configuration for simulator
+typedef struct VrStereoConfig {
+ RenderTexture2D stereoFbo; // VR stereo rendering framebuffer
+ Shader distortionShader; // VR stereo rendering distortion shader
+ Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
+ Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
+ int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h]
+ int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h]
+} VrStereoConfig;
+
+// TCP Stream socket
+typedef struct TCPSocket {
+ int sockfd;
+ int server;
+ bool ready;
+} TCPSocket;
+
+//----------------------------------------------------------------------------------
+// Enumerators Definition
+//----------------------------------------------------------------------------------
+
+// System config flags
+// NOTE: Used for bit masks
+typedef enum {
+ FLAG_SHOW_LOGO = 1, // Set to show raylib logo at startup
+ FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen
+ FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window
+ FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons)
+ FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window
+ FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden
+ FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X
+ FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU
+} ConfigFlag;
+
+// Trace log type
+typedef enum {
+ LOG_ALL, // Display all logs
+ LOG_TRACE,
+ LOG_DEBUG,
+ LOG_INFO,
+ LOG_WARNING,
+ LOG_ERROR,
+ LOG_FATAL,
+ LOG_NONE // Disable logging
+} TraceLogType;
+
+// Keyboard keys
+typedef enum {
+ // Alphanumeric keys
+ KEY_APOSTROPHE = 39,
+ KEY_COMMA = 44,
+ KEY_MINUS = 45,
+ KEY_PERIOD = 46,
+ KEY_SLASH = 47,
+ KEY_ZERO = 48,
+ KEY_ONE = 49,
+ KEY_TWO = 50,
+ KEY_THREE = 51,
+ KEY_FOUR = 52,
+ KEY_FIVE = 53,
+ KEY_SIX = 54,
+ KEY_SEVEN = 55,
+ KEY_EIGHT = 56,
+ KEY_NINE = 57,
+ KEY_SEMICOLON = 59,
+ KEY_EQUAL = 61,
+ KEY_A = 65,
+ KEY_B = 66,
+ KEY_C = 67,
+ KEY_D = 68,
+ KEY_E = 69,
+ KEY_F = 70,
+ KEY_G = 71,
+ KEY_H = 72,
+ KEY_I = 73,
+ KEY_J = 74,
+ KEY_K = 75,
+ KEY_L = 76,
+ KEY_M = 77,
+ KEY_N = 78,
+ KEY_O = 79,
+ KEY_P = 80,
+ KEY_Q = 81,
+ KEY_R = 82,
+ KEY_S = 83,
+ KEY_T = 84,
+ KEY_U = 85,
+ KEY_V = 86,
+ KEY_W = 87,
+ KEY_X = 88,
+ KEY_Y = 89,
+ KEY_Z = 90,
+
+ // Function keys
+ KEY_SPACE = 32,
+ KEY_ESCAPE = 256,
+ KEY_ENTER = 257,
+ KEY_TAB = 258,
+ KEY_BACKSPACE = 259,
+ KEY_INSERT = 260,
+ KEY_DELETE = 261,
+ KEY_RIGHT = 262,
+ KEY_LEFT = 263,
+ KEY_DOWN = 264,
+ KEY_UP = 265,
+ KEY_PAGE_UP = 266,
+ KEY_PAGE_DOWN = 267,
+ KEY_HOME = 268,
+ KEY_END = 269,
+ KEY_CAPS_LOCK = 280,
+ KEY_SCROLL_LOCK = 281,
+ KEY_NUM_LOCK = 282,
+ KEY_PRINT_SCREEN = 283,
+ KEY_PAUSE = 284,
+ KEY_F1 = 290,
+ KEY_F2 = 291,
+ KEY_F3 = 292,
+ KEY_F4 = 293,
+ KEY_F5 = 294,
+ KEY_F6 = 295,
+ KEY_F7 = 296,
+ KEY_F8 = 297,
+ KEY_F9 = 298,
+ KEY_F10 = 299,
+ KEY_F11 = 300,
+ KEY_F12 = 301,
+ KEY_LEFT_SHIFT = 340,
+ KEY_LEFT_CONTROL = 341,
+ KEY_LEFT_ALT = 342,
+ KEY_LEFT_SUPER = 343,
+ KEY_RIGHT_SHIFT = 344,
+ KEY_RIGHT_CONTROL = 345,
+ KEY_RIGHT_ALT = 346,
+ KEY_RIGHT_SUPER = 347,
+ KEY_KB_MENU = 348,
+ KEY_LEFT_BRACKET = 91,
+ KEY_BACKSLASH = 92,
+ KEY_RIGHT_BRACKET = 93,
+ KEY_GRAVE = 96,
+
+ // Keypad keys
+ KEY_KP_0 = 320,
+ KEY_KP_1 = 321,
+ KEY_KP_2 = 322,
+ KEY_KP_3 = 323,
+ KEY_KP_4 = 324,
+ KEY_KP_5 = 325,
+ KEY_KP_6 = 326,
+ KEY_KP_7 = 327,
+ KEY_KP_8 = 328,
+ KEY_KP_9 = 329,
+ KEY_KP_DECIMAL = 330,
+ KEY_KP_DIVIDE = 331,
+ KEY_KP_MULTIPLY = 332,
+ KEY_KP_SUBTRACT = 333,
+ KEY_KP_ADD = 334,
+ KEY_KP_ENTER = 335,
+ KEY_KP_EQUAL = 336
+} KeyboardKey;
+
+// Android buttons
+typedef enum {
+ KEY_BACK = 4,
+ KEY_MENU = 82,
+ KEY_VOLUME_UP = 24,
+ KEY_VOLUME_DOWN = 25
+} AndroidButton;
+
+// Mouse buttons
+typedef enum {
+ MOUSE_LEFT_BUTTON = 0,
+ MOUSE_RIGHT_BUTTON = 1,
+ MOUSE_MIDDLE_BUTTON = 2
+} MouseButton;
+
+// Gamepad number
+typedef enum {
+ GAMEPAD_PLAYER1 = 0,
+ GAMEPAD_PLAYER2 = 1,
+ GAMEPAD_PLAYER3 = 2,
+ GAMEPAD_PLAYER4 = 3
+} GamepadNumber;
+
+// PS3 USB Controller Buttons
+// TODO: Provide a generic way to list gamepad controls schemes,
+// defining specific controls schemes is not a good option
+typedef enum {
+ GAMEPAD_PS3_BUTTON_TRIANGLE = 0,
+ GAMEPAD_PS3_BUTTON_CIRCLE = 1,
+ GAMEPAD_PS3_BUTTON_CROSS = 2,
+ GAMEPAD_PS3_BUTTON_SQUARE = 3,
+ GAMEPAD_PS3_BUTTON_L1 = 6,
+ GAMEPAD_PS3_BUTTON_R1 = 7,
+ GAMEPAD_PS3_BUTTON_L2 = 4,
+ GAMEPAD_PS3_BUTTON_R2 = 5,
+ GAMEPAD_PS3_BUTTON_START = 8,
+ GAMEPAD_PS3_BUTTON_SELECT = 9,
+ GAMEPAD_PS3_BUTTON_PS = 12,
+ GAMEPAD_PS3_BUTTON_UP = 24,
+ GAMEPAD_PS3_BUTTON_RIGHT = 25,
+ GAMEPAD_PS3_BUTTON_DOWN = 26,
+ GAMEPAD_PS3_BUTTON_LEFT = 27
+} GamepadPS3Button;
+
+// PS3 USB Controller Axis
+typedef enum {
+ GAMEPAD_PS3_AXIS_LEFT_X = 0,
+ GAMEPAD_PS3_AXIS_LEFT_Y = 1,
+ GAMEPAD_PS3_AXIS_RIGHT_X = 2,
+ GAMEPAD_PS3_AXIS_RIGHT_Y = 5,
+ GAMEPAD_PS3_AXIS_L2 = 3, // [1..-1] (pressure-level)
+ GAMEPAD_PS3_AXIS_R2 = 4 // [1..-1] (pressure-level)
+} GamepadPS3Axis;
+
+// Xbox360 USB Controller Buttons
+typedef enum {
+ GAMEPAD_XBOX_BUTTON_A = 0,
+ GAMEPAD_XBOX_BUTTON_B = 1,
+ GAMEPAD_XBOX_BUTTON_X = 2,
+ GAMEPAD_XBOX_BUTTON_Y = 3,
+ GAMEPAD_XBOX_BUTTON_LB = 4,
+ GAMEPAD_XBOX_BUTTON_RB = 5,
+ GAMEPAD_XBOX_BUTTON_SELECT = 6,
+ GAMEPAD_XBOX_BUTTON_START = 7,
+ GAMEPAD_XBOX_BUTTON_HOME = 8,
+ GAMEPAD_XBOX_BUTTON_UP = 10,
+ GAMEPAD_XBOX_BUTTON_RIGHT = 11,
+ GAMEPAD_XBOX_BUTTON_DOWN = 12,
+ GAMEPAD_XBOX_BUTTON_LEFT = 13
+} GamepadXbox360Button;
+
+// Xbox360 USB Controller Axis,
+// NOTE: For Raspberry Pi, axis must be reconfigured
+typedef enum {
+ GAMEPAD_XBOX_AXIS_LEFT_X = 0, // [-1..1] (left->right)
+ GAMEPAD_XBOX_AXIS_LEFT_Y = 1, // [1..-1] (up->down)
+ GAMEPAD_XBOX_AXIS_RIGHT_X = 2, // [-1..1] (left->right)
+ GAMEPAD_XBOX_AXIS_RIGHT_Y = 3, // [1..-1] (up->down)
+ GAMEPAD_XBOX_AXIS_LT = 4, // [-1..1] (pressure-level)
+ GAMEPAD_XBOX_AXIS_RT = 5 // [-1..1] (pressure-level)
+} GamepadXbox360Axis;
+
+// Android Gamepad Controller (SNES CLASSIC)
+typedef enum {
+ GAMEPAD_ANDROID_DPAD_UP = 19,
+ GAMEPAD_ANDROID_DPAD_DOWN = 20,
+ GAMEPAD_ANDROID_DPAD_LEFT = 21,
+ GAMEPAD_ANDROID_DPAD_RIGHT = 22,
+ GAMEPAD_ANDROID_DPAD_CENTER = 23,
+ GAMEPAD_ANDROID_BUTTON_A = 96,
+ GAMEPAD_ANDROID_BUTTON_B = 97,
+ GAMEPAD_ANDROID_BUTTON_C = 98,
+ GAMEPAD_ANDROID_BUTTON_X = 99,
+ GAMEPAD_ANDROID_BUTTON_Y = 100,
+ GAMEPAD_ANDROID_BUTTON_Z = 101,
+ GAMEPAD_ANDROID_BUTTON_L1 = 102,
+ GAMEPAD_ANDROID_BUTTON_R1 = 103,
+ GAMEPAD_ANDROID_BUTTON_L2 = 104,
+ GAMEPAD_ANDROID_BUTTON_R2 = 105
+} GamepadAndroid;
+
+// Shader location point type
+typedef enum {
+ LOC_VERTEX_POSITION = 0,
+ LOC_VERTEX_TEXCOORD01,
+ LOC_VERTEX_TEXCOORD02,
+ LOC_VERTEX_NORMAL,
+ LOC_VERTEX_TANGENT,
+ LOC_VERTEX_COLOR,
+ LOC_MATRIX_MVP,
+ LOC_MATRIX_MODEL,
+ LOC_MATRIX_VIEW,
+ LOC_MATRIX_PROJECTION,
+ LOC_VECTOR_VIEW,
+ LOC_COLOR_DIFFUSE,
+ LOC_COLOR_SPECULAR,
+ LOC_COLOR_AMBIENT,
+ LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
+ LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
+ LOC_MAP_NORMAL,
+ LOC_MAP_ROUGHNESS,
+ LOC_MAP_OCCLUSION,
+ LOC_MAP_EMISSION,
+ LOC_MAP_HEIGHT,
+ LOC_MAP_CUBEMAP,
+ LOC_MAP_IRRADIANCE,
+ LOC_MAP_PREFILTER,
+ LOC_MAP_BRDF
+} ShaderLocationIndex;
+
+#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
+#define LOC_MAP_SPECULAR LOC_MAP_METALNESS
+
+// Shader uniform data types
+typedef enum {
+ UNIFORM_FLOAT = 0,
+ UNIFORM_VEC2,
+ UNIFORM_VEC3,
+ UNIFORM_VEC4,
+ UNIFORM_INT,
+ UNIFORM_IVEC2,
+ UNIFORM_IVEC3,
+ UNIFORM_IVEC4,
+ UNIFORM_SAMPLER2D
+} ShaderUniformDataType;
+
+// Material map type
+typedef enum {
+ MAP_ALBEDO = 0, // MAP_DIFFUSE
+ MAP_METALNESS = 1, // MAP_SPECULAR
+ MAP_NORMAL = 2,
+ MAP_ROUGHNESS = 3,
+ MAP_OCCLUSION,
+ MAP_EMISSION,
+ MAP_HEIGHT,
+ MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
+ MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
+ MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
+ MAP_BRDF
+} TexmapIndex;
+
+#define MAP_DIFFUSE MAP_ALBEDO
+#define MAP_SPECULAR MAP_METALNESS
+
+// Pixel formats
+// NOTE: Support depends on OpenGL version and platform
+typedef enum {
+ UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
+ UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
+ UNCOMPRESSED_R5G6B5, // 16 bpp
+ UNCOMPRESSED_R8G8B8, // 24 bpp
+ UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
+ UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
+ UNCOMPRESSED_R8G8B8A8, // 32 bpp
+ UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
+ UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
+ UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
+ COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
+ COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
+ COMPRESSED_DXT3_RGBA, // 8 bpp
+ COMPRESSED_DXT5_RGBA, // 8 bpp
+ COMPRESSED_ETC1_RGB, // 4 bpp
+ COMPRESSED_ETC2_RGB, // 4 bpp
+ COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
+ COMPRESSED_PVRT_RGB, // 4 bpp
+ COMPRESSED_PVRT_RGBA, // 4 bpp
+ COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
+ COMPRESSED_ASTC_8x8_RGBA // 2 bpp
+} PixelFormat;
+
+// Texture parameters: filter mode
+// NOTE 1: Filtering considers mipmaps if available in the texture
+// NOTE 2: Filter is accordingly set for minification and magnification
+typedef enum {
+ FILTER_POINT = 0, // No filter, just pixel aproximation
+ FILTER_BILINEAR, // Linear filtering
+ FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
+ FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
+ FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
+ FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
+} TextureFilterMode;
+
+// Cubemap layout type
+typedef enum {
+ CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type
+ CUBEMAP_LINE_VERTICAL, // Layout is defined by a vertical line with faces
+ CUBEMAP_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
+ CUBEMAP_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
+ CUBEMAP_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
+ CUBEMAP_PANORAMA // Layout is defined by a panorama image (equirectangular map)
+} CubemapLayoutType;
+
+// Texture parameters: wrap mode
+typedef enum {
+ WRAP_REPEAT = 0, // Repeats texture in tiled mode
+ WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
+ WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
+ WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
+} TextureWrapMode;
+
+// Font type, defines generation method
+typedef enum {
+ FONT_DEFAULT = 0, // Default font generation, anti-aliased
+ FONT_BITMAP, // Bitmap font generation, no anti-aliasing
+ FONT_SDF // SDF font generation, requires external shader
+} FontType;
+
+// Color blending modes (pre-defined)
+typedef enum {
+ BLEND_ALPHA = 0, // Blend textures considering alpha (default)
+ BLEND_ADDITIVE, // Blend textures adding colors
+ BLEND_MULTIPLIED // Blend textures multiplying colors
+} BlendMode;
+
+// Gestures type
+// NOTE: It could be used as flags to enable only some gestures
+typedef enum {
+ GESTURE_NONE = 0,
+ GESTURE_TAP = 1,
+ GESTURE_DOUBLETAP = 2,
+ GESTURE_HOLD = 4,
+ GESTURE_DRAG = 8,
+ GESTURE_SWIPE_RIGHT = 16,
+ GESTURE_SWIPE_LEFT = 32,
+ GESTURE_SWIPE_UP = 64,
+ GESTURE_SWIPE_DOWN = 128,
+ GESTURE_PINCH_IN = 256,
+ GESTURE_PINCH_OUT = 512
+} GestureType;
+
+// Camera system modes
+typedef enum {
+ CAMERA_CUSTOM = 0,
+ CAMERA_FREE,
+ CAMERA_ORBITAL,
+ CAMERA_FIRST_PERSON,
+ CAMERA_THIRD_PERSON
+} CameraMode;
+
+// Camera projection modes
+typedef enum {
+ CAMERA_PERSPECTIVE = 0,
+ CAMERA_ORTHOGRAPHIC
+} CameraType;
+
+// Head Mounted Display devices
+typedef enum {
+ HMD_DEFAULT_DEVICE = 0,
+ HMD_OCULUS_RIFT_DK2,
+ HMD_OCULUS_RIFT_CV1,
+ HMD_OCULUS_GO,
+ HMD_VALVE_HTC_VIVE,
+ HMD_SONY_PSVR
+} VrDeviceType;
+
+// Type of n-patch
+typedef enum {
+ NPT_9PATCH = 0, // Npatch defined by 3x3 tiles
+ NPT_3PATCH_VERTICAL, // Npatch defined by 1x3 tiles
+ NPT_3PATCH_HORIZONTAL // Npatch defined by 3x1 tiles
+} NPatchType;
+
+// Callbacks to be implemented by users
+typedef void (*TraceLogCallback)(int logType, const char *text, va_list args);
+
+#if defined(__cplusplus)
+extern "C" { // Prevents name mangling of functions
+#endif
+
+//------------------------------------------------------------------------------------
+// Global Variables Definition
+//------------------------------------------------------------------------------------
+// It's lonely here...
+
+//------------------------------------------------------------------------------------
+// Window and Graphics Device Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// Window-related functions
+RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
+RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
+RLAPI void CloseWindow(void); // Close window and unload OpenGL context
+RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
+RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
+RLAPI bool IsWindowHidden(void); // Check if window is currently hidden
+RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
+RLAPI void UnhideWindow(void); // Show the window
+RLAPI void HideWindow(void); // Hide the window
+RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
+RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
+RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
+RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
+RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
+RLAPI void SetWindowSize(int width, int height); // Set window dimensions
+RLAPI void *GetWindowHandle(void); // Get native window handle
+RLAPI int GetScreenWidth(void); // Get current screen width
+RLAPI int GetScreenHeight(void); // Get current screen height
+RLAPI int GetMonitorCount(void); // Get number of connected monitors
+RLAPI int GetMonitorWidth(int monitor); // Get primary monitor width
+RLAPI int GetMonitorHeight(int monitor); // Get primary monitor height
+RLAPI int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres
+RLAPI int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres
+RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
+RLAPI const char *GetClipboardText(void); // Get clipboard text content
+RLAPI void SetClipboardText(const char *text); // Set clipboard text content
+
+// Cursor-related functions
+RLAPI void ShowCursor(void); // Shows cursor
+RLAPI void HideCursor(void); // Hides cursor
+RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
+RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
+RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
+
+// Drawing-related functions
+RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
+RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
+RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
+RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
+RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
+RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
+RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
+RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
+RLAPI void EndTextureMode(void); // Ends drawing to render texture
+
+// Screen-space-related functions
+RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
+RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
+
+// timing-related functions
+RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
+RLAPI int GetFPS(void); // Returns current FPS
+RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn
+RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow()
+
+// Color-related functions
+RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color
+RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
+RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
+RLAPI Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values
+RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
+RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
+
+// Misc. functions
+RLAPI void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS)
+RLAPI void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level
+RLAPI void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level
+RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging
+RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
+RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
+RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
+
+// Files management functions
+RLAPI bool FileExists(const char *fileName); // Check if file exists
+RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
+RLAPI const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string
+RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
+RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (memory should be freed)
+RLAPI const char *GetDirectoryPath(const char *fileName); // Get full path for a given fileName (uses static string)
+RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
+RLAPI char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed)
+RLAPI void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory)
+RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
+RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
+RLAPI char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed)
+RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory)
+RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
+
+// Persistent storage management
+RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
+RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position)
+
+RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
+
+//------------------------------------------------------------------------------------
+// Input Handling Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// Input-related functions: keyboard
+RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
+RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
+RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
+RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed
+RLAPI int GetKeyPressed(void); // Get latest key pressed
+RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
+
+// Input-related functions: gamepads
+RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
+RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
+RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
+RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
+RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
+RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
+RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
+RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
+RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
+RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
+
+// Input-related functions: mouse
+RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
+RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
+RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
+RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
+RLAPI int GetMouseX(void); // Returns mouse position X
+RLAPI int GetMouseY(void); // Returns mouse position Y
+RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
+RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
+RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
+RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
+RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
+
+// Input-related functions: touch
+RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
+RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
+RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
+
+//------------------------------------------------------------------------------------
+// Gestures and Touch Handling Functions (Module: gestures)
+//------------------------------------------------------------------------------------
+RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
+RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected
+RLAPI int GetGestureDetected(void); // Get latest detected gesture
+RLAPI int GetTouchPointsCount(void); // Get touch points count
+RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
+RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
+RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
+RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
+RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
+
+//------------------------------------------------------------------------------------
+// Camera System Functions (Module: camera)
+//------------------------------------------------------------------------------------
+RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
+RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
+
+RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
+RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
+RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
+RLAPI void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
+
+//------------------------------------------------------------------------------------
+// Basic Shapes Drawing Functions (Module: shapes)
+//------------------------------------------------------------------------------------
+
+// Basic shapes drawing functions
+RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
+RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
+RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
+RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
+RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
+RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
+RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
+RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, Color color); // Draw a piece of a circle
+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 DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
+RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
+RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
+RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
+RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
+RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
+RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
+RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
+RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
+RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
+RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
+RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
+RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
+RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
+
+RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
+
+// Basic shapes collision detection functions
+RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
+RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
+RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
+RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
+RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
+RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
+RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
+
+//------------------------------------------------------------------------------------
+// Texture Loading and Drawing Functions (Module: textures)
+//------------------------------------------------------------------------------------
+
+// Image/Texture2D data loading/unloading/saving functions
+RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
+RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
+RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
+RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
+RLAPI void ExportImage(Image image, const char *fileName); // Export image data to file
+RLAPI void ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes
+RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
+RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
+RLAPI TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
+RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
+RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
+RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
+RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
+RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
+RLAPI Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized)
+RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
+RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
+RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
+
+// Image manipulation functions
+RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
+RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
+RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
+RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
+RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
+RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
+RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
+RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
+RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
+RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
+RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color
+RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image
+RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
+RLAPI Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount); // Extract color palette from image to maximum size (memory should be freed)
+RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
+RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
+RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
+RLAPI void ImageDrawRectangle(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
+RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
+RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
+RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
+RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
+RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
+RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
+RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
+RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
+RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
+RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
+RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
+RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
+RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
+
+// Image generation functions
+RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
+RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
+RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
+RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
+RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
+RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
+RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
+RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
+
+// Texture2D configuration functions
+RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
+RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
+RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
+
+// Texture2D drawing functions
+RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
+RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
+RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
+RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
+RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
+RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
+RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
+
+//------------------------------------------------------------------------------------
+// Font Loading and Text Drawing Functions (Module: text)
+//------------------------------------------------------------------------------------
+
+// Font loading/unloading functions
+RLAPI Font GetFontDefault(void); // Get the default Font
+RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
+RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters
+RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
+RLAPI CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use
+RLAPI Image GenImageFontAtlas(CharInfo *chars, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
+RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
+
+// Text drawing functions
+RLAPI void DrawFPS(int posX, int posY); // Shows current FPS
+RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
+RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
+RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
+RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint,
+ int selectStart, int selectLength, Color selectText, Color selectBack); // Draw text using font inside rectangle limits with support for text selection
+
+// Text misc. functions
+RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
+RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
+RLAPI int GetGlyphIndex(Font font, int character); // Get index position for a unicode character on font
+
+// Text strings management functions
+// NOTE: Some strings allocate memory internally for returned strings, just be careful!
+RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
+RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
+RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf style)
+RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
+RLAPI const char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory should be freed!)
+RLAPI const char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory should 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 DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
+RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
+RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
+RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
+RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
+RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
+RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
+RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
+RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
+RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
+RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
+RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
+RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
+//DrawTorus(), DrawTeapot() could be useful?
+
+//------------------------------------------------------------------------------------
+// Model 3d Loading and Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Model loading/unloading functions
+RLAPI Model LoadModel(const char *fileName); // Load model from files (mesh and material)
+RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh
+RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
+
+// Mesh loading/unloading functions
+RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
+RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
+RLAPI void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file
+
+// Mesh manipulation functions
+RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
+RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
+RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
+
+// Mesh generation functions
+RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
+RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
+RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
+RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
+RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
+RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
+RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
+RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
+RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
+RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
+
+// Material loading/unloading functions
+RLAPI Material LoadMaterial(const char *fileName); // Load material from file
+RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
+
+// Model drawing functions
+RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
+RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
+RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
+RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
+RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
+RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
+RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
+
+// Collision detection functions
+RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
+RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
+RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
+RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
+RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
+RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
+RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model
+RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
+RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
+
+//------------------------------------------------------------------------------------
+// Shaders System Functions (Module: rlgl)
+// NOTE: This functions are useless when using OpenGL 1.1
+//------------------------------------------------------------------------------------
+
+// Shader loading/unloading functions
+RLAPI char *LoadText(const char *fileName); // Load chars array from text file
+RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
+RLAPI Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations
+RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
+
+RLAPI Shader GetShaderDefault(void); // Get default shader
+RLAPI Texture2D GetTextureDefault(void); // Get default texture
+
+// Shader configuration functions
+RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
+RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
+RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
+RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
+RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
+RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
+RLAPI Matrix GetMatrixModelview(); // Get internal modelview matrix
+
+// Texture maps generation (PBR)
+// NOTE: Required shaders should be provided
+RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
+RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
+RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
+RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data
+
+// Shading begin/end functions
+RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
+RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
+RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
+RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
+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
+
+// VR control functions
+RLAPI VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices
+RLAPI void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters
+RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
+RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
+RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
+RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
+RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
+RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
+
+//------------------------------------------------------------------------------------
+// Audio Loading and Playing Functions (Module: audio)
+//------------------------------------------------------------------------------------
+
+// Audio device management functions
+RLAPI void InitAudioDevice(void); // Initialize audio device and context
+RLAPI void CloseAudioDevice(void); // Close the audio device and context
+RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
+RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
+
+// Wave/Sound loading/unloading functions
+RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
+RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
+RLAPI Sound LoadSound(const char *fileName); // Load sound from file
+RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
+RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
+RLAPI void UnloadWave(Wave wave); // Unload wave data
+RLAPI void UnloadSound(Sound sound); // Unload sound
+RLAPI void ExportWave(Wave wave, const char *fileName); // Export wave data to file
+RLAPI void ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h)
+
+// Wave/Sound management functions
+RLAPI void PlaySound(Sound sound); // Play a sound
+RLAPI void PauseSound(Sound sound); // Pause a sound
+RLAPI void ResumeSound(Sound sound); // Resume a paused sound
+RLAPI void StopSound(Sound sound); // Stop playing a sound
+RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
+RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
+RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
+RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
+RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
+RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
+RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
+
+// Music management functions
+RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
+RLAPI void UnloadMusicStream(Music music); // Unload music stream
+RLAPI void PlayMusicStream(Music music); // Start music playing
+RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
+RLAPI void StopMusicStream(Music music); // Stop music playing
+RLAPI void PauseMusicStream(Music music); // Pause music playing
+RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
+RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
+RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
+RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
+RLAPI void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
+RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
+RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
+
+// AudioStream management functions
+RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data)
+RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
+RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
+RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
+RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
+RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
+RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
+RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
+RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
+RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
+RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
+
+// Network functions
+RLAPI bool InitNetwork(void);
+RLAPI void CloseNetwork(void);
+RLAPI void CreateTCPListenServer(TCPSocket* socket, const char* address, const int port);
+RLAPI void CreateTCPClient(TCPSocket* socket, const char* address, const char* port);
+RLAPI void AcceptIncomingConnections(TCPSocket* sock, int sockfd);
+RLAPI int SendTCP(int sockfd, const char* data, int len);
+RLAPI int ReceiveTCP(int sockfd, const char* data, int len);
+RLAPI void ResetSocket(TCPSocket* socket);
+RLAPI void ResolveHost(const char* hostname);
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // RAYLIB_H
diff --git a/src/rnet.c b/src/rnet.c
index 238d622f9..83da3d10e 100644
--- a/src/rnet.c
+++ b/src/rnet.c
@@ -37,109 +37,239 @@
//----------------------------------------------------------------------------------
// Check if config flags have been externally provided on compilation line
//----------------------------------------------------------------------------------
-#if !defined(EXTERNAL_CONFIG_FLAGS)
-#include "config.h" // Defines module configuration flags
+#if !defined(EXTERNAL_CONFIG_FLAGS)
+# include "config.h" // Defines module configuration flags
#endif
-#include "sysnet.h"
-#include "raylib.h"
-
-bool InitializeSockets()
+#include "raylib.h"
+#include "sysnet.h"
+
+#include
+#include
+
+bool InitNetwork()
{
#if PLATFORM == PLATFORM_WINDOWS
- WSADATA WsaData;
- return WSAStartup
- (
- MAKEWORD(2, 2),
- &WsaData
- ) == NO_ERROR;
+ WSADATA wsaData;
+ if (WSAStartup(MAKEWORD(2, 2), &wsaData) == NO_ERROR) {
+ TraceLog(LOG_INFO, "WinSock initialised.");
+ return true;
+ } else {
+ TraceLog(LOG_WARNING, "WinSock failed to initialise.");
+ return false;
+ }
#else
return true;
#endif
}
-void ShutdownSockets()
+void CloseNetwork()
{
#if PLATFORM == PLATFORM_WINDOWS
WSACleanup();
#endif
}
-int CreateUDPSocket()
+void CreateTCPListenServer(TCPSocket* tcpsock, const char* address, const char* port)
{
- int handle = socket(AF_INET,
- SOCK_DGRAM,
- IPPROTO_UDP);
+ // Variables
+ int status; // Status value to return (0) is success
+ struct addrinfo hints; // Address flags (IPV4, IPV6, UDP?)
+ struct addrinfo* results; // A pointer to the resulting address list
- if (handle <= 0)
- {
- printf("failed to create socket\n");
- return false;
+ // Set the hints
+ memset(&hints, 0, sizeof hints);
+ hints.ai_family = AF_INET; // Either IPv4 or IPv6 (AF_INET, AF_INET6)
+ hints.ai_socktype = SOCK_STREAM; // TCP (SOCK_STREAM), UDP (SOCK_DGRAM)
+
+ // Populate address information
+ status = getaddrinfo(address, // e.g. "www.example.com" or IP
+ port, // e.g. "http" or port number
+ &hints, // e.g. SOCK_STREAM/SOCK_DGRAM
+ &results // The struct to populate
+ );
+
+ // Did we succeed?
+ if (status == -1) {
+ TraceLog(LOG_WARNING, "Failed to get resolve host %s:%s: %s", address, port, strerror(status));
+ } else {
+ TraceLog(LOG_INFO, "Successfully resolved host %s:%s", address, port);
}
- return handle;
-}
+ // Create our server socket
+ int sockfd = socket(results->ai_family, results->ai_socktype, results->ai_protocol);
-bool OpenSocket(int handle, unsigned short port)
-{
- struct sockaddr_in address;
- address.sin_family = AF_INET;
- address.sin_addr.s_addr = INADDR_ANY;
- address.sin_port = htons((unsigned short)port);
+ // Bind it to the port we passed in to getaddrinfo():
+ status = bind(sockfd, results->ai_addr, results->ai_addrlen);
- if (bind(handle, (const struct sockaddr*)&address, sizeof( struct sockaddr_in)) < 0)
- {
- printf("failed to bind socket\n");
- return false;
+ // Did we succeed?
+ if (status == -1) {
+ TraceLog(LOG_WARNING, "Failed to get bind socket to port (%s): %s", port, strerror(errno));
+ } else {
+ TraceLog(LOG_INFO, "Successfully bound %s to port (%s)", address, port);
}
-#if PLATFORM == PLATFORM_MAC || PLATFORM == PLATFORM_UNIX
+ // Listen on the bound port
+ status = listen(sockfd, 5);
- int nonBlocking = 1;
- if (fcntl(handle, F_SETFL, O_NONBLOCK, nonBlocking) == -1)
- {
- printf("failed to set non-blocking\n");
- return false;
+ // Did we succeed?
+ if (status == -1) {
+ TraceLog(LOG_WARNING, "Failed to listen to socket: %s", strerror(errno));
+ } else {
+ TraceLog(LOG_INFO, "Successfully started listen server.");
}
-#elif PLATFORM == PLATFORM_WINDOWS
-
DWORD nonBlocking = 1;
- if (ioctlsocket(handle, FIONBIO, &nonBlocking) != 0)
- {
- printf("failed to set non-blocking\n");
- return false;
+ if (ioctlsocket(sockfd, FIONBIO, &nonBlocking) == -1) {
+ TraceLog(LOG_WARNING, "Failed to set socket to non-blocking.");
+ } else {
+ TraceLog(LOG_INFO, "Successfully set socket to non-blocking.");
}
-#endif
+ // Free the linked-list, we're not using it anymore
+ freeaddrinfo(results);
- return true;
+ // Finally, return our socket descriptor
+ tcpsock->sockfd = sockfd;
+ tcpsock->server = 1;
+ tcpsock->ready = true;
+
+ return;
}
-bool SendData(int handle, const Address* destination, const void* data, int size)
+void CreateTCPClient(TCPSocket* tcpsock, char* address, char* port)
{
- int sent_bytes = sendto(handle, (const char*) data, size, 0, ( struct sockaddr*) &destination, sizeof(struct sockaddr_in));
- if (sent_bytes != size) {
- printf("failed to send packet\n");
- return false;
+ int status;
+ int sockfd;
+ struct addrinfo hints;
+ struct addrinfo* results; // Will point to the results
+
+ memset(&hints, 0, sizeof hints); // Make sure the struct is empty
+ hints.ai_family = AF_UNSPEC; // Don't care IPv4 or IPv6
+ hints.ai_socktype = SOCK_STREAM; // TCP stream sockets
+
+ // Get ready to connect
+ status = getaddrinfo(address, port, &hints, &results);
+
+ // Did we succeed?
+ if (status != 0) {
+ TraceLog(LOG_WARNING, "Failed to get address information: %s", strerror(errno));
+ } else {
+ TraceLog(LOG_INFO, "Successfully created TCP client on port (%s)", port);
+ }
+
+ // Create our socket
+ sockfd = socket(results->ai_family, results->ai_socktype, results->ai_protocol);
+
+ // Did it succeed?
+ if (sockfd == -1) {
+ TraceLog(LOG_WARNING, "Failed to create socket: %s", strerror(errno));
+ } else {
+ TraceLog(LOG_INFO, "Successfully created socket");
+ }
+
+ // Connect to the server
+ status = connect(sockfd, results->ai_addr, results->ai_addrlen);
+
+ if (status == -1) {
+ TraceLog(LOG_WARNING, "Failed to connect to server %s:%s", address, port);
+ } else {
+ TraceLog(LOG_INFO, "Successfully connected to %s:%s", address, port);
+ }
+
+ freeaddrinfo(results);
+
+ // Finally, return our socket descriptor
+ tcpsock->sockfd = sockfd;
+ tcpsock->server = 0;
+ tcpsock->ready = true;
+}
+
+void AcceptIncomingConnections(TCPSocket* tcpsock, int sockfd)
+{
+ struct sockaddr_storage their_addr;
+ socklen_t addr_size;
+ int new_fd;
+ addr_size = sizeof their_addr;
+ new_fd = accept(sockfd, (struct sockaddr*) &their_addr, &addr_size);
+
+ if (new_fd == -1) {
+ TraceLog(LOG_DEBUG, "Failed to accept incoming connection: %s", strerror(errno));
+ } else {
+ tcpsock->sockfd = new_fd;
+ tcpsock->server = false;
+ tcpsock->ready = true;
+ TraceLog(LOG_INFO, "Successfully accepted a new connection.");
}
}
-int ReceiveData(int handle, Address* sender, void* data, int size)
+int SendTCP(int sockfd, const char* data, int len)
{
-#if PLATFORM == PLATFORM_WINDOWS
- typedef int socklen_t;
-#endif
-
- while (true) {
- socklen_t fromLength = sizeof(AddressToInt(*sender));
- int bytes = recvfrom(handle, (char*) data, size, 0, (struct sockaddr*) &sender, &fromLength);
- if (bytes <= 0) break;
- return bytes;
+ int sentBytes = send(sockfd, data, len, 0);
+ if (sentBytes == -1) {
+ TraceLog(LOG_WARNING, "Failed to send data: %s", strerror(errno));
+ } else {
+ TraceLog(LOG_DEBUG, "Successfully sent %d bytes.", sentBytes);
}
-}
-
-int AddressToInt(Address address)
-{
- return (address.a << 24) | (address.b << 16) | (address.c << 8) | address.d;
-}
\ No newline at end of file
+}
+
+int ReceiveTCP(int sockfd, const char* data, int len)
+{
+ int receiveBytes = recv(sockfd, data, len, 0);
+ if (receiveBytes == -1) {
+ TraceLog(LOG_DEBUG, "Failed to receive data: %s", strerror(errno));
+ } else if (receiveBytes == 0) {
+ TraceLog(LOG_INFO, "Connection closed.");
+ } else {
+ TraceLog(LOG_DEBUG, "Successfully received %d bytes.", receiveBytes);
+ }
+ return receiveBytes;
+}
+
+void ResetSocket(TCPSocket* socket)
+{
+ socket->ready = false;
+ socket->server = 0;
+ socket->sockfd = -1;
+};
+
+void ResolveHost(const char* hostname)
+{
+ struct addrinfo hints, *res, *p;
+ int status;
+ char ipstr[INET6_ADDRSTRLEN];
+
+ memset(&hints, 0, sizeof hints);
+ hints.ai_family = AF_INET; // AF_INET or AF_INET6 to force version
+ hints.ai_socktype = SOCK_STREAM;
+
+ if ((status = getaddrinfo(hostname, NULL, &hints, &res)) != 0) {
+ TraceLog(LOG_WARNING, "getaddrinfo: %s", strerror(status));
+ return 2;
+ }
+
+ TraceLog(LOG_INFO, "IP addresses for %s:", hostname);
+
+ for (p = res; p != NULL; p = p->ai_next) {
+ void* addr;
+ char* ipver;
+
+ // get the pointer to the address itself,
+ // different fields in IPv4 and IPv6:
+ if (p->ai_family == AF_INET) { // IPv4
+ struct sockaddr_in* ipv4 = (struct sockaddr_in*) p->ai_addr;
+ addr = &(ipv4->sin_addr);
+ ipver = "IPv4";
+ } else { // IPv6
+ struct sockaddr_in6* ipv6 = (struct sockaddr_in6*) p->ai_addr;
+ addr = &(ipv6->sin6_addr);
+ ipver = "IPv6";
+ }
+
+ // convert the IP to a string and print it:
+ inet_ntop(p->ai_family, addr, ipstr, sizeof ipstr);
+ TraceLog(LOG_INFO, "%s: %s", ipver, ipstr);
+ }
+
+ freeaddrinfo(res); // free the linked list
+}
diff --git a/src/sysnet.h b/src/sysnet.h
index 048a79281..3dcf18f55 100644
--- a/src/sysnet.h
+++ b/src/sysnet.h
@@ -45,36 +45,58 @@
#define MMNOSOUND
-//----------------------------------------------------------------------------------
-// Platform specific network includes
-//----------------------------------------------------------------------------------
-#define PLATFORM_WINDOWS 1
-#define PLATFORM_MAC 2
-#define PLATFORM_UNIX 3
-
-#if defined(_WIN32)
-#define PLATFORM PLATFORM_WINDOWS
-#elif defined(__APPLE__)
-#define PLATFORM PLATFORM_MAC
+//----------------------------------------------------------------------------------
+// Platform defines
+//----------------------------------------------------------------------------------
+
+#define PLATFORM_WINDOWS 1
+#define PLATFORM_UNIX 2
+
+#if defined(__WIN32__) || defined(WIN32)
+#define PLATFORM PLATFORM_WINDOWS
#else
#define PLATFORM PLATFORM_UNIX
#endif
-#if PLATFORM == PLATFORM_WINDOWS
- // #define _INC_WINDOWS
- // #define WIN32_LEAN_AND_MEAN
- // #include
-#endif
-
-#if PLATFORM == PLATFORM_WINDOWS
-#include
-#elif PLATFORM == PLATFORM_MAC || PLATFORM == PLATFORM_UNIX
-#include
-#include
-#include
-#endif
-
-#if PLATFORM == PLATFORM_WINDOWS
-#pragma comment(lib, "wsock32.lib")
-#endif
\ No newline at end of file
+//----------------------------------------------------------------------------------
+// Platform specific network includes
+//----------------------------------------------------------------------------------
+
+#if PLATFORM_WINDOWS
+#define __USE_W32_SOCKETS
+#pragma comment(lib, "ws2_32.lib")
+#include
+#include
+#include
+#else /* UNIX */
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#endif /* WIN32 */
+
+/* System-dependent definitions */
+#ifndef __USE_W32_SOCKETS
+#define closesocket close
+#define SOCKET int
+#define INVALID_SOCKET -1
+#define SOCKET_ERROR -1
+#endif /* __USE_W32_SOCKETS */
+
+#ifdef __USE_W32_SOCKETS
+#define RNet_GetLastError WSAGetLastError
+#define RNet_SetLastError WSASetLastError
+#ifndef EINTR
+#define EINTR WSAEINTR
+#endif
+#else
+int RNet_GetLastError(void);
+void RNet_SetLastError(int err);
+#endif
\ No newline at end of file