]> git.sesse.net Git - pistorm/blobdiff - raylib_pi4_test/shapes.c
[MEGA-WIP] Raylib-based RTG output
[pistorm] / raylib_pi4_test / shapes.c
diff --git a/raylib_pi4_test/shapes.c b/raylib_pi4_test/shapes.c
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+/**********************************************************************************************
+*
+*   raylib.shapes - Basic functions to draw 2d Shapes and check collisions
+*
+*   CONFIGURATION:
+*
+*   #define SUPPORT_QUADS_DRAW_MODE
+*       Use QUADS instead of TRIANGLES for drawing when possible.
+*       Some lines-based shapes could still use lines
+*
+*   LICENSE: zlib/libpng
+*
+*   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.
+*
+**********************************************************************************************/
+
+#include "raylib.h"     // Declares module functions
+
+// Check if config flags have been externally provided on compilation line
+#if !defined(EXTERNAL_CONFIG_FLAGS)
+    #include "config.h"         // Defines module configuration flags
+#endif
+
+#include "rlgl.h"       // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
+
+#include <math.h>       // Required for: sinf(), asinf(), cosf(), acosf(), sqrtf(), fabsf()
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+
+// Error rate to calculate how many segments we need to draw a smooth circle,
+// taken from https://stackoverflow.com/a/2244088
+#ifndef SMOOTH_CIRCLE_ERROR_RATE
+    #define SMOOTH_CIRCLE_ERROR_RATE  0.5f
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+// Not here...
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+Texture2D texShapes = { 1, 1, 1, 1, 7 };        // Texture used on shapes drawing (usually a white pixel)
+Rectangle texShapesRec = { 0, 0, 1, 1 };        // Texture source rectangle used on shapes drawing
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+static float EaseCubicInOut(float t, float b, float c, float d);    // Cubic easing
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// 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
+void SetShapesTexture(Texture2D texture, Rectangle source)
+{
+    texShapes = texture;
+    texShapesRec = source;
+}
+
+// Draw a pixel
+void DrawPixel(int posX, int posY, Color color)
+{
+    rlBegin(RL_LINES);
+        rlColor4ub(color.r, color.g, color.b, color.a);
+        rlVertex2i(posX, posY);
+        rlVertex2i(posX + 1, posY + 1);
+    rlEnd();
+}
+
+// Draw a pixel (Vector version)
+void DrawPixelV(Vector2 position, Color color)
+{
+    rlBegin(RL_LINES);
+        rlColor4ub(color.r, color.g, color.b, color.a);
+        rlVertex2f(position.x, position.y);
+        rlVertex2f(position.x + 1.0f, position.y + 1.0f);
+    rlEnd();
+}
+
+// Draw a line
+void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color)
+{
+    rlBegin(RL_LINES);
+        rlColor4ub(color.r, color.g, color.b, color.a);
+        rlVertex2i(startPosX, startPosY);
+        rlVertex2i(endPosX, endPosY);
+    rlEnd();
+}
+
+// Draw a line  (Vector version)
+void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
+{
+    rlBegin(RL_LINES);
+        rlColor4ub(color.r, color.g, color.b, color.a);
+        rlVertex2f(startPos.x, startPos.y);
+        rlVertex2f(endPos.x, endPos.y);
+    rlEnd();
+}
+
+// Draw a line defining thickness
+void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
+{
+    Vector2 delta = {endPos.x-startPos.x, endPos.y-startPos.y};
+    float   length = sqrtf(delta.x*delta.x + delta.y*delta.y);
+
+    if (length > 0  &&  thick > 0)
+    {
+        float   scale = thick/(2*length);
+        Vector2 radius = {-scale*delta.y, scale*delta.x};
+        Vector2 strip[] = {{startPos.x-radius.x, startPos.y-radius.y}, {startPos.x+radius.x, startPos.y+radius.y},
+                           {endPos.x-radius.x, endPos.y-radius.y}, {endPos.x+radius.x, endPos.y+radius.y}};
+
+        DrawTriangleStrip(strip, 4, color);
+    }
+}
+
+// Draw line using cubic-bezier curves in-out
+void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
+{
+#ifndef BEZIER_LINE_DIVISIONS
+    #define BEZIER_LINE_DIVISIONS         24   // Bezier line divisions
+#endif
+
+    Vector2 previous = startPos;
+    Vector2 current;
+
+    for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++)
+    {
+        // Cubic easing in-out
+        // NOTE: Easing is calculated only for y position value
+        current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)BEZIER_LINE_DIVISIONS);
+        current.x = previous.x + (endPos.x - startPos.x)/ (float)BEZIER_LINE_DIVISIONS;
+
+        DrawLineEx(previous, current, thick, color);
+
+        previous = current;
+    }
+}
+
+// Draw line using quadratic bezier curves with a control point
+void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color)
+{
+    const float step = 1.0f/BEZIER_LINE_DIVISIONS;
+
+    Vector2 previous = startPos;
+    Vector2 current = { 0 };
+    float t = 0.0f;
+
+    for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++)
+    {
+        t = step*i;
+        float a = powf(1 - t, 2);
+        float b = 2*(1 - t)*t;
+        float c = powf(t, 2);
+
+        // NOTE: The easing functions aren't suitable here because they don't take a control point
+        current.y = a*startPos.y + b*controlPos.y + c*endPos.y;
+        current.x = a*startPos.x + b*controlPos.x + c*endPos.x;
+
+        DrawLineEx(previous, current, thick, color);
+
+        previous = current;
+    }
+}
+
+// Draw lines sequence
+void DrawLineStrip(Vector2 *points, int pointsCount, Color color)
+{
+    if (pointsCount >= 2)
+    {
+        rlCheckRenderBatchLimit(pointsCount);
+
+        rlBegin(RL_LINES);
+            rlColor4ub(color.r, color.g, color.b, color.a);
+
+            for (int i = 0; i < pointsCount - 1; i++)
+            {
+                rlVertex2f(points[i].x, points[i].y);
+                rlVertex2f(points[i + 1].x, points[i + 1].y);
+            }
+        rlEnd();
+    }
+}
+
+// Draw a color-filled circle
+void DrawCircle(int centerX, int centerY, float radius, Color color)
+{
+    DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color);
+}
+
+// Draw a piece of a circle
+void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
+{
+    if (radius <= 0.0f) radius = 0.1f;  // Avoid div by zero
+
+    // Function expects (endAngle > startAngle)
+    if (endAngle < startAngle)
+    {
+        // Swap values
+        float tmp = startAngle;
+        startAngle = endAngle;
+        endAngle = tmp;
+    }
+
+    int minSegments = (int)ceilf((endAngle - startAngle)/90);
+
+    if (segments < minSegments)
+    {
+        // Calculate the maximum angle between segments based on the error rate (usually 0.5f)
+        float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1);
+        segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360);
+
+        if (segments <= 0) segments = minSegments;
+    }
+
+    float stepLength = (endAngle - startAngle)/(float)segments;
+    float angle = startAngle;
+
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+    rlCheckRenderBatchLimit(4*segments/2);
+
+    rlSetTexture(texShapes.id);
+
+    rlBegin(RL_QUADS);
+        // NOTE: Every QUAD actually represents two segments
+        for (int i = 0; i < segments/2; i++)
+        {
+            rlColor4ub(color.r, color.g, color.b, color.a);
+
+            rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+            rlVertex2f(center.x, center.y);
+
+            rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+            rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+
+            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+
+            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
+
+            angle += (stepLength*2);
+        }
+
+        // NOTE: In case number of segments is odd, we add one last piece to the cake
+        if (segments%2)
+        {
+            rlColor4ub(color.r, color.g, color.b, color.a);
+
+            rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+            rlVertex2f(center.x, center.y);
+
+            rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+            rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+
+            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+
+            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+            rlVertex2f(center.x, center.y);
+        }
+    rlEnd();
+
+    rlSetTexture(0);
+#else
+    rlCheckRenderBatchLimit(3*segments);
+
+    rlBegin(RL_TRIANGLES);
+        for (int i = 0; i < segments; i++)
+        {
+            rlColor4ub(color.r, color.g, color.b, color.a);
+
+            rlVertex2f(center.x, center.y);
+            rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+
+            angle += stepLength;
+        }
+    rlEnd();
+#endif
+}
+
+void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
+{
+    if (radius <= 0.0f) radius = 0.1f;  // Avoid div by zero issue
+
+    // Function expects (endAngle > startAngle)
+    if (endAngle < startAngle)
+    {
+        // Swap values
+        float tmp = startAngle;
+        startAngle = endAngle;
+        endAngle = tmp;
+    }
+
+    int minSegments = (int)ceilf((endAngle - startAngle)/90);
+
+    if (segments < minSegments)
+    {
+        // Calculate the maximum angle between segments based on the error rate (usually 0.5f)
+        float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1);
+        segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360);
+
+        if (segments <= 0) segments = minSegments;
+    }
+
+    float stepLength = (endAngle - startAngle)/(float)segments;
+    float angle = startAngle;
+
+    // Hide the cap lines when the circle is full
+    bool showCapLines = true;
+    int limit = 2*(segments + 2);
+    if ((int)(endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; }
+
+    rlCheckRenderBatchLimit(limit);
+
+    rlBegin(RL_LINES);
+        if (showCapLines)
+        {
+            rlColor4ub(color.r, color.g, color.b, color.a);
+            rlVertex2f(center.x, center.y);
+            rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+        }
+
+        for (int i = 0; i < segments; i++)
+        {
+            rlColor4ub(color.r, color.g, color.b, color.a);
+
+            rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+
+            angle += stepLength;
+        }
+
+        if (showCapLines)
+        {
+            rlColor4ub(color.r, color.g, color.b, color.a);
+            rlVertex2f(center.x, center.y);
+            rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+        }
+    rlEnd();
+}
+
+// Draw a gradient-filled circle
+// NOTE: Gradient goes from center (color1) to border (color2)
+void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
+{
+    rlCheckRenderBatchLimit(3*36);
+
+    rlBegin(RL_TRIANGLES);
+        for (int i = 0; i < 360; i += 10)
+        {
+            rlColor4ub(color1.r, color1.g, color1.b, color1.a);
+            rlVertex2f((float)centerX, (float)centerY);
+            rlColor4ub(color2.r, color2.g, color2.b, color2.a);
+            rlVertex2f((float)centerX + sinf(DEG2RAD*i)*radius, (float)centerY + cosf(DEG2RAD*i)*radius);
+            rlColor4ub(color2.r, color2.g, color2.b, color2.a);
+            rlVertex2f((float)centerX + sinf(DEG2RAD*(i + 10))*radius, (float)centerY + cosf(DEG2RAD*(i + 10))*radius);
+        }
+    rlEnd();
+}
+
+// Draw a color-filled circle (Vector version)
+// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
+void DrawCircleV(Vector2 center, float radius, Color color)
+{
+    DrawCircleSector(center, radius, 0, 360, 36, color);
+}
+
+// Draw circle outline
+void DrawCircleLines(int centerX, int centerY, float radius, Color color)
+{
+    rlCheckRenderBatchLimit(2*36);
+
+    rlBegin(RL_LINES);
+        rlColor4ub(color.r, color.g, color.b, color.a);
+
+        // NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360)
+        for (int i = 0; i < 360; i += 10)
+        {
+            rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius);
+            rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius);
+        }
+    rlEnd();
+}
+
+// Draw ellipse
+void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color)
+{
+    rlCheckRenderBatchLimit(3*36);
+
+    rlBegin(RL_TRIANGLES);
+        for (int i = 0; i < 360; i += 10)
+        {
+            rlColor4ub(color.r, color.g, color.b, color.a);
+            rlVertex2f((float)centerX, (float)centerY);
+            rlVertex2f((float)centerX + sinf(DEG2RAD*i)*radiusH, (float)centerY + cosf(DEG2RAD*i)*radiusV);
+            rlVertex2f((float)centerX + sinf(DEG2RAD*(i + 10))*radiusH, (float)centerY + cosf(DEG2RAD*(i + 10))*radiusV);
+        }
+    rlEnd();
+}
+
+// Draw ellipse outline
+void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color)
+{
+    rlCheckRenderBatchLimit(2*36);
+
+    rlBegin(RL_LINES);
+        for (int i = 0; i < 360; i += 10)
+        {
+            rlColor4ub(color.r, color.g, color.b, color.a);
+            rlVertex2f(centerX + sinf(DEG2RAD*i)*radiusH, centerY + cosf(DEG2RAD*i)*radiusV);
+            rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radiusH, centerY + cosf(DEG2RAD*(i + 10))*radiusV);
+        }
+    rlEnd();
+}
+
+void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color)
+{
+    if (startAngle == endAngle) return;
+
+    // Function expects (outerRadius > innerRadius)
+    if (outerRadius < innerRadius)
+    {
+        float tmp = outerRadius;
+        outerRadius = innerRadius;
+        innerRadius = tmp;
+
+        if (outerRadius <= 0.0f) outerRadius = 0.1f;
+    }
+
+    // Function expects (endAngle > startAngle)
+    if (endAngle < startAngle)
+    {
+        // Swap values
+        float tmp = startAngle;
+        startAngle = endAngle;
+        endAngle = tmp;
+    }
+
+    int minSegments = (int)ceilf((endAngle - startAngle)/90);
+
+    if (segments < minSegments)
+    {
+        // Calculate the maximum angle between segments based on the error rate (usually 0.5f)
+        float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
+        segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360);
+
+        if (segments <= 0) segments = minSegments;
+    }
+
+    // Not a ring
+    if (innerRadius <= 0.0f)
+    {
+        DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color);
+        return;
+    }
+
+    float stepLength = (endAngle - startAngle)/(float)segments;
+    float angle = startAngle;
+
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+    rlCheckRenderBatchLimit(4*segments);
+
+    rlSetTexture(texShapes.id);
+
+    rlBegin(RL_QUADS);
+        for (int i = 0; i < segments; i++)
+        {
+            rlColor4ub(color.r, color.g, color.b, color.a);
+
+            rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+            rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
+
+            rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+            rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
+
+            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
+
+            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
+
+            angle += stepLength;
+        }
+    rlEnd();
+
+    rlSetTexture(0);
+#else
+    rlCheckRenderBatchLimit(6*segments);
+
+    rlBegin(RL_TRIANGLES);
+        for (int i = 0; i < segments; i++)
+        {
+            rlColor4ub(color.r, color.g, color.b, color.a);
+
+            rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
+            rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
+            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
+
+            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
+            rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
+            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
+
+            angle += stepLength;
+        }
+    rlEnd();
+#endif
+}
+
+void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color)
+{
+    if (startAngle == endAngle) return;
+
+    // Function expects (outerRadius > innerRadius)
+    if (outerRadius < innerRadius)
+    {
+        float tmp = outerRadius;
+        outerRadius = innerRadius;
+        innerRadius = tmp;
+
+        if (outerRadius <= 0.0f) outerRadius = 0.1f;
+    }
+
+    // Function expects (endAngle > startAngle)
+    if (endAngle < startAngle)
+    {
+        // Swap values
+        float tmp = startAngle;
+        startAngle = endAngle;
+        endAngle = tmp;
+    }
+
+    int minSegments = (int)ceilf((endAngle - startAngle)/90);
+
+    if (segments < minSegments)
+    {
+        // Calculate the maximum angle between segments based on the error rate (usually 0.5f)
+        float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
+        segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360);
+
+        if (segments <= 0) segments = minSegments;
+    }
+
+    if (innerRadius <= 0.0f)
+    {
+        DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color);
+        return;
+    }
+
+    float stepLength = (endAngle - startAngle)/(float)segments;
+    float angle = startAngle;
+
+    bool showCapLines = true;
+    int limit = 4*(segments + 1);
+    if ((int)(endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; }
+
+    rlCheckRenderBatchLimit(limit);
+
+    rlBegin(RL_LINES);
+        if (showCapLines)
+        {
+            rlColor4ub(color.r, color.g, color.b, color.a);
+            rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
+            rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
+        }
+
+        for (int i = 0; i < segments; i++)
+        {
+            rlColor4ub(color.r, color.g, color.b, color.a);
+
+            rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
+            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
+
+            rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
+            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
+
+            angle += stepLength;
+        }
+
+        if (showCapLines)
+        {
+            rlColor4ub(color.r, color.g, color.b, color.a);
+            rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
+            rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
+        }
+    rlEnd();
+}
+
+// Draw a color-filled rectangle
+void DrawRectangle(int posX, int posY, int width, int height, Color color)
+{
+    DrawRectangleV((Vector2){ (float)posX, (float)posY }, (Vector2){ (float)width, (float)height }, color);
+}
+
+// Draw a color-filled rectangle (Vector version)
+// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
+void DrawRectangleV(Vector2 position, Vector2 size, Color color)
+{
+    DrawRectanglePro((Rectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, color);
+}
+
+// Draw a color-filled rectangle
+void DrawRectangleRec(Rectangle rec, Color color)
+{
+    DrawRectanglePro(rec, (Vector2){ 0.0f, 0.0f }, 0.0f, color);
+}
+
+// Draw a color-filled rectangle with pro parameters
+void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color)
+{
+    rlCheckRenderBatchLimit(4);
+
+    Vector2 topLeft = { 0 };
+    Vector2 topRight = { 0 };
+    Vector2 bottomLeft = { 0 };
+    Vector2 bottomRight = { 0 };
+
+    // Only calculate rotation if needed
+    if (rotation == 0.0f)
+    {
+        float x = rec.x - origin.x;
+        float y = rec.y - origin.y;
+        topLeft = (Vector2){ x, y };
+        topRight = (Vector2){ x + rec.width, y };
+        bottomLeft = (Vector2){ x, y + rec.height };
+        bottomRight = (Vector2){ x + rec.width, y + rec.height };
+    }
+    else
+    {
+        float sinRotation = sinf(rotation*DEG2RAD);
+        float cosRotation = cosf(rotation*DEG2RAD);
+        float x = rec.x;
+        float y = rec.y;
+        float dx = -origin.x;
+        float dy = -origin.y;
+
+        topLeft.x = x + dx*cosRotation - dy*sinRotation;
+        topLeft.y = y + dx*sinRotation + dy*cosRotation;
+
+        topRight.x = x + (dx + rec.width)*cosRotation - dy*sinRotation;
+        topRight.y = y + (dx + rec.width)*sinRotation + dy*cosRotation;
+
+        bottomLeft.x = x + dx*cosRotation - (dy + rec.height)*sinRotation;
+        bottomLeft.y = y + dx*sinRotation + (dy + rec.height)*cosRotation;
+
+        bottomRight.x = x + (dx + rec.width)*cosRotation - (dy + rec.height)*sinRotation;
+        bottomRight.y = y + (dx + rec.width)*sinRotation + (dy + rec.height)*cosRotation;
+    }
+
+    rlSetTexture(texShapes.id);
+    rlBegin(RL_QUADS);
+
+        rlNormal3f(0.0f, 0.0f, 1.0f);
+        rlColor4ub(color.r, color.g, color.b, color.a);
+
+        rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+        rlVertex2f(topLeft.x, topLeft.y);
+
+        rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+        rlVertex2f(bottomLeft.x, bottomLeft.y);
+
+        rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+        rlVertex2f(bottomRight.x, bottomRight.y);
+
+        rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+        rlVertex2f(topRight.x, topRight.y);
+
+    rlEnd();
+    rlSetTexture(0);
+}
+
+// Draw a vertical-gradient-filled rectangle
+// NOTE: Gradient goes from bottom (color1) to top (color2)
+void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2)
+{
+    DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color2, color2, color1);
+}
+
+// Draw a horizontal-gradient-filled rectangle
+// NOTE: Gradient goes from bottom (color1) to top (color2)
+void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2)
+{
+    DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color1, color2, color2);
+}
+
+// Draw a gradient-filled rectangle
+// NOTE: Colors refer to corners, starting at top-lef corner and counter-clockwise
+void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4)
+{
+    rlSetTexture(texShapes.id);
+
+    rlPushMatrix();
+        rlBegin(RL_QUADS);
+            rlNormal3f(0.0f, 0.0f, 1.0f);
+
+            // NOTE: Default raylib font character 95 is a white square
+            rlColor4ub(col1.r, col1.g, col1.b, col1.a);
+            rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+            rlVertex2f(rec.x, rec.y);
+
+            rlColor4ub(col2.r, col2.g, col2.b, col2.a);
+            rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+            rlVertex2f(rec.x, rec.y + rec.height);
+
+            rlColor4ub(col3.r, col3.g, col3.b, col3.a);
+            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+            rlVertex2f(rec.x + rec.width, rec.y + rec.height);
+
+            rlColor4ub(col4.r, col4.g, col4.b, col4.a);
+            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+            rlVertex2f(rec.x + rec.width, rec.y);
+        rlEnd();
+    rlPopMatrix();
+
+    rlSetTexture(0);
+}
+
+// Draw rectangle outline
+// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
+void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
+{
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+    DrawRectangle(posX, posY, width, 1, color);
+    DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color);
+    DrawRectangle(posX, posY + height - 1, width, 1, color);
+    DrawRectangle(posX, posY + 1, 1, height - 2, color);
+#else
+    rlBegin(RL_LINES);
+        rlColor4ub(color.r, color.g, color.b, color.a);
+        rlVertex2i(posX + 1, posY + 1);
+        rlVertex2i(posX + width, posY + 1);
+
+        rlVertex2i(posX + width, posY + 1);
+        rlVertex2i(posX + width, posY + height);
+
+        rlVertex2i(posX + width, posY + height);
+        rlVertex2i(posX + 1, posY + height);
+
+        rlVertex2i(posX + 1, posY + height);
+        rlVertex2i(posX + 1, posY + 1);
+    rlEnd();
+#endif
+}
+
+// Draw rectangle outline with extended parameters
+void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color)
+{
+    if ((lineThick > rec.width) || (lineThick > rec.height))
+    {
+        if (rec.width > rec.height) lineThick = (int)rec.height/2;
+        else if (rec.width < rec.height) lineThick = (int)rec.width/2;
+    }
+
+    // When rec = { x, y, 8.0f, 6.0f } and lineThick = 2, the following
+    // four rectangles are drawn ([T]op, [B]ottom, [L]eft, [R]ight):
+    //
+    //   TTTTTTTT
+    //   TTTTTTTT
+    //   LL    RR
+    //   LL    RR
+    //   BBBBBBBB
+    //   BBBBBBBB
+    //
+    float thick = (float)lineThick;
+    Rectangle top = { rec.x, rec.y, rec.width, thick };
+    Rectangle bottom = { rec.x, rec.y - thick + rec.height, rec.width, thick };
+    Rectangle left = { rec.x, rec.y + thick, thick, rec.height - thick*2.0f };
+    Rectangle right = { rec.x - thick + rec.width, rec.y + thick, thick, rec.height - thick*2.0f };
+
+    DrawRectangleRec(top, color);
+    DrawRectangleRec(bottom, color);
+    DrawRectangleRec(left, color);
+    DrawRectangleRec(right, color);
+}
+
+// Draw rectangle with rounded edges
+void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color)
+{
+    // Not a rounded rectangle
+    if ((roundness <= 0.0f) || (rec.width < 1) || (rec.height < 1 ))
+    {
+        DrawRectangleRec(rec, color);
+        return;
+    }
+
+    if (roundness >= 1.0f) roundness = 1.0f;
+
+    // Calculate corner radius
+    float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2;
+    if (radius <= 0.0f) return;
+
+    // Calculate number of segments to use for the corners
+    if (segments < 4)
+    {
+        // Calculate the maximum angle between segments based on the error rate (usually 0.5f)
+        float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1);
+        segments = (int)(ceilf(2*PI/th)/4.0f);
+        if (segments <= 0) segments = 4;
+    }
+
+    float stepLength = 90.0f/(float)segments;
+
+    /*
+    Quick sketch to make sense of all of this,
+    there are 9 parts to draw, also mark the 12 points we'll use
+
+          P0____________________P1
+          /|                    |\
+         /1|          2         |3\
+     P7 /__|____________________|__\ P2
+       |   |P8                P9|   |
+       | 8 |          9         | 4 |
+       | __|____________________|__ |
+     P6 \  |P11              P10|  / P3
+         \7|          6         |5/
+          \|____________________|/
+          P5                    P4
+    */
+    // Coordinates of the 12 points that define the rounded rect
+    const Vector2 point[12] = {
+        {(float)rec.x + radius, rec.y}, {(float)(rec.x + rec.width) - radius, rec.y}, { rec.x + rec.width, (float)rec.y + radius },     // PO, P1, P2
+        {rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height},           // P3, P4
+        {(float)rec.x + radius, rec.y + rec.height}, { rec.x, (float)(rec.y + rec.height) - radius}, {rec.x, (float)rec.y + radius},    // P5, P6, P7
+        {(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius},                   // P8, P9
+        {(float)(rec.x + rec.width) - radius, (float)(rec.y + rec.height) - radius}, {(float)rec.x + radius, (float)(rec.y + rec.height) - radius} // P10, P11
+    };
+
+    const Vector2 centers[4] = { point[8], point[9], point[10], point[11] };
+    const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f };
+
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+    rlCheckRenderBatchLimit(16*segments/2 + 5*4);
+
+    rlSetTexture(texShapes.id);
+
+    rlBegin(RL_QUADS);
+        // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
+        for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
+        {
+            float angle = angles[k];
+            const Vector2 center = centers[k];
+
+            // NOTE: Every QUAD actually represents two segments
+            for (int i = 0; i < segments/2; i++)
+            {
+                rlColor4ub(color.r, color.g, color.b, color.a);
+                rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+                rlVertex2f(center.x, center.y);
+                rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+                rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+                rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+                rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+                rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+                rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
+                angle += (stepLength*2);
+            }
+
+            // NOTE: In case number of segments is odd, we add one last piece to the cake
+            if (segments%2)
+            {
+                rlColor4ub(color.r, color.g, color.b, color.a);
+                rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+                rlVertex2f(center.x, center.y);
+                rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+                rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+                rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+                rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+                rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+                rlVertex2f(center.x, center.y);
+            }
+        }
+
+        // [2] Upper Rectangle
+        rlColor4ub(color.r, color.g, color.b, color.a);
+        rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+        rlVertex2f(point[0].x, point[0].y);
+        rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+        rlVertex2f(point[8].x, point[8].y);
+        rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+        rlVertex2f(point[9].x, point[9].y);
+        rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+        rlVertex2f(point[1].x, point[1].y);
+
+        // [4] Right Rectangle
+        rlColor4ub(color.r, color.g, color.b, color.a);
+        rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+        rlVertex2f(point[2].x, point[2].y);
+        rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+        rlVertex2f(point[9].x, point[9].y);
+        rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+        rlVertex2f(point[10].x, point[10].y);
+        rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+        rlVertex2f(point[3].x, point[3].y);
+
+        // [6] Bottom Rectangle
+        rlColor4ub(color.r, color.g, color.b, color.a);
+        rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+        rlVertex2f(point[11].x, point[11].y);
+        rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+        rlVertex2f(point[5].x, point[5].y);
+        rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+        rlVertex2f(point[4].x, point[4].y);
+        rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+        rlVertex2f(point[10].x, point[10].y);
+
+        // [8] Left Rectangle
+        rlColor4ub(color.r, color.g, color.b, color.a);
+        rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+        rlVertex2f(point[7].x, point[7].y);
+        rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+        rlVertex2f(point[6].x, point[6].y);
+        rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+        rlVertex2f(point[11].x, point[11].y);
+        rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+        rlVertex2f(point[8].x, point[8].y);
+
+        // [9] Middle Rectangle
+        rlColor4ub(color.r, color.g, color.b, color.a);
+        rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+        rlVertex2f(point[8].x, point[8].y);
+        rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+        rlVertex2f(point[11].x, point[11].y);
+        rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+        rlVertex2f(point[10].x, point[10].y);
+        rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+        rlVertex2f(point[9].x, point[9].y);
+
+    rlEnd();
+    rlSetTexture(0);
+#else
+    rlCheckRenderBatchLimit(12*segments + 5*6); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each
+
+    rlBegin(RL_TRIANGLES);
+
+        // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
+        for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
+        {
+            float angle = angles[k];
+            const Vector2 center = centers[k];
+            for (int i = 0; i < segments; i++)
+            {
+                rlColor4ub(color.r, color.g, color.b, color.a);
+                rlVertex2f(center.x, center.y);
+                rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+                rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+                angle += stepLength;
+            }
+        }
+
+        // [2] Upper Rectangle
+        rlColor4ub(color.r, color.g, color.b, color.a);
+        rlVertex2f(point[0].x, point[0].y);
+        rlVertex2f(point[8].x, point[8].y);
+        rlVertex2f(point[9].x, point[9].y);
+        rlVertex2f(point[1].x, point[1].y);
+        rlVertex2f(point[0].x, point[0].y);
+        rlVertex2f(point[9].x, point[9].y);
+
+        // [4] Right Rectangle
+        rlColor4ub(color.r, color.g, color.b, color.a);
+        rlVertex2f(point[9].x, point[9].y);
+        rlVertex2f(point[10].x, point[10].y);
+        rlVertex2f(point[3].x, point[3].y);
+        rlVertex2f(point[2].x, point[2].y);
+        rlVertex2f(point[9].x, point[9].y);
+        rlVertex2f(point[3].x, point[3].y);
+
+        // [6] Bottom Rectangle
+        rlColor4ub(color.r, color.g, color.b, color.a);
+        rlVertex2f(point[11].x, point[11].y);
+        rlVertex2f(point[5].x, point[5].y);
+        rlVertex2f(point[4].x, point[4].y);
+        rlVertex2f(point[10].x, point[10].y);
+        rlVertex2f(point[11].x, point[11].y);
+        rlVertex2f(point[4].x, point[4].y);
+
+        // [8] Left Rectangle
+        rlColor4ub(color.r, color.g, color.b, color.a);
+        rlVertex2f(point[7].x, point[7].y);
+        rlVertex2f(point[6].x, point[6].y);
+        rlVertex2f(point[11].x, point[11].y);
+        rlVertex2f(point[8].x, point[8].y);
+        rlVertex2f(point[7].x, point[7].y);
+        rlVertex2f(point[11].x, point[11].y);
+
+        // [9] Middle Rectangle
+        rlColor4ub(color.r, color.g, color.b, color.a);
+        rlVertex2f(point[8].x, point[8].y);
+        rlVertex2f(point[11].x, point[11].y);
+        rlVertex2f(point[10].x, point[10].y);
+        rlVertex2f(point[9].x, point[9].y);
+        rlVertex2f(point[8].x, point[8].y);
+        rlVertex2f(point[10].x, point[10].y);
+    rlEnd();
+#endif
+}
+
+// Draw rectangle with rounded edges outline
+void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color)
+{
+    if (lineThick < 0) lineThick = 0;
+
+    // Not a rounded rectangle
+    if (roundness <= 0.0f)
+    {
+        DrawRectangleLinesEx((Rectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color);
+        return;
+    }
+
+    if (roundness >= 1.0f) roundness = 1.0f;
+
+    // Calculate corner radius
+    float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2;
+    if (radius <= 0.0f) return;
+
+    // Calculate number of segments to use for the corners
+    if (segments < 4)
+    {
+        // Calculate the maximum angle between segments based on the error rate (usually 0.5f)
+        float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1);
+        segments = (int)(ceilf(2*PI/th)/2.0f);
+        if (segments <= 0) segments = 4;
+    }
+
+    float stepLength = 90.0f/(float)segments;
+    const float outerRadius = radius + (float)lineThick, innerRadius = radius;
+
+    /*
+    Quick sketch to make sense of all of this,
+    marks the 16 + 4(corner centers P16-19) points we'll use
+
+           P0 ================== P1
+          // P8                P9 \\
+         //                        \\
+     P7 // P15                  P10 \\ P2
+       ||   *P16             P17*    ||
+       ||                            ||
+       || P14                   P11  ||
+     P6 \\  *P19             P18*   // P3
+         \\                        //
+          \\ P13              P12 //
+           P5 ================== P4
+    */
+    const Vector2 point[16] = {
+        {(float)rec.x + innerRadius, rec.y - lineThick}, {(float)(rec.x + rec.width) - innerRadius, rec.y - lineThick}, { rec.x + rec.width + lineThick, (float)rec.y + innerRadius }, // PO, P1, P2
+        {rec.x + rec.width + lineThick, (float)(rec.y + rec.height) - innerRadius}, {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height + lineThick}, // P3, P4
+        {(float)rec.x + innerRadius, rec.y + rec.height + lineThick}, { rec.x - lineThick, (float)(rec.y + rec.height) - innerRadius}, {rec.x - lineThick, (float)rec.y + innerRadius}, // P5, P6, P7
+        {(float)rec.x + innerRadius, rec.y}, {(float)(rec.x + rec.width) - innerRadius, rec.y}, // P8, P9
+        { rec.x + rec.width, (float)rec.y + innerRadius }, {rec.x + rec.width, (float)(rec.y + rec.height) - innerRadius}, // P10, P11
+        {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height}, {(float)rec.x + innerRadius, rec.y + rec.height}, // P12, P13
+        { rec.x, (float)(rec.y + rec.height) - innerRadius}, {rec.x, (float)rec.y + innerRadius} // P14, P15
+    };
+
+    const Vector2 centers[4] = {
+        {(float)rec.x + innerRadius, (float)rec.y + innerRadius}, {(float)(rec.x + rec.width) - innerRadius, (float)rec.y + innerRadius}, // P16, P17
+        {(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19
+    };
+
+    const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f };
+
+    if (lineThick > 1)
+    {
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+        rlCheckRenderBatchLimit(4*4*segments + 4*4); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each
+
+        rlSetTexture(texShapes.id);
+
+        rlBegin(RL_QUADS);
+
+            // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
+            for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
+            {
+                float angle = angles[k];
+                const Vector2 center = centers[k];
+                for (int i = 0; i < segments; i++)
+                {
+                    rlColor4ub(color.r, color.g, color.b, color.a);
+                    rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+                    rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
+                    rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+                    rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
+                    rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+                    rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
+                    rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+                    rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
+
+                    angle += stepLength;
+                }
+            }
+
+            // Upper rectangle
+            rlColor4ub(color.r, color.g, color.b, color.a);
+            rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+            rlVertex2f(point[0].x, point[0].y);
+            rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+            rlVertex2f(point[8].x, point[8].y);
+            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+            rlVertex2f(point[9].x, point[9].y);
+            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+            rlVertex2f(point[1].x, point[1].y);
+
+            // Right rectangle
+            rlColor4ub(color.r, color.g, color.b, color.a);
+            rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+            rlVertex2f(point[2].x, point[2].y);
+            rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+            rlVertex2f(point[10].x, point[10].y);
+            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+            rlVertex2f(point[11].x, point[11].y);
+            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+            rlVertex2f(point[3].x, point[3].y);
+
+            // Lower rectangle
+            rlColor4ub(color.r, color.g, color.b, color.a);
+            rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+            rlVertex2f(point[13].x, point[13].y);
+            rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+            rlVertex2f(point[5].x, point[5].y);
+            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+            rlVertex2f(point[4].x, point[4].y);
+            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+            rlVertex2f(point[12].x, point[12].y);
+
+            // Left rectangle
+            rlColor4ub(color.r, color.g, color.b, color.a);
+            rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+            rlVertex2f(point[15].x, point[15].y);
+            rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+            rlVertex2f(point[7].x, point[7].y);
+            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+            rlVertex2f(point[6].x, point[6].y);
+            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+            rlVertex2f(point[14].x, point[14].y);
+
+        rlEnd();
+        rlSetTexture(0);
+#else
+        rlCheckRenderBatchLimit(4*6*segments + 4*6); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each
+
+        rlBegin(RL_TRIANGLES);
+
+            // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
+            for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
+            {
+                float angle = angles[k];
+                const Vector2 center = centers[k];
+
+                for (int i = 0; i < segments; i++)
+                {
+                    rlColor4ub(color.r, color.g, color.b, color.a);
+
+                    rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
+                    rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
+                    rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
+
+                    rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
+                    rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
+                    rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
+
+                    angle += stepLength;
+                }
+            }
+
+            // Upper rectangle
+            rlColor4ub(color.r, color.g, color.b, color.a);
+            rlVertex2f(point[0].x, point[0].y);
+            rlVertex2f(point[8].x, point[8].y);
+            rlVertex2f(point[9].x, point[9].y);
+            rlVertex2f(point[1].x, point[1].y);
+            rlVertex2f(point[0].x, point[0].y);
+            rlVertex2f(point[9].x, point[9].y);
+
+            // Right rectangle
+            rlColor4ub(color.r, color.g, color.b, color.a);
+            rlVertex2f(point[10].x, point[10].y);
+            rlVertex2f(point[11].x, point[11].y);
+            rlVertex2f(point[3].x, point[3].y);
+            rlVertex2f(point[2].x, point[2].y);
+            rlVertex2f(point[10].x, point[10].y);
+            rlVertex2f(point[3].x, point[3].y);
+
+            // Lower rectangle
+            rlColor4ub(color.r, color.g, color.b, color.a);
+            rlVertex2f(point[13].x, point[13].y);
+            rlVertex2f(point[5].x, point[5].y);
+            rlVertex2f(point[4].x, point[4].y);
+            rlVertex2f(point[12].x, point[12].y);
+            rlVertex2f(point[13].x, point[13].y);
+            rlVertex2f(point[4].x, point[4].y);
+
+            // Left rectangle
+            rlColor4ub(color.r, color.g, color.b, color.a);
+            rlVertex2f(point[7].x, point[7].y);
+            rlVertex2f(point[6].x, point[6].y);
+            rlVertex2f(point[14].x, point[14].y);
+            rlVertex2f(point[15].x, point[15].y);
+            rlVertex2f(point[7].x, point[7].y);
+            rlVertex2f(point[14].x, point[14].y);
+        rlEnd();
+#endif
+    }
+    else
+    {
+        // Use LINES to draw the outline
+        rlCheckRenderBatchLimit(8*segments + 4*2); // 4 corners with 2 vertices for each segment + 4 rectangles with 2 vertices each
+
+        rlBegin(RL_LINES);
+
+            // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
+            for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
+            {
+                float angle = angles[k];
+                const Vector2 center = centers[k];
+
+                for (int i = 0; i < segments; i++)
+                {
+                    rlColor4ub(color.r, color.g, color.b, color.a);
+                    rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
+                    rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
+                    angle += stepLength;
+                }
+            }
+
+            // And now the remaining 4 lines
+            for (int i = 0; i < 8; i += 2)
+            {
+                rlColor4ub(color.r, color.g, color.b, color.a);
+                rlVertex2f(point[i].x, point[i].y);
+                rlVertex2f(point[i + 1].x, point[i + 1].y);
+            }
+
+        rlEnd();
+    }
+}
+
+// Draw a triangle
+// NOTE: Vertex must be provided in counter-clockwise order
+void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
+{
+    rlCheckRenderBatchLimit(4);
+
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+    rlSetTexture(texShapes.id);
+
+    rlBegin(RL_QUADS);
+        rlColor4ub(color.r, color.g, color.b, color.a);
+
+        rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+        rlVertex2f(v1.x, v1.y);
+
+        rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+        rlVertex2f(v2.x, v2.y);
+
+        rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+        rlVertex2f(v2.x, v2.y);
+
+        rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+        rlVertex2f(v3.x, v3.y);
+    rlEnd();
+
+    rlSetTexture(0);
+#else
+    rlBegin(RL_TRIANGLES);
+        rlColor4ub(color.r, color.g, color.b, color.a);
+        rlVertex2f(v1.x, v1.y);
+        rlVertex2f(v2.x, v2.y);
+        rlVertex2f(v3.x, v3.y);
+    rlEnd();
+#endif
+}
+
+// Draw a triangle using lines
+// NOTE: Vertex must be provided in counter-clockwise order
+void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
+{
+    rlCheckRenderBatchLimit(6);
+
+    rlBegin(RL_LINES);
+        rlColor4ub(color.r, color.g, color.b, color.a);
+        rlVertex2f(v1.x, v1.y);
+        rlVertex2f(v2.x, v2.y);
+
+        rlVertex2f(v2.x, v2.y);
+        rlVertex2f(v3.x, v3.y);
+
+        rlVertex2f(v3.x, v3.y);
+        rlVertex2f(v1.x, v1.y);
+    rlEnd();
+}
+
+// Draw a triangle fan defined by points
+// NOTE: First vertex provided is the center, shared by all triangles
+// By default, following vertex should be provided in counter-clockwise order
+void DrawTriangleFan(Vector2 *points, int pointsCount, Color color)
+{
+    if (pointsCount >= 3)
+    {
+        rlCheckRenderBatchLimit((pointsCount - 2)*4);
+
+        rlSetTexture(texShapes.id);
+        rlBegin(RL_QUADS);
+            rlColor4ub(color.r, color.g, color.b, color.a);
+
+            for (int i = 1; i < pointsCount - 1; i++)
+            {
+                rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+                rlVertex2f(points[0].x, points[0].y);
+
+                rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+                rlVertex2f(points[i].x, points[i].y);
+
+                rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+                rlVertex2f(points[i + 1].x, points[i + 1].y);
+
+                rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+                rlVertex2f(points[i + 1].x, points[i + 1].y);
+            }
+        rlEnd();
+        rlSetTexture(0);
+    }
+}
+
+// Draw a triangle strip defined by points
+// NOTE: Every new vertex connects with previous two
+void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color)
+{
+    if (pointsCount >= 3)
+    {
+        rlCheckRenderBatchLimit(3*(pointsCount - 2));
+
+        rlBegin(RL_TRIANGLES);
+            rlColor4ub(color.r, color.g, color.b, color.a);
+
+            for (int i = 2; i < pointsCount; i++)
+            {
+                if ((i%2) == 0)
+                {
+                    rlVertex2f(points[i].x, points[i].y);
+                    rlVertex2f(points[i - 2].x, points[i - 2].y);
+                    rlVertex2f(points[i - 1].x, points[i - 1].y);
+                }
+                else
+                {
+                    rlVertex2f(points[i].x, points[i].y);
+                    rlVertex2f(points[i - 1].x, points[i - 1].y);
+                    rlVertex2f(points[i - 2].x, points[i - 2].y);
+                }
+            }
+        rlEnd();
+    }
+}
+
+// Draw a regular polygon of n sides (Vector version)
+void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color)
+{
+    if (sides < 3) sides = 3;
+    float centralAngle = 0.0f;
+
+    rlCheckRenderBatchLimit(4*(360/sides));
+
+    rlPushMatrix();
+        rlTranslatef(center.x, center.y, 0.0f);
+        rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
+
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+        rlSetTexture(texShapes.id);
+
+        rlBegin(RL_QUADS);
+            for (int i = 0; i < sides; i++)
+            {
+                rlColor4ub(color.r, color.g, color.b, color.a);
+
+                rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+                rlVertex2f(0, 0);
+
+                rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+                rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
+
+                rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+                rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
+
+                centralAngle += 360.0f/(float)sides;
+                rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+                rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
+            }
+        rlEnd();
+        rlSetTexture(0);
+#else
+        rlBegin(RL_TRIANGLES);
+            for (int i = 0; i < sides; i++)
+            {
+                rlColor4ub(color.r, color.g, color.b, color.a);
+
+                rlVertex2f(0, 0);
+                rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
+
+                centralAngle += 360.0f/(float)sides;
+                rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
+            }
+        rlEnd();
+#endif
+    rlPopMatrix();
+}
+
+// Draw a polygon outline of n sides
+void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color)
+{
+    if (sides < 3) sides = 3;
+    float centralAngle = 0.0f;
+
+    rlCheckRenderBatchLimit(3*(360/sides));
+
+    rlPushMatrix();
+        rlTranslatef(center.x, center.y, 0.0f);
+        rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
+
+        rlBegin(RL_LINES);
+            for (int i = 0; i < sides; i++)
+            {
+                rlColor4ub(color.r, color.g, color.b, color.a);
+
+                rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
+                centralAngle += 360.0f/(float)sides;
+                rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
+            }
+        rlEnd();
+    rlPopMatrix();
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Collision Detection functions
+//----------------------------------------------------------------------------------
+
+// Check if point is inside rectangle
+bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
+{
+    bool collision = false;
+
+    if ((point.x >= rec.x) && (point.x <= (rec.x + rec.width)) && (point.y >= rec.y) && (point.y <= (rec.y + rec.height))) collision = true;
+
+    return collision;
+}
+
+// Check if point is inside circle
+bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius)
+{
+    return CheckCollisionCircles(point, 0, center, radius);
+}
+
+// Check if point is inside a triangle defined by three points (p1, p2, p3)
+bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3)
+{
+    bool collision = false;
+
+    float alpha = ((p2.y - p3.y)*(point.x - p3.x) + (p3.x - p2.x)*(point.y - p3.y)) /
+                  ((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y));
+
+    float beta = ((p3.y - p1.y)*(point.x - p3.x) + (p1.x - p3.x)*(point.y - p3.y)) /
+                 ((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y));
+
+    float gamma = 1.0f - alpha - beta;
+
+    if ((alpha > 0) && (beta > 0) && (gamma > 0)) collision = true;
+
+    return collision;
+}
+
+// Check collision between two rectangles
+bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2)
+{
+    bool collision = false;
+
+    if ((rec1.x < (rec2.x + rec2.width) && (rec1.x + rec1.width) > rec2.x) &&
+        (rec1.y < (rec2.y + rec2.height) && (rec1.y + rec1.height) > rec2.y)) collision = true;
+
+    return collision;
+}
+
+// Check collision between two circles
+bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2)
+{
+    bool collision = false;
+
+    float dx = center2.x - center1.x;      // X distance between centers
+    float dy = center2.y - center1.y;      // Y distance between centers
+
+    float distance = sqrtf(dx*dx + dy*dy); // Distance between centers
+
+    if (distance <= (radius1 + radius2)) collision = true;
+
+    return collision;
+}
+
+// Check collision between circle and rectangle
+// NOTE: Reviewed version to take into account corner limit case
+bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
+{
+    int recCenterX = (int)(rec.x + rec.width/2.0f);
+    int recCenterY = (int)(rec.y + rec.height/2.0f);
+
+    float dx = fabsf(center.x - (float)recCenterX);
+    float dy = fabsf(center.y - (float)recCenterY);
+
+    if (dx > (rec.width/2.0f + radius)) { return false; }
+    if (dy > (rec.height/2.0f + radius)) { return false; }
+
+    if (dx <= (rec.width/2.0f)) { return true; }
+    if (dy <= (rec.height/2.0f)) { return true; }
+
+    float cornerDistanceSq = (dx - rec.width/2.0f)*(dx - rec.width/2.0f) +
+                             (dy - rec.height/2.0f)*(dy - rec.height/2.0f);
+
+    return (cornerDistanceSq <= (radius*radius));
+}
+
+// Check the collision between two lines defined by two points each, returns collision point by reference
+bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint)
+{
+    const float div = (endPos2.y - startPos2.y)*(endPos1.x - startPos1.x) - (endPos2.x - startPos2.x)*(endPos1.y - startPos1.y);
+
+    if (div == 0.0f) return false;      // WARNING: This check could not work due to float precision rounding issues...
+
+    const float xi = ((startPos2.x - endPos2.x)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.x - endPos1.x)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div;
+    const float yi = ((startPos2.y - endPos2.y)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.y - endPos1.y)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div;
+
+    if (xi < fminf(startPos1.x, endPos1.x) || xi > fmaxf(startPos1.x, endPos1.x)) return false;
+    if (xi < fminf(startPos2.x, endPos2.x) || xi > fmaxf(startPos2.x, endPos2.x)) return false;
+    if (yi < fminf(startPos1.y, endPos1.y) || yi > fmaxf(startPos1.y, endPos1.y)) return false;
+    if (yi < fminf(startPos2.y, endPos2.y) || yi > fmaxf(startPos2.y, endPos2.y)) return false;
+
+    if (collisionPoint != 0)
+    {
+        collisionPoint->x = xi;
+        collisionPoint->y = yi;
+    }
+
+    return true;
+}
+
+// Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
+bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold)
+{
+    bool collision = false;
+    float dxc = point.x - p1.x;
+    float dyc = point.y - p1.y;
+    float dxl = p2.x - p1.x;
+    float dyl = p2.y - p1.y;
+    float cross = dxc*dyl - dyc*dxl;
+
+    if (fabsf(cross) < (threshold*fmaxf(fabsf(dxl), fabsf(dyl))))
+    {
+        if (fabsf(dxl) >= fabsf(dyl)) collision = (dxl > 0)? ((p1.x <= point.x) && (point.x <= p2.x)) : ((p2.x <= point.x) && (point.x <= p1.x));
+        else collision = (dyl > 0)? ((p1.y <= point.y) && (point.y <= p2.y)) : ((p2.y <= point.y) && (point.y <= p1.y));
+    }
+       
+    return collision;
+}
+
+// Get collision rectangle for two rectangles collision
+Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
+{
+    Rectangle rec = { 0, 0, 0, 0 };
+
+    if (CheckCollisionRecs(rec1, rec2))
+    {
+        float dxx = fabsf(rec1.x - rec2.x);
+        float dyy = fabsf(rec1.y - rec2.y);
+
+        if (rec1.x <= rec2.x)
+        {
+            if (rec1.y <= rec2.y)
+            {
+                rec.x = rec2.x;
+                rec.y = rec2.y;
+                rec.width = rec1.width - dxx;
+                rec.height = rec1.height - dyy;
+            }
+            else
+            {
+                rec.x = rec2.x;
+                rec.y = rec1.y;
+                rec.width = rec1.width - dxx;
+                rec.height = rec2.height - dyy;
+            }
+        }
+        else
+        {
+            if (rec1.y <= rec2.y)
+            {
+                rec.x = rec1.x;
+                rec.y = rec2.y;
+                rec.width = rec2.width - dxx;
+                rec.height = rec1.height - dyy;
+            }
+            else
+            {
+                rec.x = rec1.x;
+                rec.y = rec1.y;
+                rec.width = rec2.width - dxx;
+                rec.height = rec2.height - dyy;
+            }
+        }
+
+        if (rec1.width > rec2.width)
+        {
+            if (rec.width >= rec2.width) rec.width = rec2.width;
+        }
+        else
+        {
+            if (rec.width >= rec1.width) rec.width = rec1.width;
+        }
+
+        if (rec1.height > rec2.height)
+        {
+            if (rec.height >= rec2.height) rec.height = rec2.height;
+        }
+        else
+        {
+           if (rec.height >= rec1.height) rec.height = rec1.height;
+        }
+    }
+
+    return rec;
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+// Cubic easing in-out
+// NOTE: Required for DrawLineBezier()
+static float EaseCubicInOut(float t, float b, float c, float d)
+{
+    if ((t /= 0.5f*d) < 1) return 0.5f*c*t*t*t + b;
+
+    t -= 2;
+
+    return 0.5f*c*(t*t*t + 2.0f) + b;
+}