]> git.sesse.net Git - pistorm/blobdiff - raylib/raylib.h
[MEGA-WIP] Raylib-based RTG output
[pistorm] / raylib / raylib.h
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+/**********************************************************************************************
+*
+*   raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
+*
+*   FEATURES:
+*       - NO external dependencies, all required libraries included with raylib
+*       - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
+*                        MacOS, Haiku, 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]
+*       - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
+*       - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
+*       - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
+*       - Flexible Materials system, supporting classic maps and PBR maps
+*       - Animated 3D models supported (skeletal bones animation) (IQM, glTF)
+*       - Shaders support, including Model shaders and Postprocessing shaders
+*       - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
+*       - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
+*       - VR stereo rendering with configurable HMD device parameters
+*       - Bindings to multiple programming languages available!
+*
+*   NOTES:
+*       One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
+*       One default Texture2D is loaded on rlglInit() [rlgl] (OpenGL 3.3 or ES2)
+*       One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
+*       One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
+*
+*   DEPENDENCIES (included):
+*       [core] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
+*       [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
+*       [raudio] miniaudio (David Reid - github.com/dr-soft/miniaudio) for audio device/context management
+*
+*   OPTIONAL DEPENDENCIES (included):
+*       [core] msf_gif (Miles Fogle) for GIF recording
+*       [core] sinfl (Micha Mettke) for DEFLATE decompression algorythm
+*       [core] sdefl (Micha Mettke) for DEFLATE compression algorythm
+*       [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
+*       [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
+*       [textures] stb_image_resize (Sean Barret) for image resizing algorithms
+*       [textures] stb_perlin (Sean Barret) for Perlin noise image generation
+*       [text] stb_truetype (Sean Barret) for ttf fonts loading
+*       [text] stb_rect_pack (Sean Barret) for rectangles packing
+*       [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
+*       [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
+*       [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
+*       [raudio] dr_wav (David Reid) for WAV audio file loading
+*       [raudio] dr_flac (David Reid) for FLAC audio file loading
+*       [raudio] dr_mp3 (David Reid) for MP3 audio file loading
+*       [raudio] stb_vorbis (Sean Barret) for OGG audio loading
+*       [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
+*       [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
+*
+*
+*   LICENSE: zlib/libpng
+*
+*   raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+*   BSD-like license that allows static linking with closed source software:
+*
+*   Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef RAYLIB_H
+#define RAYLIB_H
+
+#include <stdarg.h>     // Required for: va_list - Only used by TraceLogCallback
+
+#if defined(_WIN32)
+    // Microsoft attibutes to tell compiler that symbols are imported/exported from a .dll
+    #if defined(BUILD_LIBTYPE_SHARED)
+        #define RLAPI __declspec(dllexport)     // We are building raylib as a Win32 shared library (.dll)
+    #elif defined(USE_LIBTYPE_SHARED)
+        #define RLAPI __declspec(dllimport)     // We are using raylib as a Win32 shared library (.dll)
+    #else
+        #define RLAPI   // We are building or using raylib as a static library
+    #endif
+#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)
+
+// Allow custom memory allocators
+#ifndef RL_MALLOC
+    #define RL_MALLOC(sz)       malloc(sz)
+#endif
+#ifndef RL_CALLOC
+    #define RL_CALLOC(n,sz)     calloc(n,sz)
+#endif
+#ifndef RL_REALLOC
+    #define RL_REALLOC(ptr,sz)  realloc(ptr,sz)
+#endif
+#ifndef RL_FREE
+    #define RL_FREE(ptr)        free(ptr)
+#endif
+
+// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
+// Plain structures in C++ (without constructors) can be initialized from { } initializers.
+#if defined(__cplusplus)
+    #define CLITERAL(type)      type
+#else
+    #define CLITERAL(type)      (type)
+#endif
+
+// Some Basic Colors
+// NOTE: Custom raylib color palette for amazing visuals on WHITE background
+#define LIGHTGRAY  CLITERAL(Color){ 200, 200, 200, 255 }   // Light Gray
+#define GRAY       CLITERAL(Color){ 130, 130, 130, 255 }   // Gray
+#define DARKGRAY   CLITERAL(Color){ 80, 80, 80, 255 }      // Dark Gray
+#define YELLOW     CLITERAL(Color){ 253, 249, 0, 255 }     // Yellow
+#define GOLD       CLITERAL(Color){ 255, 203, 0, 255 }     // Gold
+#define ORANGE     CLITERAL(Color){ 255, 161, 0, 255 }     // Orange
+#define PINK       CLITERAL(Color){ 255, 109, 194, 255 }   // Pink
+#define RED        CLITERAL(Color){ 230, 41, 55, 255 }     // Red
+#define MAROON     CLITERAL(Color){ 190, 33, 55, 255 }     // Maroon
+#define GREEN      CLITERAL(Color){ 0, 228, 48, 255 }      // Green
+#define LIME       CLITERAL(Color){ 0, 158, 47, 255 }      // Lime
+#define DARKGREEN  CLITERAL(Color){ 0, 117, 44, 255 }      // Dark Green
+#define SKYBLUE    CLITERAL(Color){ 102, 191, 255, 255 }   // Sky Blue
+#define BLUE       CLITERAL(Color){ 0, 121, 241, 255 }     // Blue
+#define DARKBLUE   CLITERAL(Color){ 0, 82, 172, 255 }      // Dark Blue
+#define PURPLE     CLITERAL(Color){ 200, 122, 255, 255 }   // Purple
+#define VIOLET     CLITERAL(Color){ 135, 60, 190, 255 }    // Violet
+#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 }    // Dark Purple
+#define BEIGE      CLITERAL(Color){ 211, 176, 131, 255 }   // Beige
+#define BROWN      CLITERAL(Color){ 127, 106, 79, 255 }    // Brown
+#define DARKBROWN  CLITERAL(Color){ 76, 63, 47, 255 }      // Dark Brown
+
+#define WHITE      CLITERAL(Color){ 255, 255, 255, 255 }   // White
+#define BLACK      CLITERAL(Color){ 0, 0, 0, 255 }         // Black
+#define BLANK      CLITERAL(Color){ 0, 0, 0, 0 }           // Blank (Transparent)
+#define MAGENTA    CLITERAL(Color){ 255, 0, 255, 255 }     // Magenta
+#define RAYWHITE   CLITERAL(Color){ 245, 245, 245, 255 }   // My own White (raylib logo)
+
+// Temporal hacks to avoid breaking old codebases using
+// deprecated raylib implementation or definitions
+#define FormatText          TextFormat
+#define LoadText            LoadFileText
+#define GetExtension        GetFileExtension
+#define GetImageData        LoadImageColors
+#define FILTER_POINT        TEXTURE_FILTER_POINT
+#define FILTER_BILINEAR     TEXTURE_FILTER_BILINEAR
+#define MAP_DIFFUSE         MATERIAL_MAP_DIFFUSE
+#define UNCOMPRESSED_R8G8B8A8   PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
+
+//----------------------------------------------------------------------------------
+// Structures Definition
+//----------------------------------------------------------------------------------
+// Boolean type
+#if defined(__STDC__) && __STDC_VERSION__ >= 199901L
+    #include <stdbool.h>
+#elif !defined(__cplusplus) && !defined(bool)
+    typedef enum { false, true } bool;
+#endif
+
+// Vector2 type
+typedef struct Vector2 {
+    float x;
+    float y;
+} Vector2;
+
+// Vector3 type
+typedef struct Vector3 {
+    float x;
+    float y;
+    float z;
+} Vector3;
+
+// Vector4 type
+typedef struct Vector4 {
+    float x;
+    float y;
+    float z;
+    float w;
+} Vector4;
+
+// Quaternion type, same as Vector4
+typedef Vector4 Quaternion;
+
+// Matrix type (OpenGL style 4x4 - right handed, column major)
+typedef struct Matrix {
+    float m0, m4, m8, m12;
+    float m1, m5, m9, m13;
+    float m2, m6, m10, m14;
+    float m3, m7, m11, m15;
+} Matrix;
+
+// Color type, RGBA (32bit)
+typedef struct Color {
+    unsigned char r;
+    unsigned char g;
+    unsigned char b;
+    unsigned char a;
+} Color;
+
+// Rectangle type
+typedef struct Rectangle {
+    float x;
+    float y;
+    float width;
+    float height;
+} Rectangle;
+
+// Image type, bpp always RGBA (32bit)
+// NOTE: Data stored in CPU memory (RAM)
+typedef struct Image {
+    void *data;             // Image raw data
+    int width;              // Image base width
+    int height;             // Image base height
+    int mipmaps;            // Mipmap levels, 1 by default
+    int format;             // Data format (PixelFormat type)
+} Image;
+
+// Texture type
+// NOTE: Data stored in GPU memory
+typedef struct Texture {
+    unsigned int id;        // OpenGL texture id
+    int width;              // Texture base width
+    int height;             // Texture base height
+    int mipmaps;            // Mipmap levels, 1 by default
+    int format;             // Data format (PixelFormat type)
+} Texture;
+
+// Texture2D type, same as Texture
+typedef Texture Texture2D;
+
+// TextureCubemap type, actually, same as Texture
+typedef Texture TextureCubemap;
+
+// RenderTexture type, for texture rendering
+typedef struct RenderTexture {
+    unsigned int id;        // OpenGL framebuffer object id
+    Texture texture;        // Color buffer attachment texture
+    Texture depth;          // Depth buffer attachment texture
+} RenderTexture;
+
+// RenderTexture2D type, same as RenderTexture
+typedef RenderTexture RenderTexture2D;
+
+// N-Patch layout info
+typedef struct NPatchInfo {
+    Rectangle source;       // Texture source rectangle
+    int left;               // Left border offset
+    int top;                // Top border offset
+    int right;              // Right border offset
+    int bottom;             // Bottom border offset
+    int layout;             // Layout of the n-patch: 3x3, 1x3 or 3x1
+} NPatchInfo;
+
+// Font character info
+typedef struct CharInfo {
+    int value;              // Character value (Unicode)
+    int offsetX;            // Character offset X when drawing
+    int offsetY;            // Character offset Y when drawing
+    int advanceX;           // Character advance position X
+    Image image;            // Character image data
+} CharInfo;
+
+// Font type, includes texture and charSet array data
+typedef struct Font {
+    int baseSize;           // Base size (default chars height)
+    int charsCount;         // Number of characters
+    int charsPadding;       // Padding around the chars
+    Texture2D texture;      // Characters texture atlas
+    Rectangle *recs;        // Characters rectangles in texture
+    CharInfo *chars;        // Characters info data
+} Font;
+
+#define SpriteFont Font     // SpriteFont type fallback, defaults to Font
+
+// Camera type, defines a camera position/orientation in 3d space
+typedef struct Camera3D {
+    Vector3 position;       // Camera position
+    Vector3 target;         // Camera target it looks-at
+    Vector3 up;             // Camera up vector (rotation over its axis)
+    float fovy;             // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
+    int projection;         // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
+} Camera3D;
+
+typedef Camera3D Camera;    // Camera type fallback, defaults to Camera3D
+
+// Camera2D type, defines a 2d camera
+typedef struct Camera2D {
+    Vector2 offset;         // Camera offset (displacement from target)
+    Vector2 target;         // Camera target (rotation and zoom origin)
+    float rotation;         // Camera rotation in degrees
+    float zoom;             // Camera zoom (scaling), should be 1.0f by default
+} Camera2D;
+
+// Vertex data definning a mesh
+// NOTE: Data stored in CPU memory (and GPU)
+typedef struct Mesh {
+    int vertexCount;        // Number of vertices stored in arrays
+    int triangleCount;      // Number of triangles stored (indexed or not)
+
+    // Default vertex data
+    float *vertices;        // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+    float *texcoords;       // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+    float *texcoords2;      // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
+    float *normals;         // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
+    float *tangents;        // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
+    unsigned char *colors;  // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+    unsigned short *indices;// Vertex indices (in case vertex data comes indexed)
+
+    // Animation vertex data
+    float *animVertices;    // Animated vertex positions (after bones transformations)
+    float *animNormals;     // Animated normals (after bones transformations)
+    int *boneIds;           // Vertex bone ids, up to 4 bones influence by vertex (skinning)
+    float *boneWeights;     // Vertex bone weight, up to 4 bones influence by vertex (skinning)
+
+    // OpenGL identifiers
+    unsigned int vaoId;     // OpenGL Vertex Array Object id
+    unsigned int *vboId;    // OpenGL Vertex Buffer Objects id (default vertex data)
+} Mesh;
+
+// Shader type (generic)
+typedef struct Shader {
+    unsigned int id;        // Shader program id
+    int *locs;              // Shader locations array (MAX_SHADER_LOCATIONS)
+} Shader;
+
+// Material texture map
+typedef struct MaterialMap {
+    Texture2D texture;      // Material map texture
+    Color color;            // Material map color
+    float value;            // Material map value
+} MaterialMap;
+
+// Material type (generic)
+typedef struct Material {
+    Shader shader;          // Material shader
+    MaterialMap *maps;      // Material maps array (MAX_MATERIAL_MAPS)
+    float params[4];        // Material generic parameters (if required)
+} Material;
+
+// Transformation properties
+typedef struct Transform {
+    Vector3 translation;    // Translation
+    Quaternion rotation;    // Rotation
+    Vector3 scale;          // Scale
+} Transform;
+
+// Bone information
+typedef struct BoneInfo {
+    char name[32];          // Bone name
+    int parent;             // Bone parent
+} BoneInfo;
+
+// Model type
+typedef struct Model {
+    Matrix transform;       // Local transform matrix
+
+    int meshCount;          // Number of meshes
+    int materialCount;      // Number of materials
+    Mesh *meshes;           // Meshes array
+    Material *materials;    // Materials array
+    int *meshMaterial;      // Mesh material number
+
+    // Animation data
+    int boneCount;          // Number of bones
+    BoneInfo *bones;        // Bones information (skeleton)
+    Transform *bindPose;    // Bones base transformation (pose)
+} Model;
+
+// Model animation
+typedef struct ModelAnimation {
+    int boneCount;          // Number of bones
+    int frameCount;         // Number of animation frames
+    BoneInfo *bones;        // Bones information (skeleton)
+    Transform **framePoses; // Poses array by frame
+} ModelAnimation;
+
+// Ray type (useful for raycast)
+typedef struct Ray {
+    Vector3 position;       // Ray position (origin)
+    Vector3 direction;      // Ray direction
+} Ray;
+
+// Raycast hit information
+typedef struct RayHitInfo {
+    bool hit;               // Did the ray hit something?
+    float distance;         // Distance to nearest hit
+    Vector3 position;       // Position of nearest hit
+    Vector3 normal;         // Surface normal of hit
+} RayHitInfo;
+
+// Bounding box type
+typedef struct BoundingBox {
+    Vector3 min;            // Minimum vertex box-corner
+    Vector3 max;            // Maximum vertex box-corner
+} BoundingBox;
+
+// Wave type, defines audio wave data
+typedef struct Wave {
+    unsigned int sampleCount;       // Total number of samples
+    unsigned int sampleRate;        // Frequency (samples per second)
+    unsigned int sampleSize;        // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+    unsigned int channels;          // Number of channels (1-mono, 2-stereo)
+    void *data;                     // Buffer data pointer
+} Wave;
+
+typedef struct rAudioBuffer rAudioBuffer;
+
+// Audio stream type
+// NOTE: Useful to create custom audio streams not bound to a specific file
+typedef struct AudioStream {
+    rAudioBuffer *buffer;           // Pointer to internal data used by the audio system
+
+    unsigned int sampleRate;        // Frequency (samples per second)
+    unsigned int sampleSize;        // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+    unsigned int channels;          // Number of channels (1-mono, 2-stereo)
+} AudioStream;
+
+// Sound source type
+typedef struct Sound {
+    AudioStream stream;             // Audio stream
+    unsigned int sampleCount;       // Total number of samples
+} Sound;
+
+// Music stream type (audio file streaming from memory)
+// NOTE: Anything longer than ~10 seconds should be streamed
+typedef struct Music {
+    AudioStream stream;             // Audio stream
+    unsigned int sampleCount;       // Total number of samples
+    bool looping;                   // Music looping enable
+
+    int ctxType;                    // Type of music context (audio filetype)
+    void *ctxData;                  // Audio context data, depends on type
+} Music;
+
+// Head-Mounted-Display device parameters
+typedef struct VrDeviceInfo {
+    int hResolution;                // Horizontal resolution in pixels
+    int vResolution;                // Vertical resolution in pixels
+    float hScreenSize;              // Horizontal size in meters
+    float vScreenSize;              // Vertical size in meters
+    float vScreenCenter;            // Screen center in meters
+    float eyeToScreenDistance;      // Distance between eye and display in meters
+    float lensSeparationDistance;   // Lens separation distance in meters
+    float interpupillaryDistance;   // IPD (distance between pupils) in meters
+    float lensDistortionValues[4];  // Lens distortion constant parameters
+    float chromaAbCorrection[4];    // Chromatic aberration correction parameters
+} VrDeviceInfo;
+
+// VR Stereo rendering configuration for simulator
+typedef struct VrStereoConfig {
+    Matrix projection[2];           // VR projection matrices (per eye)
+    Matrix viewOffset[2];           // VR view offset matrices (per eye)
+    float leftLensCenter[2];        // VR left lens center
+    float rightLensCenter[2];       // VR right lens center
+    float leftScreenCenter[2];      // VR left screen center
+    float rightScreenCenter[2];     // VR right screen center
+    float scale[2];                 // VR distortion scale
+    float scaleIn[2];               // VR distortion scale in
+} VrStereoConfig;
+
+//----------------------------------------------------------------------------------
+// Enumerators Definition
+//----------------------------------------------------------------------------------
+// System/Window config flags
+// NOTE: Every bit registers one state (use it with bit masks)
+// By default all flags are set to 0
+typedef enum {
+    FLAG_VSYNC_HINT         = 0x00000040,   // Set to try enabling V-Sync on GPU
+    FLAG_FULLSCREEN_MODE    = 0x00000002,   // Set to run program in fullscreen
+    FLAG_WINDOW_RESIZABLE   = 0x00000004,   // Set to allow resizable window
+    FLAG_WINDOW_UNDECORATED = 0x00000008,   // Set to disable window decoration (frame and buttons)
+    FLAG_WINDOW_HIDDEN      = 0x00000080,   // Set to hide window
+    FLAG_WINDOW_MINIMIZED   = 0x00000200,   // Set to minimize window (iconify)
+    FLAG_WINDOW_MAXIMIZED   = 0x00000400,   // Set to maximize window (expanded to monitor)
+    FLAG_WINDOW_UNFOCUSED   = 0x00000800,   // Set to window non focused
+    FLAG_WINDOW_TOPMOST     = 0x00001000,   // Set to window always on top
+    FLAG_WINDOW_ALWAYS_RUN  = 0x00000100,   // Set to allow windows running while minimized
+    FLAG_WINDOW_TRANSPARENT = 0x00000010,   // Set to allow transparent framebuffer
+    FLAG_WINDOW_HIGHDPI     = 0x00002000,   // Set to support HighDPI
+    FLAG_MSAA_4X_HINT       = 0x00000020,   // Set to try enabling MSAA 4X
+    FLAG_INTERLACED_HINT    = 0x00010000    // Set to try enabling interlaced video format (for V3D)
+} ConfigFlags;
+
+// Trace log level
+typedef enum {
+    LOG_ALL = 0,        // Display all logs
+    LOG_TRACE,
+    LOG_DEBUG,
+    LOG_INFO,
+    LOG_WARNING,
+    LOG_ERROR,
+    LOG_FATAL,
+    LOG_NONE            // Disable logging
+} TraceLogLevel;
+
+// Keyboard keys (US keyboard layout)
+// NOTE: Use GetKeyPressed() to allow redefining
+// required keys for alternative layouts
+typedef enum {
+    KEY_NULL            = 0,
+    // 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,
+    // Android key buttons
+    KEY_BACK            = 4,
+    KEY_MENU            = 82,
+    KEY_VOLUME_UP       = 24,
+    KEY_VOLUME_DOWN     = 25
+} KeyboardKey;
+
+// Mouse buttons
+typedef enum {
+    MOUSE_LEFT_BUTTON   = 0,
+    MOUSE_RIGHT_BUTTON  = 1,
+    MOUSE_MIDDLE_BUTTON = 2
+} MouseButton;
+
+// Mouse cursor
+typedef enum {
+    MOUSE_CURSOR_DEFAULT       = 0,
+    MOUSE_CURSOR_ARROW         = 1,
+    MOUSE_CURSOR_IBEAM         = 2,
+    MOUSE_CURSOR_CROSSHAIR     = 3,
+    MOUSE_CURSOR_POINTING_HAND = 4,
+    MOUSE_CURSOR_RESIZE_EW     = 5,     // The horizontal resize/move arrow shape
+    MOUSE_CURSOR_RESIZE_NS     = 6,     // The vertical resize/move arrow shape
+    MOUSE_CURSOR_RESIZE_NWSE   = 7,     // The top-left to bottom-right diagonal resize/move arrow shape
+    MOUSE_CURSOR_RESIZE_NESW   = 8,     // The top-right to bottom-left diagonal resize/move arrow shape
+    MOUSE_CURSOR_RESIZE_ALL    = 9,     // The omni-directional resize/move cursor shape
+    MOUSE_CURSOR_NOT_ALLOWED   = 10     // The operation-not-allowed shape
+} MouseCursor;
+
+// Gamepad buttons
+typedef enum {
+    // This is here just for error checking
+    GAMEPAD_BUTTON_UNKNOWN = 0,
+
+    // This is normally a DPAD
+    GAMEPAD_BUTTON_LEFT_FACE_UP,
+    GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
+    GAMEPAD_BUTTON_LEFT_FACE_DOWN,
+    GAMEPAD_BUTTON_LEFT_FACE_LEFT,
+
+    // This normally corresponds with PlayStation and Xbox controllers
+    // XBOX: [Y,X,A,B]
+    // PS3: [Triangle,Square,Cross,Circle]
+    // No support for 6 button controllers though..
+    GAMEPAD_BUTTON_RIGHT_FACE_UP,
+    GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
+    GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
+    GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
+
+    // Triggers
+    GAMEPAD_BUTTON_LEFT_TRIGGER_1,
+    GAMEPAD_BUTTON_LEFT_TRIGGER_2,
+    GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
+    GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
+
+    // These are buttons in the center of the gamepad
+    GAMEPAD_BUTTON_MIDDLE_LEFT,     // PS3 Select
+    GAMEPAD_BUTTON_MIDDLE,          // PS Button/XBOX Button
+    GAMEPAD_BUTTON_MIDDLE_RIGHT,    // PS3 Start
+
+    // These are the joystick press in buttons
+    GAMEPAD_BUTTON_LEFT_THUMB,
+    GAMEPAD_BUTTON_RIGHT_THUMB
+} GamepadButton;
+
+// Gamepad axis
+typedef enum {
+    // Left stick
+    GAMEPAD_AXIS_LEFT_X = 0,
+    GAMEPAD_AXIS_LEFT_Y = 1,
+
+    // Right stick
+    GAMEPAD_AXIS_RIGHT_X = 2,
+    GAMEPAD_AXIS_RIGHT_Y = 3,
+
+    // Pressure levels for the back triggers
+    GAMEPAD_AXIS_LEFT_TRIGGER = 4,      // [1..-1] (pressure-level)
+    GAMEPAD_AXIS_RIGHT_TRIGGER = 5      // [1..-1] (pressure-level)
+} GamepadAxis;
+
+// Material map index
+typedef enum {
+    MATERIAL_MAP_ALBEDO    = 0,       // MATERIAL_MAP_DIFFUSE
+    MATERIAL_MAP_METALNESS = 1,       // MATERIAL_MAP_SPECULAR
+    MATERIAL_MAP_NORMAL    = 2,
+    MATERIAL_MAP_ROUGHNESS = 3,
+    MATERIAL_MAP_OCCLUSION,
+    MATERIAL_MAP_EMISSION,
+    MATERIAL_MAP_HEIGHT,
+    MATERIAL_MAP_BRDG,
+    MATERIAL_MAP_CUBEMAP,             // NOTE: Uses GL_TEXTURE_CUBE_MAP
+    MATERIAL_MAP_IRRADIANCE,          // NOTE: Uses GL_TEXTURE_CUBE_MAP
+    MATERIAL_MAP_PREFILTER            // NOTE: Uses GL_TEXTURE_CUBE_MAP
+} MaterialMapIndex;
+
+#define MATERIAL_MAP_DIFFUSE      MATERIAL_MAP_ALBEDO
+#define MATERIAL_MAP_SPECULAR     MATERIAL_MAP_METALNESS
+
+// Shader location index
+typedef enum {
+    SHADER_LOC_VERTEX_POSITION = 0,
+    SHADER_LOC_VERTEX_TEXCOORD01,
+    SHADER_LOC_VERTEX_TEXCOORD02,
+    SHADER_LOC_VERTEX_NORMAL,
+    SHADER_LOC_VERTEX_TANGENT,
+    SHADER_LOC_VERTEX_COLOR,
+    SHADER_LOC_MATRIX_MVP,
+    SHADER_LOC_MATRIX_VIEW,
+    SHADER_LOC_MATRIX_PROJECTION,
+    SHADER_LOC_MATRIX_MODEL,
+    SHADER_LOC_MATRIX_NORMAL,
+    SHADER_LOC_VECTOR_VIEW,
+    SHADER_LOC_COLOR_DIFFUSE,
+    SHADER_LOC_COLOR_SPECULAR,
+    SHADER_LOC_COLOR_AMBIENT,
+    SHADER_LOC_MAP_ALBEDO,          // SHADER_LOC_MAP_DIFFUSE
+    SHADER_LOC_MAP_METALNESS,       // SHADER_LOC_MAP_SPECULAR
+    SHADER_LOC_MAP_NORMAL,
+    SHADER_LOC_MAP_ROUGHNESS,
+    SHADER_LOC_MAP_OCCLUSION,
+    SHADER_LOC_MAP_EMISSION,
+    SHADER_LOC_MAP_HEIGHT,
+    SHADER_LOC_MAP_CUBEMAP,
+    SHADER_LOC_MAP_IRRADIANCE,
+    SHADER_LOC_MAP_PREFILTER,
+    SHADER_LOC_MAP_BRDF
+} ShaderLocationIndex;
+
+#define SHADER_LOC_MAP_DIFFUSE      SHADER_LOC_MAP_ALBEDO
+#define SHADER_LOC_MAP_SPECULAR     SHADER_LOC_MAP_METALNESS
+
+// Shader uniform data type
+typedef enum {
+    SHADER_UNIFORM_FLOAT = 0,
+    SHADER_UNIFORM_VEC2,
+    SHADER_UNIFORM_VEC3,
+    SHADER_UNIFORM_VEC4,
+    SHADER_UNIFORM_INT,
+    SHADER_UNIFORM_IVEC2,
+    SHADER_UNIFORM_IVEC3,
+    SHADER_UNIFORM_IVEC4,
+    SHADER_UNIFORM_SAMPLER2D
+} ShaderUniformDataType;
+
+// Pixel formats
+// NOTE: Support depends on OpenGL version and platform
+typedef enum {
+    PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1,     // 8 bit per pixel (no alpha)
+    PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA,        // 8*2 bpp (2 channels)
+    PIXELFORMAT_UNCOMPRESSED_R5G6B5,            // 16 bpp
+    PIXELFORMAT_UNCOMPRESSED_RGB565_BE,                // 16 bpp (big endian)
+    PIXELFORMAT_UNCOMPRESSED_R8G8B8,            // 24 bpp
+    PIXELFORMAT_UNCOMPRESSED_R5G5B5A1,          // 16 bpp (1 bit alpha)
+    PIXELFORMAT_UNCOMPRESSED_R4G4B4A4,          // 16 bpp (4 bit alpha)
+    PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,          // 32 bpp
+    PIXELFORMAT_UNCOMPRESSED_R32,               // 32 bpp (1 channel - float)
+    PIXELFORMAT_UNCOMPRESSED_R32G32B32,         // 32*3 bpp (3 channels - float)
+    PIXELFORMAT_UNCOMPRESSED_R32G32B32A32,      // 32*4 bpp (4 channels - float)
+    PIXELFORMAT_COMPRESSED_DXT1_RGB,            // 4 bpp (no alpha)
+    PIXELFORMAT_COMPRESSED_DXT1_RGBA,           // 4 bpp (1 bit alpha)
+    PIXELFORMAT_COMPRESSED_DXT3_RGBA,           // 8 bpp
+    PIXELFORMAT_COMPRESSED_DXT5_RGBA,           // 8 bpp
+    PIXELFORMAT_COMPRESSED_ETC1_RGB,            // 4 bpp
+    PIXELFORMAT_COMPRESSED_ETC2_RGB,            // 4 bpp
+    PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA,       // 8 bpp
+    PIXELFORMAT_COMPRESSED_PVRT_RGB,            // 4 bpp
+    PIXELFORMAT_COMPRESSED_PVRT_RGBA,           // 4 bpp
+    PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA,       // 8 bpp
+    PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA        // 2 bpp
+} PixelFormat;
+
+// Texture parameters: filter mode
+// NOTE 1: Filtering considers mipmaps if available in the texture
+// NOTE 2: Filter is accordingly set for minification and magnification
+typedef enum {
+    TEXTURE_FILTER_POINT = 0,               // No filter, just pixel aproximation
+    TEXTURE_FILTER_BILINEAR,                // Linear filtering
+    TEXTURE_FILTER_TRILINEAR,               // Trilinear filtering (linear with mipmaps)
+    TEXTURE_FILTER_ANISOTROPIC_4X,          // Anisotropic filtering 4x
+    TEXTURE_FILTER_ANISOTROPIC_8X,          // Anisotropic filtering 8x
+    TEXTURE_FILTER_ANISOTROPIC_16X,         // Anisotropic filtering 16x
+} TextureFilter;
+
+// Texture parameters: wrap mode
+typedef enum {
+    TEXTURE_WRAP_REPEAT = 0,        // Repeats texture in tiled mode
+    TEXTURE_WRAP_CLAMP,             // Clamps texture to edge pixel in tiled mode
+    TEXTURE_WRAP_MIRROR_REPEAT,     // Mirrors and repeats the texture in tiled mode
+    TEXTURE_WRAP_MIRROR_CLAMP       // Mirrors and clamps to border the texture in tiled mode
+} TextureWrap;
+
+// Cubemap layouts
+typedef enum {
+    CUBEMAP_LAYOUT_AUTO_DETECT = 0,        // Automatically detect layout type
+    CUBEMAP_LAYOUT_LINE_VERTICAL,          // Layout is defined by a vertical line with faces
+    CUBEMAP_LAYOUT_LINE_HORIZONTAL,        // Layout is defined by an horizontal line with faces
+    CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR,    // Layout is defined by a 3x4 cross with cubemap faces
+    CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE,    // Layout is defined by a 4x3 cross with cubemap faces
+    CUBEMAP_LAYOUT_PANORAMA                // Layout is defined by a panorama image (equirectangular map)
+} CubemapLayout;
+
+// Font type, defines generation method
+typedef enum {
+    FONT_DEFAULT = 0,       // Default font generation, anti-aliased
+    FONT_BITMAP,            // Bitmap font generation, no anti-aliasing
+    FONT_SDF                // SDF font generation, requires external shader
+} FontType;
+
+// Color blending modes (pre-defined)
+typedef enum {
+    BLEND_ALPHA = 0,        // Blend textures considering alpha (default)
+    BLEND_ADDITIVE,         // Blend textures adding colors
+    BLEND_MULTIPLIED,       // Blend textures multiplying colors
+    BLEND_ADD_COLORS,       // Blend textures adding colors (alternative)
+    BLEND_SUBTRACT_COLORS,  // Blend textures subtracting colors (alternative)
+    BLEND_CUSTOM            // Belnd textures using custom src/dst factors (use rlSetBlendMode())
+} BlendMode;
+
+// Gestures
+// 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
+} Gestures;
+
+// Camera system modes
+typedef enum {
+    CAMERA_CUSTOM = 0,
+    CAMERA_FREE,
+    CAMERA_ORBITAL,
+    CAMERA_FIRST_PERSON,
+    CAMERA_THIRD_PERSON
+} CameraMode;
+
+// Camera projection
+typedef enum {
+    CAMERA_PERSPECTIVE = 0,
+    CAMERA_ORTHOGRAPHIC
+} CameraProjection;
+
+// N-patch layout
+typedef enum {
+    NPATCH_NINE_PATCH = 0,          // Npatch layout: 3x3 tiles
+    NPATCH_THREE_PATCH_VERTICAL,    // Npatch layout: 1x3 tiles
+    NPATCH_THREE_PATCH_HORIZONTAL   // Npatch layout: 3x1 tiles
+} NPatchLayout;
+
+// Callbacks to hook some internal functions
+// WARNING: This callbacks are intended for advance users
+typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args);  // Logging: Redirect trace log messages
+typedef unsigned char* (*LoadFileDataCallback)(const char* fileName, unsigned int* bytesRead);      // FileIO: Load binary data
+typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, unsigned int bytesToWrite);  // FileIO: Save binary data
+typedef char *(*LoadFileTextCallback)(const char* fileName);                // FileIO: Load text data
+typedef bool (*SaveFileTextCallback)(const char *fileName, char *text);     // FileIO: Save text data
+
+
+#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 IsWindowFullscreen(void);                              // Check if window is currently fullscreen
+RLAPI bool IsWindowHidden(void);                                  // Check if window is currently hidden (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowMinimized(void);                               // Check if window is currently minimized (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowMaximized(void);                               // Check if window is currently maximized (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowFocused(void);                                 // Check if window is currently focused (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowResized(void);                                 // Check if window has been resized last frame
+RLAPI bool IsWindowState(unsigned int flag);                      // Check if one specific window flag is enabled
+RLAPI void SetWindowState(unsigned int flags);                    // Set window configuration state using flags
+RLAPI void ClearWindowState(unsigned int flags);                  // Clear window configuration state flags
+RLAPI void ToggleFullscreen(void);                                // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
+RLAPI void MaximizeWindow(void);                                  // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
+RLAPI void MinimizeWindow(void);                                  // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
+RLAPI void RestoreWindow(void);                                   // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
+RLAPI void SetWindowIcon(Image image);                            // Set icon for window (only PLATFORM_DESKTOP)
+RLAPI void SetWindowTitle(const char *title);                     // Set title for window (only PLATFORM_DESKTOP)
+RLAPI void SetWindowPosition(int x, int y);                       // Set window position on screen (only PLATFORM_DESKTOP)
+RLAPI void SetWindowMonitor(int monitor);                         // Set monitor for the current window (fullscreen mode)
+RLAPI void SetWindowMinSize(int width, int height);               // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
+RLAPI void SetWindowSize(int width, int height);                  // Set window dimensions
+RLAPI void *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 GetCurrentMonitor(void);                                // Get current connected monitor
+RLAPI Vector2 GetMonitorPosition(int monitor);                    // Get specified monitor position
+RLAPI int GetMonitorWidth(int monitor);                           // Get specified monitor width (max available by monitor)
+RLAPI int GetMonitorHeight(int monitor);                          // Get specified monitor height (max available by monitor)
+RLAPI int GetMonitorPhysicalWidth(int monitor);                   // Get specified monitor physical width in millimetres
+RLAPI int GetMonitorPhysicalHeight(int monitor);                  // Get specified monitor physical height in millimetres
+RLAPI int GetMonitorRefreshRate(int monitor);                     // Get specified monitor refresh rate
+RLAPI Vector2 GetWindowPosition(void);                            // Get window position XY on monitor
+RLAPI Vector2 GetWindowScaleDPI(void);                            // Get window scale DPI factor
+RLAPI const char *GetMonitorName(int monitor);                    // Get the human-readable, UTF-8 encoded name of the primary monitor
+RLAPI void SetClipboardText(const char *text);                    // Set clipboard text content
+RLAPI const char *GetClipboardText(void);                         // Get clipboard text content
+
+// Cursor-related functions
+RLAPI void ShowCursor(void);                                      // Shows cursor
+RLAPI void HideCursor(void);                                      // Hides cursor
+RLAPI bool IsCursorHidden(void);                                  // Check if cursor is not visible
+RLAPI void EnableCursor(void);                                    // Enables cursor (unlock cursor)
+RLAPI void DisableCursor(void);                                   // Disables cursor (lock cursor)
+RLAPI bool IsCursorOnScreen(void);                                // Check if cursor is on the current screen.
+
+// Drawing-related functions
+RLAPI void ClearBackground(Color color);                          // Set background color (framebuffer clear color)
+RLAPI void BeginDrawing(void);                                    // Setup canvas (framebuffer) to start drawing
+RLAPI void EndDrawing(void);                                      // End canvas drawing and swap buffers (double buffering)
+RLAPI void BeginMode2D(Camera2D camera);                          // Initialize 2D mode with custom camera (2D)
+RLAPI void EndMode2D(void);                                       // Ends 2D mode with custom camera
+RLAPI void BeginMode3D(Camera3D camera);                          // Initializes 3D mode with custom camera (3D)
+RLAPI void EndMode3D(void);                                       // Ends 3D mode and returns to default 2D orthographic mode
+RLAPI void BeginTextureMode(RenderTexture2D target);              // Initializes render texture for drawing
+RLAPI void EndTextureMode(void);                                  // Ends drawing to render texture
+RLAPI void 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
+RLAPI void BeginVrStereoMode(VrStereoConfig config);              // Begin stereo rendering (requires VR simulator)
+RLAPI void EndVrStereoMode(void);                                 // End stereo rendering (requires VR simulator)
+
+// VR stereo config functions for VR simulator
+RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device);     // Load VR stereo config for VR simulator device parameters
+RLAPI void UnloadVrStereoConfig(VrStereoConfig config);           // Unload VR stereo config
+
+// Shader management functions
+// NOTE: Shader functionality is not available on OpenGL 1.1
+RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName);   // Load shader from files and bind default locations
+RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
+RLAPI int GetShaderLocation(Shader shader, const char *uniformName);       // Get shader uniform location
+RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName);  // Get shader attribute location
+RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType);               // Set shader uniform value
+RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count);   // Set shader uniform value vector
+RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat);         // Set shader uniform value (matrix 4x4)
+RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
+RLAPI void UnloadShader(Shader shader);                                    // Unload shader from GPU memory (VRAM)
+
+// Screen-space-related functions
+RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Returns a ray trace from mouse position
+RLAPI Matrix GetCameraMatrix(Camera camera);                      // Returns camera transform matrix (view matrix)
+RLAPI Matrix GetCameraMatrix2D(Camera2D camera);                  // Returns camera 2d transform matrix
+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Returns the screen space position for a 3d world space position
+RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
+RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
+RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
+
+// Timing-related functions
+RLAPI void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
+RLAPI int GetFPS(void);                                           // Returns current FPS
+RLAPI float GetFrameTime(void);                                   // Returns time in seconds for last frame drawn (delta time)
+RLAPI double GetTime(void);                                       // Returns elapsed time in seconds since InitWindow()
+
+// Misc. functions
+RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
+RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (filename extension defines format)
+RLAPI void SetConfigFlags(unsigned int flags);                    // Setup init configuration flags (view FLAGS)
+
+RLAPI void TraceLog(int logLevel, const char *text, ...);         // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
+RLAPI void SetTraceLogLevel(int logLevel);                        // Set the current threshold (minimum) log level
+RLAPI void *MemAlloc(int size);                                   // Internal memory allocator
+RLAPI void *MemRealloc(void *ptr, int size);                      // Internal memory reallocator
+RLAPI void MemFree(void *ptr);                                    // Internal memory free
+
+// Set custom callbacks
+// WARNING: Callbacks setup is intended for advance users
+RLAPI void SetTraceLogCallback(TraceLogCallback callback);         // Set custom trace log
+RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
+RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
+RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
+RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
+
+// Files management functions
+RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead);     // Load file data as byte array (read)
+RLAPI void UnloadFileData(unsigned char *data);                   // Unload file data allocated by LoadFileData()
+RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success
+RLAPI char *LoadFileText(const char *fileName);                   // Load text data from file (read), returns a '\0' terminated string
+RLAPI void UnloadFileText(unsigned char *text);                   // Unload file text data allocated by LoadFileText()
+RLAPI bool SaveFileText(const char *fileName, char *text);        // Save text data to file (write), string must be '\0' terminated, returns true on success
+RLAPI bool FileExists(const char *fileName);                      // Check if file exists
+RLAPI bool DirectoryExists(const char *dirPath);                  // Check if a directory path exists
+RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension (including point: .png, .wav)
+RLAPI const char *GetFileExtension(const char *fileName);         // Get pointer to extension for a filename string (includes dot: ".png")
+RLAPI const char *GetFileName(const char *filePath);              // Get pointer to filename for a path string
+RLAPI const char *GetFileNameWithoutExt(const char *filePath);    // Get filename string without extension (uses static string)
+RLAPI const char *GetDirectoryPath(const char *filePath);         // Get full path for a given fileName with path (uses static string)
+RLAPI const char *GetPrevDirectoryPath(const char *dirPath);      // Get previous directory path for a given path (uses static string)
+RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory (uses static string)
+RLAPI char **GetDirectoryFiles(const char *dirPath, int *count);  // Get filenames in a directory path (memory should be freed)
+RLAPI void ClearDirectoryFiles(void);                             // Clear directory files paths buffers (free memory)
+RLAPI bool ChangeDirectory(const char *dir);                      // Change working directory, return true on success
+RLAPI bool IsFileDropped(void);                                   // Check if a file has been dropped into window
+RLAPI char **GetDroppedFiles(int *count);                         // Get dropped files names (memory should be freed)
+RLAPI void ClearDroppedFiles(void);                               // Clear dropped files paths buffer (free memory)
+RLAPI long GetFileModTime(const char *fileName);                  // Get file modification time (last write time)
+
+RLAPI unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength);        // Compress data (DEFLATE algorithm)
+RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength);  // Decompress data (DEFLATE algorithm)
+
+// Persistent storage management
+RLAPI bool SaveStorageValue(unsigned int position, int value);    // Save integer value to storage file (to defined position), returns true on success
+RLAPI int LoadStorageValue(unsigned int position);                // Load integer value from storage file (from defined position)
+
+RLAPI void OpenURL(const char *url);                              // Open URL with default system browser (if available)
+
+//------------------------------------------------------------------------------------
+// Input Handling Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// Input-related functions: keyboard
+RLAPI bool IsKeyPressed(int key);                             // Detect if a key has been pressed once
+RLAPI bool IsKeyDown(int key);                                // Detect if a key is being pressed
+RLAPI bool IsKeyReleased(int key);                            // Detect if a key has been released once
+RLAPI bool IsKeyUp(int key);                                  // Detect if a key is NOT being pressed
+RLAPI void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
+RLAPI int GetKeyPressed(void);                                // Get key pressed (keycode), call it multiple times for keys queued
+RLAPI int GetCharPressed(void);                               // Get char pressed (unicode), call it multiple times for chars queued
+
+// Input-related functions: gamepads
+RLAPI bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
+RLAPI bool IsGamepadName(int gamepad, const char *name);      // Check gamepad name (if available)
+RLAPI const char *GetGamepadName(int gamepad);                // Return gamepad internal name id
+RLAPI bool IsGamepadButtonPressed(int gamepad, int button);   // Detect if a gamepad button has been pressed once
+RLAPI bool IsGamepadButtonDown(int gamepad, int button);      // Detect if a gamepad button is being pressed
+RLAPI bool IsGamepadButtonReleased(int gamepad, int button);  // Detect if a gamepad button has been released once
+RLAPI bool IsGamepadButtonUp(int gamepad, int button);        // Detect if a gamepad button is NOT being pressed
+RLAPI int GetGamepadButtonPressed(void);                      // Get the last gamepad button pressed
+RLAPI int GetGamepadAxisCount(int gamepad);                   // Return gamepad axis count for a gamepad
+RLAPI float GetGamepadAxisMovement(int gamepad, int axis);    // Return axis movement value for a gamepad axis
+RLAPI int SetGamepadMappings(const char *mappings);           // Set internal gamepad mappings (SDL_GameControllerDB)
+
+// 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 float GetMouseWheelMove(void);                          // Returns mouse wheel movement Y
+RLAPI void SetMouseCursor(int cursor);                        // Set mouse cursor
+
+// 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 flags);      // Enable a set of gestures using flags
+RLAPI bool IsGestureDetected(int gesture);              // Check if a gesture have been detected
+RLAPI int GetGestureDetected(void);                     // Get latest detected gesture
+RLAPI 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 keyPan);             // Set camera pan key to combine with mouse movement (free camera)
+RLAPI void SetCameraAltControl(int keyAlt);             // Set camera alt key to combine with mouse movement (free camera)
+RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
+RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
+
+//------------------------------------------------------------------------------------
+// Basic Shapes Drawing Functions (Module: shapes)
+//------------------------------------------------------------------------------------
+// Set texture and rectangle to be used on shapes drawing
+// NOTE: It can be useful when using basic shapes and one single font,
+// defining a font char white rectangle would allow drawing everything in a single draw call
+RLAPI void SetShapesTexture(Texture2D texture, Rectangle source);
+
+// Basic shapes drawing functions
+RLAPI void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel
+RLAPI void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel (Vector version)
+RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                // Draw a line
+RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);                                     // Draw a line (Vector version)
+RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color);                       // Draw a line defining thickness
+RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color);                   // Draw a line using cubic-bezier curves in-out
+RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point
+RLAPI void DrawLineStrip(Vector2 *points, int pointsCount, Color color);                                 // Draw lines sequence
+RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color);                              // Draw a color-filled circle
+RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color);      // Draw a piece of a circle
+RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
+RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2);       // Draw a gradient-filled circle
+RLAPI void DrawCircleV(Vector2 center, float radius, Color color);                                       // Draw a color-filled circle (Vector version)
+RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color);                         // Draw circle outline
+RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color);             // Draw ellipse
+RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color);        // Draw ellipse outline
+RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
+RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color);    // Draw ring outline
+RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color);                        // Draw a color-filled rectangle
+RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color);                                  // Draw a color-filled rectangle (Vector version)
+RLAPI void DrawRectangleRec(Rectangle rec, Color color);                                                 // Draw a color-filled rectangle
+RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color);                 // Draw a color-filled rectangle with pro parameters
+RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
+RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
+RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4);       // Draw a gradient-filled rectangle with custom vertex colors
+RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color);                   // Draw rectangle outline
+RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color);                              // Draw rectangle outline with extended parameters
+RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color);              // Draw rectangle with rounded edges
+RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
+RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                                // Draw a color-filled triangle (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                           // Draw triangle outline (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleFan(Vector2 *points, int pointsCount, Color color);                               // Draw a triangle fan defined by points (first vertex is the center)
+RLAPI void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color);                             // Draw a triangle strip defined by points
+RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color);               // Draw a regular polygon (Vector version)
+RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color);          // Draw a polygon outline of n sides
+
+// Basic shapes collision detection functions
+RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);                                           // Check collision between two rectangles
+RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);        // Check collision between two circles
+RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);                         // Check collision between circle and rectangle
+RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec);                                         // Check if point is inside rectangle
+RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius);                       // Check if point is inside circle
+RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);               // Check if point is inside a triangle
+RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
+RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);                                         // Get collision rectangle for two rectangles collision
+
+//------------------------------------------------------------------------------------
+// Texture Loading and Drawing Functions (Module: textures)
+//------------------------------------------------------------------------------------
+
+// Image loading functions
+// NOTE: This functions do not require GPU access
+RLAPI Image LoadImage(const char *fileName);                                                             // Load image from file into CPU memory (RAM)
+RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize);       // Load image from RAW file data
+RLAPI Image LoadImageAnim(const char *fileName, int *frames);                                            // Load image sequence from file (frames appended to image.data)
+RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize);      // Load image from memory buffer, fileType refers to extension: i.e. ".png"
+RLAPI void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
+RLAPI bool ExportImage(Image image, const char *fileName);                                               // Export image data to file, returns true on success
+RLAPI bool ExportImageAsCode(Image image, const char *fileName);                                         // Export image as code file defining an array of bytes, returns true on success
+
+// Image generation functions
+RLAPI Image GenImageColor(int width, int height, Color color);                                           // Generate image: plain color
+RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom);                           // Generate image: vertical gradient
+RLAPI Image GenImageGradientH(int width, int height, Color left, Color right);                           // Generate image: horizontal gradient
+RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer);      // Generate image: radial gradient
+RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2);    // Generate image: checked
+RLAPI Image GenImageWhiteNoise(int width, int height, float factor);                                     // Generate image: white noise
+RLAPI Image 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
+
+// Image manipulation functions
+RLAPI Image ImageCopy(Image image);                                                                      // Create an image duplicate (useful for transformations)
+RLAPI Image ImageFromImage(Image image, Rectangle rec);                                                  // Create an image from another image piece
+RLAPI Image ImageText(const char *text, int fontSize, Color color);                                      // Create an image from text (default font)
+RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint);         // Create an image from text (custom sprite font)
+RLAPI void ImageFormat(Image *image, int newFormat);                                                     // Convert image data to desired format
+RLAPI void ImageToPOT(Image *image, Color fill);                                                         // Convert image to POT (power-of-two)
+RLAPI void ImageCrop(Image *image, Rectangle crop);                                                      // Crop an image to a defined rectangle
+RLAPI void ImageAlphaCrop(Image *image, float threshold);                                                // Crop image depending on alpha value
+RLAPI void ImageAlphaClear(Image *image, Color color, float threshold);                                  // Clear alpha channel to desired color
+RLAPI void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to image
+RLAPI void ImageAlphaPremultiply(Image *image);                                                          // Premultiply alpha channel
+RLAPI void ImageResize(Image *image, int newWidth, int newHeight);                                       // Resize image (Bicubic scaling algorithm)
+RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight);                                      // Resize image (Nearest-Neighbor scaling algorithm)
+RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill);  // Resize canvas and fill with color
+RLAPI void ImageMipmaps(Image *image);                                                                   // 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 void ImageFlipVertical(Image *image);                                                              // Flip image vertically
+RLAPI void ImageFlipHorizontal(Image *image);                                                            // Flip image horizontally
+RLAPI void ImageRotateCW(Image *image);                                                                  // Rotate image clockwise 90deg
+RLAPI void ImageRotateCCW(Image *image);                                                                 // Rotate image counter-clockwise 90deg
+RLAPI void ImageColorTint(Image *image, Color color);                                                    // Modify image color: tint
+RLAPI void ImageColorInvert(Image *image);                                                               // Modify image color: invert
+RLAPI void ImageColorGrayscale(Image *image);                                                            // Modify image color: grayscale
+RLAPI void ImageColorContrast(Image *image, float contrast);                                             // Modify image color: contrast (-100 to 100)
+RLAPI void ImageColorBrightness(Image *image, int brightness);                                           // Modify image color: brightness (-255 to 255)
+RLAPI void ImageColorReplace(Image *image, Color color, Color replace);                                  // Modify image color: replace color
+RLAPI Color *LoadImageColors(Image image);                                                               // Load color data from image as a Color array (RGBA - 32bit)
+RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorsCount);                        // Load colors palette from image as a Color array (RGBA - 32bit)
+RLAPI void UnloadImageColors(Color *colors);                                                             // Unload color data loaded with LoadImageColors()
+RLAPI void UnloadImagePalette(Color *colors);                                                            // Unload colors palette loaded with LoadImagePalette()
+RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold);                                       // Get image alpha border rectangle
+
+// Image drawing functions
+// NOTE: Image software-rendering functions (CPU)
+RLAPI void ImageClearBackground(Image *dst, Color color);                                                // Clear image background with given color
+RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color);                                  // Draw pixel within an image
+RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color);                                   // Draw pixel within an image (Vector version)
+RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
+RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color);                          // Draw line within an image (Vector version)
+RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color);               // Draw circle within an image
+RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color);                        // Draw circle within an image (Vector version)
+RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color);       // Draw rectangle within an image
+RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color);                 // Draw rectangle within an image (Vector version)
+RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color);                                // Draw rectangle within an image
+RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color);                   // Draw rectangle lines within an image
+RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint);             // Draw a source image within a destination image (tint applied to source)
+RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color);   // Draw text (using default font) within an image (destination)
+RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
+
+// Texture loading functions
+// NOTE: These functions require GPU access
+RLAPI Texture2D LoadTexture(const char *fileName);                                                       // Load texture from file into GPU memory (VRAM)
+RLAPI Texture2D LoadTextureFromImage(Image image);                                                       // Load texture from image data
+RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout);                                        // Load cubemap from image, multiple image cubemap layouts supported
+RLAPI RenderTexture2D LoadRenderTexture(int width, int height);                                          // Load texture for rendering (framebuffer)
+RLAPI void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory (VRAM)
+RLAPI void UnloadRenderTexture(RenderTexture2D target);                                                  // Unload render texture from GPU memory (VRAM)
+RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
+RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels);                       // Update GPU texture rectangle with new data
+RLAPI Image GetTextureData(Texture2D texture);                                                           // Get pixel data from GPU texture and return an Image
+RLAPI Image GetScreenData(void);                                                                         // Get pixel data from screen buffer and return an Image (screenshot)
+
+// Texture configuration functions
+RLAPI void GenTextureMipmaps(Texture2D *texture);                                                        // Generate GPU mipmaps for a texture
+RLAPI void SetTextureFilter(Texture2D texture, int filter);                                              // Set texture scaling filter mode
+RLAPI void SetTextureWrap(Texture2D texture, int wrap);                                                  // Set texture wrapping mode
+
+// Texture drawing functions
+RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                               // Draw a Texture2D
+RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
+RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
+RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint);            // Draw a part of a texture defined by a rectangle
+RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint);  // Draw texture quad with tiling and offset parameters
+RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint);      // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
+RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint);           // Draw a part of a texture defined by a rectangle with 'pro' parameters
+RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint);   // Draws a texture (or part of it) that stretches or shrinks nicely
+RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint);      // Draw a textured polygon
+
+// Color/pixel related functions
+RLAPI Color Fade(Color color, float alpha);                                 // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI int ColorToInt(Color color);                                          // Returns hexadecimal value for a Color
+RLAPI Vector4 ColorNormalize(Color color);                                  // Returns Color normalized as float [0..1]
+RLAPI Color ColorFromNormalized(Vector4 normalized);                        // Returns Color from normalized values [0..1]
+RLAPI Vector3 ColorToHSV(Color color);                                      // Returns HSV values for a Color, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorFromHSV(float hue, float saturation, float value);         // Returns a Color from HSV values, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorAlpha(Color color, float alpha);                           // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint);              // Returns src alpha-blended into dst color with tint
+RLAPI Color GetColor(int hexValue);                                         // Get Color structure from hexadecimal value
+RLAPI Color GetPixelColor(void *srcPtr, int format);                        // Get Color from a source pixel pointer of certain format
+RLAPI void SetPixelColor(void *dstPtr, Color color, int format);            // Set color formatted into destination pixel pointer
+RLAPI int GetPixelDataSize(int width, int height, int format);              // Get pixel data size in bytes for certain format
+
+//------------------------------------------------------------------------------------
+// Font Loading and Text Drawing Functions (Module: text)
+//------------------------------------------------------------------------------------
+
+// Font loading/unloading functions
+RLAPI Font GetFontDefault(void);                                                            // Get the default Font
+RLAPI Font LoadFont(const char *fileName);                                                  // Load font from file into GPU memory (VRAM)
+RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount);  // Load font from file with extended parameters
+RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar);                        // Load font from Image (XNA style)
+RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. ".ttf"
+RLAPI CharInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount, int type);      // Load font data for further use
+RLAPI Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod);      // Generate image font atlas using chars info
+RLAPI void UnloadFontData(CharInfo *chars, int charsCount);                                 // Unload font chars info data (RAM)
+RLAPI void UnloadFont(Font font);                                                           // Unload Font from GPU memory (VRAM)
+
+// Text drawing functions
+RLAPI void DrawFPS(int posX, int posY);                                                     // Draw current FPS
+RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color);       // Draw text (using default font)
+RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint);                // Draw text using font and additional parameters
+RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint);   // Draw text using font inside rectangle limits
+RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint,
+                         int selectStart, int selectLength, Color selectTint, Color selectBackTint);    // Draw text using font inside rectangle limits with support for text selection
+RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint);   // Draw one character (codepoint)
+
+// Text misc. functions
+RLAPI int MeasureText(const char *text, int fontSize);                                      // Measure string width for default font
+RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing);    // Measure string size for Font
+RLAPI int GetGlyphIndex(Font font, int codepoint);                                          // Get index position for a unicode character on font
+
+// Text strings management functions (no utf8 strings, only byte chars)
+// NOTE: Some strings allocate memory internally for returned strings, just be careful!
+RLAPI int TextCopy(char *dst, const char *src);                                             // Copy one string to another, returns bytes copied
+RLAPI bool TextIsEqual(const char *text1, const char *text2);                               // Check if two text string are equal
+RLAPI unsigned int TextLength(const char *text);                                            // Get text length, checks for '\0' ending
+RLAPI const char *TextFormat(const char *text, ...);                                        // Text formatting with variables (sprintf style)
+RLAPI const char *TextSubtext(const char *text, int position, int length);                  // Get a piece of a text string
+RLAPI char *TextReplace(char *text, const char *replace, const char *by);                   // Replace text string (memory must be freed!)
+RLAPI char *TextInsert(const char *text, const char *insert, int position);                 // Insert text in a position (memory must be freed!)
+RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter);        // Join text strings with delimiter
+RLAPI const char **TextSplit(const char *text, char delimiter, int *count);                 // Split text into multiple strings
+RLAPI void TextAppend(char *text, const char *append, int *position);                       // Append text at specific position and move cursor!
+RLAPI int TextFindIndex(const char *text, const char *find);                                // Find first text occurrence within a string
+RLAPI const char *TextToUpper(const char *text);                      // Get upper case version of provided string
+RLAPI const char *TextToLower(const char *text);                      // Get lower case version of provided string
+RLAPI const char *TextToPascal(const char *text);                     // Get Pascal case notation version of provided string
+RLAPI int TextToInteger(const char *text);                            // Get integer value from text (negative values not supported)
+RLAPI char *TextToUtf8(int *codepoints, int length);                  // Encode text codepoint into utf8 text (memory must be freed!)
+
+// UTF8 text strings management functions
+RLAPI int *GetCodepoints(const char *text, int *count);               // Get all codepoints in a string, codepoints count returned by parameters
+RLAPI int GetCodepointsCount(const char *text);                       // Get total number of characters (codepoints) in a UTF8 encoded string
+RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed);    // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
+RLAPI const char *CodepointToUtf8(int codepoint, int *byteLength);    // Encode codepoint into utf8 text (char array length returned as parameter)
+
+//------------------------------------------------------------------------------------
+// Basic 3d Shapes Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Basic geometric 3D shapes drawing functions
+RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);                                    // Draw a line in 3D world space
+RLAPI void DrawPoint3D(Vector3 position, Color color);                                                   // Draw a point in 3D space, actually a small line
+RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
+RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color);                              // Draw a color-filled triangle (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointsCount, Color color);                           // Draw a triangle strip defined by points
+RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color);             // Draw cube
+RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color);                                       // Draw cube (Vector version)
+RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);        // Draw cube wires
+RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color);                                  // Draw cube wires (Vector version)
+RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
+RLAPI void 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))
+
+//------------------------------------------------------------------------------------
+// Model 3d Loading and Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Model loading/unloading functions
+RLAPI Model LoadModel(const char *fileName);                                                // Load model from files (meshes and materials)
+RLAPI Model LoadModelFromMesh(Mesh mesh);                                                   // Load model from generated mesh (default material)
+RLAPI void UnloadModel(Model model);                                                        // Unload model (including meshes) from memory (RAM and/or VRAM)
+RLAPI void UnloadModelKeepMeshes(Model model);                                              // Unload model (but not meshes) from memory (RAM and/or VRAM)
+
+// Mesh loading/unloading functions
+RLAPI void UploadMesh(Mesh *mesh, bool dynamic);                                            // Upload mesh vertex data in GPU and provide VAO/VBO ids
+RLAPI void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset);    // Update mesh vertex data in GPU for a specific buffer index
+RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform);                        // Draw a 3d mesh with material and transform
+RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
+RLAPI void UnloadMesh(Mesh mesh);                                                           // Unload mesh data from CPU and GPU
+RLAPI bool ExportMesh(Mesh mesh, const char *fileName);                                     // Export mesh data to file, returns true on success
+
+// Material loading/unloading functions
+RLAPI Material *LoadMaterials(const char *fileName, int *materialCount);                    // Load materials from model file
+RLAPI Material LoadMaterialDefault(void);                                                   // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+RLAPI void UnloadMaterial(Material material);                                               // Unload material from GPU memory (VRAM)
+RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture);          // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
+RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);                  // Set material for a mesh
+
+// Model animations loading/unloading functions
+RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount);           // Load model animations from file
+RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);               // Update model animation pose
+RLAPI void UnloadModelAnimation(ModelAnimation anim);                                       // Unload animation data
+RLAPI void UnloadModelAnimations(ModelAnimation* animations, unsigned int count);           // Unload animation array data
+RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim);                         // Check model animation skeleton match
+
+// Mesh generation functions
+RLAPI Mesh GenMeshPoly(int sides, float radius);                                            // Generate polygonal mesh
+RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ);                     // Generate plane mesh (with subdivisions)
+RLAPI Mesh GenMeshCube(float width, float height, float length);                            // Generate cuboid mesh
+RLAPI Mesh GenMeshSphere(float radius, int rings, int slices);                              // Generate sphere mesh (standard sphere)
+RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices);                          // Generate half-sphere mesh (no bottom cap)
+RLAPI Mesh GenMeshCylinder(float radius, float height, int slices);                         // Generate cylinder mesh
+RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides);                   // Generate torus mesh
+RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides);                    // Generate trefoil knot mesh
+RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size);                                 // Generate heightmap mesh from image data
+RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);                               // Generate cubes-based map mesh from image data
+
+// Mesh manipulation functions
+RLAPI BoundingBox MeshBoundingBox(Mesh mesh);                                               // Compute mesh bounding box limits
+RLAPI void MeshTangents(Mesh *mesh);                                                        // Compute mesh tangents
+RLAPI void MeshBinormals(Mesh *mesh);                                                       // Compute mesh binormals
+
+// Model drawing functions
+RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
+RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
+RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint);                      // Draw a model wires (with texture if set)
+RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
+RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                               // Draw bounding box (wires)
+RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);     // Draw a billboard texture
+RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint); // Draw a billboard texture defined by source
+
+// Collision detection functions
+RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2);       // Detect collision between two spheres
+RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                     // Detect collision between two bounding boxes
+RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius);                      // Detect collision between box and sphere
+RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius);                              // Detect collision between ray and sphere
+RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint);   // Detect collision between ray and sphere, returns collision point
+RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box);                                              // Detect collision between ray and box
+RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform);                             // Get collision info between ray and mesh
+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)
+
+//------------------------------------------------------------------------------------
+// Audio Loading and Playing Functions (Module: audio)
+//------------------------------------------------------------------------------------
+
+// Audio device management functions
+RLAPI void InitAudioDevice(void);                                     // Initialize audio device and context
+RLAPI void CloseAudioDevice(void);                                    // Close the audio device and context
+RLAPI bool IsAudioDeviceReady(void);                                  // Check if audio device has been initialized successfully
+RLAPI void SetMasterVolume(float volume);                             // Set master volume (listener)
+
+// Wave/Sound loading/unloading functions
+RLAPI Wave LoadWave(const char *fileName);                            // Load wave data from file
+RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. ".wav"
+RLAPI Sound LoadSound(const char *fileName);                          // Load sound from file
+RLAPI Sound LoadSoundFromWave(Wave wave);                             // Load sound from wave data
+RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
+RLAPI void UnloadWave(Wave wave);                                     // Unload wave data
+RLAPI void UnloadSound(Sound sound);                                  // Unload sound
+RLAPI bool ExportWave(Wave wave, const char *fileName);               // Export wave data to file, returns true on success
+RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName);         // Export wave sample data to code (.h), returns true on success
+
+// Wave/Sound management functions
+RLAPI void PlaySound(Sound sound);                                    // Play a sound
+RLAPI void StopSound(Sound sound);                                    // Stop playing a sound
+RLAPI void PauseSound(Sound sound);                                   // Pause a sound
+RLAPI void ResumeSound(Sound sound);                                  // Resume a paused sound
+RLAPI void PlaySoundMulti(Sound sound);                               // Play a sound (using multichannel buffer pool)
+RLAPI void StopSoundMulti(void);                                      // Stop any sound playing (using multichannel buffer pool)
+RLAPI int GetSoundsPlaying(void);                                     // Get number of sounds playing in the multichannel
+RLAPI bool IsSoundPlaying(Sound sound);                               // Check if a sound is currently playing
+RLAPI void SetSoundVolume(Sound sound, float volume);                 // Set volume for a sound (1.0 is max level)
+RLAPI void SetSoundPitch(Sound sound, float pitch);                   // Set pitch for a sound (1.0 is base level)
+RLAPI void 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 *LoadWaveSamples(Wave wave);                              // Load samples data from wave as a floats array
+RLAPI void UnloadWaveSamples(float *samples);                         // Unload samples data loaded with LoadWaveSamples()
+
+// Music management functions
+RLAPI Music LoadMusicStream(const char *fileName);                    // Load music stream from file
+RLAPI Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int dataSize); // Load music stream from data
+RLAPI void UnloadMusicStream(Music music);                            // Unload music stream
+RLAPI void PlayMusicStream(Music music);                              // Start music playing
+RLAPI bool IsMusicPlaying(Music music);                               // Check if music is playing
+RLAPI void UpdateMusicStream(Music music);                            // Updates buffers for music streaming
+RLAPI void StopMusicStream(Music music);                              // Stop music playing
+RLAPI void PauseMusicStream(Music music);                             // Pause music playing
+RLAPI void ResumeMusicStream(Music music);                            // Resume playing paused music
+RLAPI void 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 float GetMusicTimeLength(Music music);                          // Get music time length (in seconds)
+RLAPI float GetMusicTimePlayed(Music music);                          // Get current music time played (in seconds)
+
+// AudioStream management functions
+RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data)
+RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
+RLAPI void CloseAudioStream(AudioStream stream);                      // Close audio stream and free memory
+RLAPI bool IsAudioStreamProcessed(AudioStream stream);                // Check if any audio stream buffers requires refill
+RLAPI void PlayAudioStream(AudioStream stream);                       // Play audio stream
+RLAPI void PauseAudioStream(AudioStream stream);                      // Pause audio stream
+RLAPI void ResumeAudioStream(AudioStream stream);                     // Resume audio stream
+RLAPI bool IsAudioStreamPlaying(AudioStream stream);                  // Check if audio stream is playing
+RLAPI void StopAudioStream(AudioStream stream);                       // Stop audio stream
+RLAPI void SetAudioStreamVolume(AudioStream stream, float volume);    // Set volume for audio stream (1.0 is max level)
+RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch);      // Set pitch for audio stream (1.0 is base level)
+RLAPI void SetAudioStreamBufferSizeDefault(int size);                 // Default size for new audio streams
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // RAYLIB_H