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diff --git a/release/html5/raylib.h b/release/html5/raylib.h
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+++ b/release/html5/raylib.h
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+/**********************************************************************************************
+*
+* raylib 1.2 (www.raylib.com)
+*
+* A simple and easy-to-use library to learn videogames programming
+*
+* Features:
+* Library written in plain C code (C99)
+* Uses C# PascalCase/camelCase notation
+* Hardware accelerated with OpenGL (1.1, 3.3+ or ES2)
+* Unique OpenGL abstraction layer [rlgl]
+* Powerful fonts module with SpriteFonts support
+* Multiple textures support, including DDS and mipmaps generation
+* Basic 3d support for Shapes, Models, Heightmaps and Billboards
+* Powerful math module for Vector and Matrix operations [raymath]
+* Audio loading and playing with streaming support (WAV and OGG)
+* Multiplatform support, including Android devices, Raspberry Pi and HTML5
+*
+* Used external libs:
+* GLFW3 (www.glfw.org) for window/context management and input
+* GLEW for OpenGL extensions loading (3.3+ and ES2)
+* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
+* stb_image_write (Sean Barret) for image writting (PNG)
+* stb_vorbis (Sean Barret) for ogg audio loading
+* OpenAL Soft for audio device/context management
+* tinfl for data decompression (DEFLATE algorithm)
+*
+* Some design decisions:
+* 32bit Colors - All defined color are always RGBA
+* 32bit Textures - All loaded images are converted automatically to RGBA textures
+* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures
+* One custom default font is loaded automatically when InitWindow()
+* If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined)
+*
+* -- LICENSE (raylib v1.2, September 2014) --
+*
+* 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 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+* 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
+
+// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP
+//#define PLATFORM_DESKTOP // Windows, Linux or OSX
+//#define PLATFORM_ANDROID // Android device
+//#define PLATFORM_RPI // Raspberry Pi
+//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
+
+// Security check in case no PLATFORM_* defined
+#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
+ #define PLATFORM_DESKTOP
+#endif
+
+#if defined(PLATFORM_ANDROID)
+ #include // Defines android_app struct
+#endif
+
+//----------------------------------------------------------------------------------
+// Some basic Defines
+//----------------------------------------------------------------------------------
+#ifndef PI
+#define PI 3.14159265358979323846
+#endif
+
+#define DEG2RAD (PI / 180.0f)
+#define RAD2DEG (180.0f / PI)
+
+// raylib Config Flags
+#define FLAG_FULLSCREEN_MODE 1
+#define FLAG_SHOW_LOGO 2
+#define FLAG_SHOW_MOUSE_CURSOR 4
+#define FLAG_CENTERED_MODE 8
+#define FLAG_MSAA_4X_HINT 16
+
+// Keyboard Function Keys
+#define KEY_SPACE 32
+#define KEY_ESCAPE 256
+#define KEY_ENTER 257
+#define KEY_BACKSPACE 259
+#define KEY_RIGHT 262
+#define KEY_LEFT 263
+#define KEY_DOWN 264
+#define KEY_UP 265
+#define KEY_F1 290
+#define KEY_F2 291
+#define KEY_F3 292
+#define KEY_F4 293
+#define KEY_F5 294
+#define KEY_F6 295
+#define KEY_F7 296
+#define KEY_F8 297
+#define KEY_F9 298
+#define KEY_F10 299
+#define KEY_LEFT_SHIFT 340
+#define KEY_LEFT_CONTROL 341
+#define KEY_LEFT_ALT 342
+#define KEY_RIGHT_SHIFT 344
+#define KEY_RIGHT_CONTROL 345
+#define KEY_RIGHT_ALT 346
+
+// Mouse Buttons
+#define MOUSE_LEFT_BUTTON 0
+#define MOUSE_RIGHT_BUTTON 1
+#define MOUSE_MIDDLE_BUTTON 2
+
+// Gamepad Number
+#define GAMEPAD_PLAYER1 0
+#define GAMEPAD_PLAYER2 1
+#define GAMEPAD_PLAYER3 2
+#define GAMEPAD_PLAYER4 3
+
+// Gamepad Buttons
+// NOTE: Adjusted for a PS3 USB Controller
+#define GAMEPAD_BUTTON_A 2
+#define GAMEPAD_BUTTON_B 1
+#define GAMEPAD_BUTTON_X 3
+#define GAMEPAD_BUTTON_Y 4
+#define GAMEPAD_BUTTON_R1 7
+#define GAMEPAD_BUTTON_R2 5
+#define GAMEPAD_BUTTON_L1 6
+#define GAMEPAD_BUTTON_L2 8
+#define GAMEPAD_BUTTON_SELECT 9
+#define GAMEPAD_BUTTON_START 10
+
+// TODO: Review Xbox360 USB Controller Buttons
+
+// Some Basic Colors
+// NOTE: Custom raylib color palette for amazing visuals on WHITE background
+#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
+#define GRAY (Color){ 130, 130, 130, 255 } // Gray
+#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
+#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
+#define GOLD (Color){ 255, 203, 0, 255 } // Gold
+#define ORANGE (Color){ 255, 161, 0, 255 } // Orange
+#define PINK (Color){ 255, 109, 194, 255 } // Pink
+#define RED (Color){ 230, 41, 55, 255 } // Red
+#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
+#define GREEN (Color){ 0, 228, 48, 255 } // Green
+#define LIME (Color){ 0, 158, 47, 255 } // Lime
+#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
+#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
+#define BLUE (Color){ 0, 121, 241, 255 } // Blue
+#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
+#define PURPLE (Color){ 200, 122, 255, 255 } // Purple
+#define VIOLET (Color){ 135, 60, 190, 255 } // Violet
+#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
+#define BEIGE (Color){ 211, 176, 131, 255 } // Beige
+#define BROWN (Color){ 127, 106, 79, 255 } // Brown
+#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
+
+#define WHITE (Color){ 255, 255, 255, 255 } // White
+#define BLACK (Color){ 0, 0, 0, 255 } // Black
+#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent)
+#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
+#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+
+// Boolean type
+typedef enum { false, true } bool;
+
+// byte type
+typedef unsigned char byte;
+
+// Vector2 type
+typedef struct Vector2 {
+ float x;
+ float y;
+} Vector2;
+
+// Vector3 type
+typedef struct Vector3 {
+ float x;
+ float y;
+ float z;
+} Vector3;
+
+// 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 {
+ int x;
+ int y;
+ int width;
+ int height;
+} Rectangle;
+
+// Image type, bpp always RGBA (32bit)
+// NOTE: Data stored in CPU memory (RAM)
+typedef struct Image {
+ Color *pixels;
+ int width;
+ int height;
+} Image;
+
+// Texture2D type, bpp always RGBA (32bit)
+// NOTE: Data stored in GPU memory
+typedef struct Texture2D {
+ unsigned int id; // OpenGL id
+ int width;
+ int height;
+} Texture2D;
+
+// Character type (one font glyph)
+typedef struct Character {
+ int value; //char value = ' '; (int)value = 32;
+ int x;
+ int y;
+ int w;
+ int h;
+} Character;
+
+// SpriteFont type, includes texture and charSet array data
+typedef struct SpriteFont {
+ Texture2D texture;
+ int numChars;
+ Character *charSet;
+} SpriteFont;
+
+// Camera type, defines a camera position/orientation in 3d space
+typedef struct Camera {
+ Vector3 position;
+ Vector3 target;
+ Vector3 up;
+} Camera;
+
+// Vertex data definning a mesh
+typedef struct VertexData {
+ int vertexCount;
+ float *vertices; // 3 components per vertex
+ float *texcoords; // 2 components per vertex
+ float *normals; // 3 components per vertex
+ unsigned char *colors; // 4 components per vertex
+} VertexData;
+
+// 3d Model type
+// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId)
+typedef struct Model {
+ VertexData mesh;
+ unsigned int vaoId;
+ unsigned int vboId[4];
+ unsigned int textureId;
+ //Matrix transform;
+} Model;
+
+// Sound source type
+typedef struct Sound {
+ unsigned int source;
+ unsigned int buffer;
+} Sound;
+
+// Wave type, defines audio wave data
+typedef struct Wave {
+ void *data; // Buffer data pointer
+ unsigned int dataSize; // Data size in bytes
+ unsigned int sampleRate;
+ short bitsPerSample;
+ short channels;
+} Wave;
+
+#ifdef __cplusplus
+extern "C" { // Prevents name mangling of functions
+#endif
+
+//------------------------------------------------------------------------------------
+// Global Variables Definition
+//------------------------------------------------------------------------------------
+// It's lonely here...
+
+//------------------------------------------------------------------------------------
+// Window and Graphics Device Functions (Module: core)
+//------------------------------------------------------------------------------------
+#if defined(PLATFORM_ANDROID)
+void InitWindow(int width, int height, struct android_app *state); // Init Android activity
+#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
+void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
+#endif
+
+void CloseWindow(void); // Close Window and Terminate Context
+bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
+void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
+void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image
+void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
+#endif
+int GetScreenWidth(void); // Get current screen width
+int GetScreenHeight(void); // Get current screen height
+int GetKeyPressed(void); // Get latest key pressed
+
+void ClearBackground(Color color); // Sets Background Color
+void BeginDrawing(void); // Setup drawing canvas to start drawing
+void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
+
+void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
+void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
+
+void SetTargetFPS(int fps); // Set target FPS (maximum)
+float GetFPS(void); // Returns current FPS
+float GetFrameTime(void); // Returns time in seconds for one frame
+
+Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
+int GetHexValue(Color color); // Returns hexadecimal value for a Color
+
+int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
+Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
+
+void SetupFlags(char flags); // Enable some window configurations
+void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
+
+//------------------------------------------------------------------------------------
+// Input Handling Functions (Module: core)
+//------------------------------------------------------------------------------------
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
+bool IsKeyPressed(int key); // Detect if a key has been pressed once
+bool IsKeyDown(int key); // Detect if a key is being pressed
+bool IsKeyReleased(int key); // Detect if a key has been released once
+bool IsKeyUp(int key); // Detect if a key is NOT being pressed
+
+bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
+bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
+bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
+bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
+int GetMouseX(void); // Returns mouse position X
+int GetMouseY(void); // Returns mouse position Y
+Vector2 GetMousePosition(void); // Returns mouse position XY
+void SetMousePosition(Vector2 position); // Set mouse position XY
+int GetMouseWheelMove(void); // Returns mouse wheel movement Y
+#endif
+
+#if defined(PLATFORM_DESKTOP)
+bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
+Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
+bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
+bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
+bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
+bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
+#endif
+
+#if defined(PLATFORM_ANDROID)
+bool IsScreenTouched(void); // Detect screen touch event
+int GetTouchX(void); // Returns touch position X
+int GetTouchY(void); // Returns touch position Y
+Vector2 GetTouchPosition(void); // Returns touch position XY
+#endif
+
+//------------------------------------------------------------------------------------
+// Basic Shapes Drawing Functions (Module: shapes)
+//------------------------------------------------------------------------------------
+void DrawPixel(int posX, int posY, Color color); // Draw a pixel
+void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
+void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
+void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
+void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
+void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
+void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
+void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
+void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
+void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
+void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
+void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
+void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
+void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
+void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
+void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
+void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
+void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
+
+bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
+bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
+bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
+Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
+bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
+bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
+bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
+
+//------------------------------------------------------------------------------------
+// Texture Loading and Drawing Functions (Module: textures)
+//------------------------------------------------------------------------------------
+Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
+Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
+Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
+Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
+Texture2D LoadTextureFromImage(Image image, bool genMipmaps); // Load a texture from image data (and generate mipmaps)
+Texture2D CreateTexture(Image image, bool genMipmaps); // [DEPRECATED] Same as LoadTextureFromImage()
+void UnloadImage(Image image); // Unload image from CPU memory (RAM)
+void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
+void ConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
+
+void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
+void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
+void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
+void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
+void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
+ float rotation, Color tint);
+
+//------------------------------------------------------------------------------------
+// Font Loading and Text Drawing Functions (Module: text)
+//------------------------------------------------------------------------------------
+SpriteFont GetDefaultFont(void); // Get the default SpriteFont
+SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
+void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
+
+void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
+void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
+ int fontSize, int spacing, Color tint);
+int MeasureText(const char *text, int fontSize); // Measure string width for default font
+Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
+int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height)
+void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
+const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
+
+//------------------------------------------------------------------------------------
+// Basic 3d Shapes Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
+void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
+void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
+void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured
+void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
+void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
+void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
+void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
+void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad
+void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
+void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
+void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
+void DrawGizmo(Vector3 position); // Draw simple gizmo
+void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters
+//DrawTorus(), DrawTeapot() are useless...
+
+//------------------------------------------------------------------------------------
+// Model 3d Loading and Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
+//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
+Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
+Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
+void UnloadModel(Model model); // Unload 3d model from memory
+void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
+
+void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
+void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters
+void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
+
+void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
+void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
+
+//------------------------------------------------------------------------------------
+// Audio Loading and Playing Functions (Module: audio)
+//------------------------------------------------------------------------------------
+void InitAudioDevice(void); // Initialize audio device and context
+void CloseAudioDevice(void); // Close the audio device and context (and music stream)
+
+Sound LoadSound(char *fileName); // Load sound to memory
+Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
+Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
+void UnloadSound(Sound sound); // Unload sound
+void PlaySound(Sound sound); // Play a sound
+void PauseSound(Sound sound); // Pause a sound
+void StopSound(Sound sound); // Stop playing a sound
+bool SoundIsPlaying(Sound sound); // Check if a sound is currently playing
+void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
+void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
+
+void PlayMusicStream(char *fileName); // Start music playing (open stream)
+void StopMusicStream(void); // Stop music playing (close stream)
+void PauseMusicStream(void); // Pause music playing
+void ResumeMusicStream(void); // Resume playing paused music
+bool MusicIsPlaying(void); // Check if music is playing
+void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
+float GetMusicTimeLength(void); // Get current music time length (in seconds)
+float GetMusicTimePlayed(void); // Get current music time played (in seconds)
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // RAYLIB_H
diff --git a/release/win32-mingw/include/raylib.h b/release/win32-mingw/include/raylib.h
index 5257de58..69966069 100644
--- a/release/win32-mingw/include/raylib.h
+++ b/release/win32-mingw/include/raylib.h
@@ -14,7 +14,7 @@
* Basic 3d support for Shapes, Models, Heightmaps and Billboards
* Powerful math module for Vector and Matrix operations [raymath]
* Audio loading and playing with streaming support (WAV and OGG)
-* Multiplatform support, including Android devices and Raspberry Pi
+* Multiplatform support, including Android devices, Raspberry Pi and HTML5
*
* Used external libs:
* GLFW3 (www.glfw.org) for window/context management and input
@@ -63,9 +63,10 @@
//#define PLATFORM_DESKTOP // Windows, Linux or OSX
//#define PLATFORM_ANDROID // Android device
//#define PLATFORM_RPI // Raspberry Pi
+//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
// Security check in case no PLATFORM_* defined
-#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI)
+#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
#define PLATFORM_DESKTOP
#endif
@@ -179,6 +180,9 @@
// Boolean type
typedef enum { false, true } bool;
+// byte type
+typedef unsigned char byte;
+
// Vector2 type
typedef struct Vector2 {
float x;
@@ -225,8 +229,13 @@ typedef struct Texture2D {
} Texture2D;
// Character type (one font glyph)
-// NOTE: Defined in module: text
-typedef struct Character Character;
+typedef struct Character {
+ int value; //char value = ' '; (int)value = 32;
+ int x;
+ int y;
+ int w;
+ int h;
+} Character;
// SpriteFont type, includes texture and charSet array data
typedef struct SpriteFont {
@@ -267,6 +276,15 @@ typedef struct Sound {
unsigned int buffer;
} Sound;
+// Wave type, defines audio wave data
+typedef struct Wave {
+ void *data; // Buffer data pointer
+ unsigned int dataSize; // Data size in bytes
+ unsigned int sampleRate;
+ short bitsPerSample;
+ short channels;
+} Wave;
+
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@@ -281,7 +299,7 @@ extern "C" { // Prevents name mangling of functions
//------------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
void InitWindow(int width, int height, struct android_app *state); // Init Android activity
-#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
+#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
#endif
@@ -294,6 +312,7 @@ void SetExitKey(int key); // Set a custom key
#endif
int GetScreenWidth(void); // Get current screen width
int GetScreenHeight(void); // Get current screen height
+int GetKeyPressed(void); // Get latest key pressed
void ClearBackground(Color color); // Sets Background Color
void BeginDrawing(void); // Setup drawing canvas to start drawing
@@ -313,13 +332,12 @@ int GetRandomValue(int min, int max); // Returns a random
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
void SetupFlags(char flags); // Enable some window configurations
-
-void ShowLogo(void); // Activates raylib logo at startup
+void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
bool IsKeyPressed(int key); // Detect if a key has been pressed once
bool IsKeyDown(int key); // Detect if a key is being pressed
bool IsKeyReleased(int key); // Detect if a key has been released once
@@ -332,8 +350,11 @@ bool IsMouseButtonUp(int button); // Detect if a mouse but
int GetMouseX(void); // Returns mouse position X
int GetMouseY(void); // Returns mouse position Y
Vector2 GetMousePosition(void); // Returns mouse position XY
+void SetMousePosition(Vector2 position); // Set mouse position XY
int GetMouseWheelMove(void); // Returns mouse wheel movement Y
+#endif
+#if defined(PLATFORM_DESKTOP)
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
@@ -386,9 +407,11 @@ Image LoadImage(const char *fileName);
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
-Texture2D CreateTexture(Image image, bool genMipmaps); // Create a Texture2D from Image data (and generate mipmaps)
+Texture2D LoadTextureFromImage(Image image, bool genMipmaps); // Load a texture from image data (and generate mipmaps)
+Texture2D CreateTexture(Image image, bool genMipmaps); // [DEPRECATED] Same as LoadTextureFromImage()
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
+void ConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
@@ -425,6 +448,7 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
@@ -438,7 +462,7 @@ void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale);
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
-Model LoadCubesmap(Image cubesmap); // Load a map image as a 3d model (cubes based)
+Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
@@ -456,6 +480,7 @@ void InitAudioDevice(void); // Initialize au
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
Sound LoadSound(char *fileName); // Load sound to memory
+Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
void UnloadSound(Sound sound); // Unload sound
void PlaySound(Sound sound); // Play a sound
diff --git a/release/win32-mingw/lib/libraylib.a b/release/win32-mingw/lib/libraylib.a
index 7c561f93..d9321248 100644
Binary files a/release/win32-mingw/lib/libraylib.a and b/release/win32-mingw/lib/libraylib.a differ