|  | /********************************************************************************************* | 
						
						
							|  | *  | 
						
						
							|  | *   raylib 1.1 (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 | 
						
						
							|  | *     | 
						
						
							|  | *   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 v1.1, April 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 | 
						
						
							|  |  | 
						
						
							|  | //---------------------------------------------------------------------------------- | 
						
						
							|  | // Some basic Defines | 
						
						
							|  | //---------------------------------------------------------------------------------- | 
						
						
							|  | #ifndef PI | 
						
						
							|  | #define PI 3.14159265358979323846 | 
						
						
							|  | #endif | 
						
						
							|  |  | 
						
						
							|  | #define DEG2RAD (PI / 180.0) | 
						
						
							|  | #define RAD2DEG (180.0 / PI) | 
						
						
							|  |  | 
						
						
							|  | // 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; | 
						
						
							|  | 
 | 
						
						
							|  | // 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) | 
						
						
							|  | // NOTE: Defined in module: text | 
						
						
							|  | typedef struct Character 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 { | 
						
						
							|  |     int vertexCount; | 
						
						
							|  |     float *vertices;            // 3 components per vertex | 
						
						
							|  |     float *texcoords;           // 2 components per vertex | 
						
						
							|  |     float *normals;             // 3 components per vertex | 
						
						
							|  |     float *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 textureId; | 
						
						
							|  |     //Matrix transform; | 
						
						
							|  | } Model; | 
						
						
							|  | 
 | 
						
						
							|  | // Sound source type | 
						
						
							|  | typedef struct Sound { | 
						
						
							|  |     unsigned int source; | 
						
						
							|  |     unsigned int buffer; | 
						
						
							|  | } Sound; | 
						
						
							|  | 
 | 
						
						
							|  | #ifdef __cplusplus | 
						
						
							|  | extern "C" {            // Prevents name mangling of functions | 
						
						
							|  | #endif | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Global Variables Definition | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // It's lonely here... | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Window and Graphics Device Functions (Module: core) | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | void InitWindow(int width, int height, const char *title);  // Initialize Window and Graphics Context (OpenGL) | 
						
						
							|  | void InitWindowEx(int width, int height, const char* title, // Initialize Window and Graphics Context (OpenGL),... | 
						
						
							|  |                   bool resizable, const char *cursorImage); // ...define if windows-resizable and custom cursor | 
						
						
							|  | void CloseWindow();                                         // Close Window and Terminate Context | 
						
						
							|  | bool WindowShouldClose();                                   // Detect if KEY_ESCAPE pressed or Close icon pressed | 
						
						
							|  | void ToggleFullscreen();                                    // Fullscreen toggle (by default F11) | 
						
						
							|  | 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) | 
						
						
							|  |  | 
						
						
							|  | void ClearBackground(Color color);                          // Sets Background Color | 
						
						
							|  | void BeginDrawing();                                        // Setup drawing canvas to start drawing | 
						
						
							|  | void EndDrawing();                                          // End canvas drawing and Swap Buffers (Double Buffering) | 
						
						
							|  |  | 
						
						
							|  | void Begin3dMode(Camera cam);                               // Initializes 3D mode for drawing (Camera setup) | 
						
						
							|  | void End3dMode();                                           // Ends 3D mode and returns to default 2D orthographic mode | 
						
						
							|  |  | 
						
						
							|  | void SetTargetFPS(int fps);                                 // Set target FPS (maximum) | 
						
						
							|  | float GetFPS();                                             // Returns current FPS | 
						
						
							|  | float GetFrameTime();                                       // 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 0.0 to 1.0 | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Input Handling Functions (Module: core) | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | 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();                                        // Returns mouse position X | 
						
						
							|  | int GetMouseY();                                        // Returns mouse position Y | 
						
						
							|  | Vector2 GetMousePosition();                             // Returns mouse position XY | 
						
						
							|  | int GetMouseWheelMove();                                // Returns mouse wheel movement Y | 
						
						
							|  |  | 
						
						
							|  | 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 | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // 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 CreateTexture(Image image, bool genMipmaps);                                             // Create a Texture2D from Image data (and generate mipmaps) | 
						
						
							|  | void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM) | 
						
						
							|  | void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory | 
						
						
							|  |  | 
						
						
							|  | 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();                                                                       // 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 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 | 
						
						
							|  | 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();                                         // Initialize audio device and context | 
						
						
							|  | void CloseAudioDevice();                                        // Close the audio device and context (and music stream) | 
						
						
							|  |  | 
						
						
							|  | Sound LoadSound(char *fileName);                                // Load sound to memory | 
						
						
							|  | 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();                                         // Stop music playing (close stream) | 
						
						
							|  | void PauseMusicStream();                                        // Pause music playing | 
						
						
							|  | bool MusicIsPlaying();                                          // Check if music is playing | 
						
						
							|  | void SetMusicVolume(float volume);                              // Set volume for music (1.0 is max level) | 
						
						
							|  | float GetMusicTimeLength();                                     // Get current music time length (in seconds) | 
						
						
							|  | float GetMusicTimePlayed();                                     // Get current music time played (in seconds) | 
						
						
							|  |  | 
						
						
							|  | #ifdef __cplusplus | 
						
						
							|  | } | 
						
						
							|  | #endif | 
						
						
							|  |  | 
						
						
							|  | #endif // RAYLIB_H
 |