|  | /********************************************************************************************** | 
						
						
							|  | * | 
						
						
							|  | *   raylib 1.4.0 (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 (including AngelCode fonts and TTF) | 
						
						
							|  | *     Multiple textures support, including compressed formats 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 | 
						
						
							|  | *     GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) | 
						
						
							|  | *     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 | 
						
						
							|  | *     stb_truetype (Sean Barret) for ttf fonts 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 (struct Color is 4 byte) | 
						
						
							|  | *     One custom default font is loaded automatically when InitWindow() | 
						
						
							|  | *     If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads | 
						
						
							|  | *     If using OpenGL 3.3 or ES2, two default shaders are loaded automatically (internally defined) | 
						
						
							|  | * | 
						
						
							|  | *   -- LICENSE -- | 
						
						
							|  | * | 
						
						
							|  | *   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 (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | *   This software is provided "as-is", without any express or implied warranty. In no event | 
						
						
							|  | *   will the authors be held liable for any damages arising from the use of this software. | 
						
						
							|  | * | 
						
						
							|  | *   Permission is granted to anyone to use this software for any purpose, including commercial | 
						
						
							|  | *   applications, and to alter it and redistribute it freely, subject to the following restrictions: | 
						
						
							|  | * | 
						
						
							|  | *     1. The origin of this software must not be misrepresented; you must not claim that you | 
						
						
							|  | *     wrote the original software. If you use this software in a product, an acknowledgment | 
						
						
							|  | *     in the product documentation would be appreciated but is not required. | 
						
						
							|  | * | 
						
						
							|  | *     2. Altered source versions must be plainly marked as such, and must not be misrepresented | 
						
						
							|  | *     as being the original software. | 
						
						
							|  | * | 
						
						
							|  | *     3. This notice may not be removed or altered from any source distribution. | 
						
						
							|  | * | 
						
						
							|  | **********************************************************************************************/ | 
						
						
							|  | 
 | 
						
						
							|  | #ifndef RAYLIB_H | 
						
						
							|  | #define RAYLIB_H | 
						
						
							|  |  | 
						
						
							|  | // 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) | 
						
						
							|  |     typedef struct android_app;     // Define android_app struct (android_native_app_glue.h) | 
						
						
							|  | #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 | 
						
						
							|  | #define FLAG_VSYNC_HINT        32 | 
						
						
							|  |  | 
						
						
							|  | // 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_F11             300 | 
						
						
							|  | #define KEY_F12             301 | 
						
						
							|  | #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 | 
						
						
							|  |  | 
						
						
							|  | // Keyboard Alpha Numeric Keys | 
						
						
							|  | #define KEY_ZERO             48 | 
						
						
							|  | #define KEY_ONE              49 | 
						
						
							|  | #define KEY_TWO              50 | 
						
						
							|  | #define KEY_THREE            51 | 
						
						
							|  | #define KEY_FOUR             52 | 
						
						
							|  | #define KEY_FIVE             53 | 
						
						
							|  | #define KEY_SIX              54 | 
						
						
							|  | #define KEY_SEVEN            55 | 
						
						
							|  | #define KEY_EIGHT            56 | 
						
						
							|  | #define KEY_NINE             57 | 
						
						
							|  | #define KEY_A                65 | 
						
						
							|  | #define KEY_B                66 | 
						
						
							|  | #define KEY_C                67 | 
						
						
							|  | #define KEY_D                68 | 
						
						
							|  | #define KEY_E                69 | 
						
						
							|  | #define KEY_F                70 | 
						
						
							|  | #define KEY_G                71 | 
						
						
							|  | #define KEY_H                72 | 
						
						
							|  | #define KEY_I                73 | 
						
						
							|  | #define KEY_J                74 | 
						
						
							|  | #define KEY_K                75 | 
						
						
							|  | #define KEY_L                76 | 
						
						
							|  | #define KEY_M                77 | 
						
						
							|  | #define KEY_N                78 | 
						
						
							|  | #define KEY_O                79 | 
						
						
							|  | #define KEY_P                80 | 
						
						
							|  | #define KEY_Q                81 | 
						
						
							|  | #define KEY_R                82 | 
						
						
							|  | #define KEY_S                83 | 
						
						
							|  | #define KEY_T                84 | 
						
						
							|  | #define KEY_U                85 | 
						
						
							|  | #define KEY_V                86 | 
						
						
							|  | #define KEY_W                87 | 
						
						
							|  | #define KEY_X                88 | 
						
						
							|  | #define KEY_Y                89 | 
						
						
							|  | #define KEY_Z                90 | 
						
						
							|  |  | 
						
						
							|  | // Mouse Buttons | 
						
						
							|  | #define MOUSE_LEFT_BUTTON     0 | 
						
						
							|  | #if defined(PLATFORM_WEB) | 
						
						
							|  |     #define MOUSE_RIGHT_BUTTON    2 | 
						
						
							|  |     #define MOUSE_MIDDLE_BUTTON   1 | 
						
						
							|  | #else | 
						
						
							|  |     #define MOUSE_RIGHT_BUTTON    1 | 
						
						
							|  |     #define MOUSE_MIDDLE_BUTTON   2 | 
						
						
							|  | #endif | 
						
						
							|  |  | 
						
						
							|  | // Touch points registered | 
						
						
							|  | #define MAX_TOUCH_POINTS     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 | 
						
						
							|  |  | 
						
						
							|  | // Android Physic Buttons | 
						
						
							|  | #define ANDROID_BACK            4 | 
						
						
							|  | #define ANDROID_MENU            82 | 
						
						
							|  | #define ANDROID_VOLUME_UP       24 | 
						
						
							|  | #define ANDROID_VOLUME_DOWN     25 | 
						
						
							|  |  | 
						
						
							|  | // 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 | 
						
						
							|  | //---------------------------------------------------------------------------------- | 
						
						
							|  | #ifndef __cplusplus | 
						
						
							|  | // Boolean type | 
						
						
							|  | typedef enum { false, true } bool; | 
						
						
							|  | #endif | 
						
						
							|  |  | 
						
						
							|  | // 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; | 
						
						
							|  | 
 | 
						
						
							|  | // Matrix type (OpenGL style 4x4 - right handed, column major) | 
						
						
							|  | typedef struct Matrix { | 
						
						
							|  |     float m0, m4, m8, m12; | 
						
						
							|  |     float m1, m5, m9, m13; | 
						
						
							|  |     float m2, m6, m10, m14; | 
						
						
							|  |     float m3, m7, m11, m15; | 
						
						
							|  | } Matrix; | 
						
						
							|  | 
 | 
						
						
							|  | // Color type, RGBA (32bit) | 
						
						
							|  | typedef struct Color { | 
						
						
							|  |     unsigned char r; | 
						
						
							|  |     unsigned char g; | 
						
						
							|  |     unsigned char b; | 
						
						
							|  |     unsigned char a; | 
						
						
							|  | } Color; | 
						
						
							|  | 
 | 
						
						
							|  | // Rectangle type | 
						
						
							|  | typedef struct Rectangle { | 
						
						
							|  |     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 { | 
						
						
							|  |     void *data;             // Image raw data | 
						
						
							|  |     int width;              // Image base width | 
						
						
							|  |     int height;             // Image base height | 
						
						
							|  |     int mipmaps;            // Mipmap levels, 1 by default | 
						
						
							|  |     int format;             // Data format (TextureFormat) | 
						
						
							|  | } Image; | 
						
						
							|  | 
 | 
						
						
							|  | // Texture2D type, bpp always RGBA (32bit) | 
						
						
							|  | // NOTE: Data stored in GPU memory | 
						
						
							|  | typedef struct Texture2D { | 
						
						
							|  |     unsigned int id;        // OpenGL texture id | 
						
						
							|  |     int width;              // Texture base width | 
						
						
							|  |     int height;             // Texture base height | 
						
						
							|  |     int mipmaps;            // Mipmap levels, 1 by default | 
						
						
							|  |     int format;             // Data format (TextureFormat) | 
						
						
							|  | } Texture2D; | 
						
						
							|  | 
 | 
						
						
							|  | // SpriteFont type, includes texture and charSet array data | 
						
						
							|  | typedef struct SpriteFont { | 
						
						
							|  |     Texture2D texture;      // Font texture | 
						
						
							|  |     int size;               // Base size (default chars height) | 
						
						
							|  |     int numChars;           // Number of characters | 
						
						
							|  |     int *charValues;        // Characters values array | 
						
						
							|  |     Rectangle *charRecs;    // Characters rectangles within the texture | 
						
						
							|  |     Vector2 *charOffsets;   // Characters offsets (on drawing) | 
						
						
							|  |     int *charAdvanceX;      // Characters x advance (on drawing) | 
						
						
							|  | } SpriteFont; | 
						
						
							|  | 
 | 
						
						
							|  | // Camera type, defines a camera position/orientation in 3d space | 
						
						
							|  | typedef struct Camera { | 
						
						
							|  |     Vector3 position; | 
						
						
							|  |     Vector3 target; | 
						
						
							|  |     Vector3 up; | 
						
						
							|  | } Camera; | 
						
						
							|  | 
 | 
						
						
							|  | // Bounding box type | 
						
						
							|  | typedef struct BoundingBox { | 
						
						
							|  |     Vector3 min; | 
						
						
							|  |     Vector3 max; | 
						
						
							|  | } BoundingBox; | 
						
						
							|  | 
 | 
						
						
							|  | // Vertex data definning a mesh | 
						
						
							|  | typedef struct Mesh { | 
						
						
							|  |     int vertexCount;            // num vertices | 
						
						
							|  |     float *vertices;            // vertex position (XYZ - 3 components per vertex) | 
						
						
							|  |     float *texcoords;           // vertex texture coordinates (UV - 2 components per vertex) | 
						
						
							|  |     float *texcoords2;          // vertex second texture coordinates (useful for lightmaps) | 
						
						
							|  |     float *normals;             // vertex normals (XYZ - 3 components per vertex) | 
						
						
							|  |     float *tangents;            // vertex tangents (XYZ - 3 components per vertex) | 
						
						
							|  |     unsigned char *colors;      // vertex colors (RGBA - 4 components per vertex) | 
						
						
							|  |      | 
						
						
							|  |     BoundingBox bounds;         // mesh limits defined by min and max points | 
						
						
							|  |      | 
						
						
							|  |     unsigned int vaoId;         // OpenGL Vertex Array Object id | 
						
						
							|  |     unsigned int vboId[6];      // OpenGL Vertex Buffer Objects id (6 types of vertex data) | 
						
						
							|  | } Mesh; | 
						
						
							|  | 
 | 
						
						
							|  | // Shader type (generic shader) | 
						
						
							|  | typedef struct Shader { | 
						
						
							|  |     unsigned int id;                // Shader program id | 
						
						
							|  |  | 
						
						
							|  |     // TODO: This should be Texture2D objects | 
						
						
							|  |     unsigned int texDiffuseId;      // Diffuse texture id | 
						
						
							|  |     unsigned int texNormalId;       // Normal texture id | 
						
						
							|  |     unsigned int texSpecularId;     // Specular texture id | 
						
						
							|  |      | 
						
						
							|  |     // Variable attributes | 
						
						
							|  |     int vertexLoc;        // Vertex attribute location point (vertex shader) | 
						
						
							|  |     int texcoordLoc;      // Texcoord attribute location point (vertex shader) | 
						
						
							|  |     int normalLoc;        // Normal attribute location point (vertex shader) | 
						
						
							|  |     int colorLoc;         // Color attibute location point (vertex shader) | 
						
						
							|  |  | 
						
						
							|  |     // Uniforms | 
						
						
							|  |     int mvpLoc;           // ModelView-Projection matrix uniform location point (vertex shader) | 
						
						
							|  |     int tintColorLoc;     // Color uniform location point (fragment shader) | 
						
						
							|  |      | 
						
						
							|  |     int mapDiffuseLoc;    // Diffuse map texture uniform location point (fragment shader) | 
						
						
							|  |     int mapNormalLoc;     // Normal map texture uniform location point (fragment shader) | 
						
						
							|  |     int mapSpecularLoc;   // Specular map texture uniform location point (fragment shader) | 
						
						
							|  | } Shader; | 
						
						
							|  | 
 | 
						
						
							|  | // Material type | 
						
						
							|  | // TODO: Redesign material-shaders-textures system | 
						
						
							|  | typedef struct Material { | 
						
						
							|  |     //Shader shader; | 
						
						
							|  |  | 
						
						
							|  |     //Texture2D texDiffuse;      // Diffuse texture | 
						
						
							|  |     //Texture2D texNormal;       // Normal texture | 
						
						
							|  |     //Texture2D texSpecular;     // Specular texture | 
						
						
							|  |      | 
						
						
							|  |     Color colDiffuse; | 
						
						
							|  |     Color colAmbient; | 
						
						
							|  |     Color colSpecular; | 
						
						
							|  |      | 
						
						
							|  |     float glossiness; | 
						
						
							|  |     float normalDepth; | 
						
						
							|  | } Material; | 
						
						
							|  | 
 | 
						
						
							|  | // 3d Model type | 
						
						
							|  | // TODO: Replace shader/testure by material | 
						
						
							|  | typedef struct Model { | 
						
						
							|  |     Mesh mesh; | 
						
						
							|  |     Matrix transform; | 
						
						
							|  |     Texture2D texture;    // Only for OpenGL 1.1, on newer versions this should be in the shader | 
						
						
							|  |     Shader shader; | 
						
						
							|  | 	//Material material; | 
						
						
							|  | } Model; | 
						
						
							|  | 
 | 
						
						
							|  | // Ray type (useful for raycast) | 
						
						
							|  | typedef struct Ray { | 
						
						
							|  |     Vector3 position; | 
						
						
							|  |     Vector3 direction; | 
						
						
							|  | } Ray; | 
						
						
							|  | 
 | 
						
						
							|  | // 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; | 
						
						
							|  | 
 | 
						
						
							|  | // Texture formats | 
						
						
							|  | // NOTE: Support depends on OpenGL version and platform | 
						
						
							|  | typedef enum { | 
						
						
							|  |     UNCOMPRESSED_GRAYSCALE = 1,     // 8 bit per pixel (no alpha) | 
						
						
							|  |     UNCOMPRESSED_GRAY_ALPHA,        // 16 bpp (2 channels) | 
						
						
							|  |     UNCOMPRESSED_R5G6B5,            // 16 bpp | 
						
						
							|  |     UNCOMPRESSED_R8G8B8,            // 24 bpp | 
						
						
							|  |     UNCOMPRESSED_R5G5B5A1,          // 16 bpp (1 bit alpha) | 
						
						
							|  |     UNCOMPRESSED_R4G4B4A4,          // 16 bpp (4 bit alpha) | 
						
						
							|  |     UNCOMPRESSED_R8G8B8A8,          // 32 bpp | 
						
						
							|  |     COMPRESSED_DXT1_RGB,            // 4 bpp (no alpha) | 
						
						
							|  |     COMPRESSED_DXT1_RGBA,           // 4 bpp (1 bit alpha) | 
						
						
							|  |     COMPRESSED_DXT3_RGBA,           // 8 bpp | 
						
						
							|  |     COMPRESSED_DXT5_RGBA,           // 8 bpp | 
						
						
							|  |     COMPRESSED_ETC1_RGB,            // 4 bpp | 
						
						
							|  |     COMPRESSED_ETC2_RGB,            // 4 bpp | 
						
						
							|  |     COMPRESSED_ETC2_EAC_RGBA,       // 8 bpp | 
						
						
							|  |     COMPRESSED_PVRT_RGB,            // 4 bpp | 
						
						
							|  |     COMPRESSED_PVRT_RGBA,           // 4 bpp | 
						
						
							|  |     COMPRESSED_ASTC_4x4_RGBA,       // 8 bpp | 
						
						
							|  |     COMPRESSED_ASTC_8x8_RGBA        // 2 bpp | 
						
						
							|  | } TextureFormat; | 
						
						
							|  | 
 | 
						
						
							|  | // Color blending modes (pre-defined) | 
						
						
							|  | typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode; | 
						
						
							|  | 
 | 
						
						
							|  | // Gestures type | 
						
						
							|  | // NOTE: It could be used as flags to enable only some gestures | 
						
						
							|  | typedef enum { | 
						
						
							|  |     GESTURE_NONE        = 0, | 
						
						
							|  |     GESTURE_TAP         = 1, | 
						
						
							|  |     GESTURE_DOUBLETAP   = 2, | 
						
						
							|  |     GESTURE_HOLD        = 4, | 
						
						
							|  |     GESTURE_DRAG        = 8, | 
						
						
							|  |     GESTURE_SWIPE_RIGHT = 16, | 
						
						
							|  |     GESTURE_SWIPE_LEFT  = 32, | 
						
						
							|  |     GESTURE_SWIPE_UP    = 64, | 
						
						
							|  |     GESTURE_SWIPE_DOWN  = 128, | 
						
						
							|  |     GESTURE_PINCH_IN    = 256, | 
						
						
							|  |     GESTURE_PINCH_OUT   = 512 | 
						
						
							|  | } Gestures; | 
						
						
							|  | 
 | 
						
						
							|  | // Touch action (fingers or mouse) | 
						
						
							|  | typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction; | 
						
						
							|  | 
 | 
						
						
							|  | // Gesture events | 
						
						
							|  | // NOTE: MAX_TOUCH_POINTS fixed to 2 | 
						
						
							|  | typedef struct { | 
						
						
							|  |     int touchAction; | 
						
						
							|  |     int pointCount; | 
						
						
							|  |     int pointerId[MAX_TOUCH_POINTS]; | 
						
						
							|  |     Vector2 position[MAX_TOUCH_POINTS]; | 
						
						
							|  | } GestureEvent; | 
						
						
							|  | 
 | 
						
						
							|  | // Camera system modes | 
						
						
							|  | typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; | 
						
						
							|  | 
 | 
						
						
							|  | // Collider types | 
						
						
							|  | typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType; | 
						
						
							|  | 
 | 
						
						
							|  | // Transform struct | 
						
						
							|  | typedef struct Transform { | 
						
						
							|  |     Vector2 position; | 
						
						
							|  |     float rotation; | 
						
						
							|  |     Vector2 scale; | 
						
						
							|  | } Transform; | 
						
						
							|  | 
 | 
						
						
							|  | // Rigidbody struct | 
						
						
							|  | typedef struct Rigidbody { | 
						
						
							|  |     bool enabled; | 
						
						
							|  |     float mass; | 
						
						
							|  |     Vector2 acceleration; | 
						
						
							|  |     Vector2 velocity; | 
						
						
							|  |     bool isGrounded; | 
						
						
							|  |     bool isContact;     // Avoid freeze player when touching floor | 
						
						
							|  |     bool applyGravity; | 
						
						
							|  |     float friction;     // 0.0f to 1.0f | 
						
						
							|  |     float bounciness;   // 0.0f to 1.0f | 
						
						
							|  | } Rigidbody; | 
						
						
							|  | 
 | 
						
						
							|  | // Collider struct | 
						
						
							|  | typedef struct Collider { | 
						
						
							|  |     bool enabled; | 
						
						
							|  |     ColliderType type; | 
						
						
							|  |     Rectangle bounds;   // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE | 
						
						
							|  |     int radius;         // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE | 
						
						
							|  | } Collider; | 
						
						
							|  | 
 | 
						
						
							|  | #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 and OpenGL Graphics | 
						
						
							|  | #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 | 
						
						
							|  | bool IsWindowMinimized(void);                               // Detect if window has been minimized (or lost focus) | 
						
						
							|  | 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 | 
						
						
							|  |  | 
						
						
							|  | void ClearBackground(Color color);                          // Sets Background Color | 
						
						
							|  | void BeginDrawing(void);                                    // Setup drawing canvas to start drawing | 
						
						
							|  | void BeginDrawingEx(int blendMode, Shader shader, Matrix transform);   // Setup drawing canvas with extended parameters | 
						
						
							|  | void EndDrawing(void);                                      // End canvas drawing and Swap Buffers (Double Buffering) | 
						
						
							|  |  | 
						
						
							|  | void Begin3dMode(Camera camera);                            // Initializes 3D mode for drawing (Camera setup) | 
						
						
							|  | void End3dMode(void);                                       // Ends 3D mode and returns to default 2D orthographic mode | 
						
						
							|  |  | 
						
						
							|  | Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Returns a ray trace from mouse position | 
						
						
							|  | Vector2 WorldToScreen(Vector3 position, Camera camera);     // Returns the screen space position from a 3d world space position | 
						
						
							|  | Matrix GetCameraMatrix(Camera camera);                      // Returns camera transform matrix (view matrix) | 
						
						
							|  |  | 
						
						
							|  | 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 | 
						
						
							|  | float *ColorToFloat(Color color);                           // Converts Color to float array and normalizes | 
						
						
							|  | float *VectorToFloat(Vector3 vec);                          // Converts Vector3 to float array | 
						
						
							|  | float *MatrixToFloat(Matrix mat);                           // Converts Matrix to float array | 
						
						
							|  |  | 
						
						
							|  | 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 SetConfigFlags(char flags);                            // Setup some window configuration flags | 
						
						
							|  | void ShowLogo(void);                                        // Activates raylib logo at startup (can be done with flags) | 
						
						
							|  |  | 
						
						
							|  | bool IsFileDropped(void);                                   // Check if a file have been dropped into window | 
						
						
							|  | char **GetDroppedFiles(int *count);                         // Retrieve dropped files into window | 
						
						
							|  | void ClearDroppedFiles(void);                               // Clear dropped files paths buffer | 
						
						
							|  |  | 
						
						
							|  | void StorageSaveValue(int position, int value);             // Storage save integer value (to defined position) | 
						
						
							|  | int StorageLoadValue(int position);                         // Storage load integer value (from defined position) | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // 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 | 
						
						
							|  | int GetKeyPressed(void);                                // Get latest key 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 | 
						
						
							|  |  | 
						
						
							|  | void ShowCursor(void);                                  // Shows cursor | 
						
						
							|  | void HideCursor(void);                                  // Hides cursor | 
						
						
							|  | void EnableCursor(void);                                // Enables cursor | 
						
						
							|  | void DisableCursor(void);                               // Disables cursor | 
						
						
							|  | bool IsCursorHidden(void);                              // Returns true if cursor is not visible | 
						
						
							|  |  | 
						
						
							|  | 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 | 
						
						
							|  |  | 
						
						
							|  | int GetTouchX(void);                                    // Returns touch position X for touch point 0 (relative to screen size) | 
						
						
							|  | int GetTouchY(void);                                    // Returns touch position Y for touch point 0 (relative to screen size)                    | 
						
						
							|  | Vector2 GetTouchPosition(int index);                    // Returns touch position XY for a touch point index (relative to screen size) | 
						
						
							|  |  | 
						
						
							|  | #if defined(PLATFORM_ANDROID) | 
						
						
							|  | bool IsButtonPressed(int button);                       // Detect if an android physic button has been pressed | 
						
						
							|  | bool IsButtonDown(int button);                          // Detect if an android physic button is being pressed | 
						
						
							|  | bool IsButtonReleased(int button);                      // Detect if an android physic button has been released | 
						
						
							|  | #endif | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Gestures and Touch Handling Functions (Module: gestures) | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | void ProcessGestureEvent(GestureEvent event);           // Process gesture event and translate it into gestures | 
						
						
							|  | void UpdateGestures(void);                              // Update gestures detected (must be called every frame) | 
						
						
							|  | bool IsGestureDetected(void);                           // Check if a gesture have been detected | 
						
						
							|  | int GetGestureType(void);                               // Get latest detected gesture | 
						
						
							|  | void SetGesturesEnabled(unsigned int gestureFlags);     // Enable a set of gestures using flags | 
						
						
							|  | int GetTouchPointsCount(void);                          // Get touch points count | 
						
						
							|  |  | 
						
						
							|  | float GetGestureHoldDuration(void);                     // Get gesture hold time in milliseconds | 
						
						
							|  | Vector2 GetGestureDragVector(void);                     // Get gesture drag vector | 
						
						
							|  | float GetGestureDragAngle(void);                        // Get gesture drag angle | 
						
						
							|  | Vector2 GetGesturePinchVector(void);                    // Get gesture pinch delta | 
						
						
							|  | float GetGesturePinchAngle(void);                       // Get gesture pinch angle | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Camera System Functions (Module: camera) | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | void SetCameraMode(int mode);                               // Set camera mode (multiple camera modes available) | 
						
						
							|  | void UpdateCamera(Camera *camera);                          // Update camera (player position is ignored) | 
						
						
							|  | void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras) | 
						
						
							|  |  | 
						
						
							|  | void SetCameraPosition(Vector3 position);                   // Set internal camera position | 
						
						
							|  | void SetCameraTarget(Vector3 target);                       // Set internal camera target | 
						
						
							|  |  | 
						
						
							|  | void SetCameraPanControl(int panKey);                       // Set camera pan key to combine with mouse movement (free camera) | 
						
						
							|  | void SetCameraAltControl(int altKey);                       // Set camera alt key to combine with mouse movement (free camera) | 
						
						
							|  | void SetCameraSmoothZoomControl(int szKey);                 // Set camera smooth zoom key to combine with mouse (free camera) | 
						
						
							|  |  | 
						
						
							|  | void SetCameraMoveControls(int frontKey, int backKey,  | 
						
						
							|  |                            int leftKey, int rightKey,  | 
						
						
							|  |                            int upKey, int downKey);         // Set camera move controls (1st person and 3rd person cameras) | 
						
						
							|  | void SetCameraMouseSensitivity(float sensitivity);          // Set camera mouse sensitivity (1st person and 3rd person cameras) | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // 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 LoadImageEx(Color *pixels, int width, int height);                                           // Load image data from Color array data (RGBA - 32bit) | 
						
						
							|  | Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize);       // Load image data from RAW file | 
						
						
							|  | 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 LoadTextureEx(void *data, int width, int height, int textureFormat);                     // Load a texture from raw data into GPU memory | 
						
						
							|  | Texture2D LoadTextureFromRES(const char *rresName, int resId);                                     // Load an image as texture from rRES file (raylib Resource) | 
						
						
							|  | Texture2D LoadTextureFromImage(Image image);                                                       // Load a texture from image data | 
						
						
							|  | void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM) | 
						
						
							|  | void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory | 
						
						
							|  | Color *GetImageData(Image image);                                                                  // Get pixel data from image as a Color struct array | 
						
						
							|  | Image GetTextureData(Texture2D texture);                                                           // Get pixel data from GPU texture and return an Image | 
						
						
							|  | void ImageToPOT(Image *image, Color fillColor);                                                    // Convert image to POT (power-of-two) | 
						
						
							|  | void ImageFormat(Image *image, int newFormat);                                                     // Convert image data to desired format | 
						
						
							|  | void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);                            // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) | 
						
						
							|  | Image ImageCopy(Image image);                                                                      // Create an image duplicate (useful for transformations) | 
						
						
							|  | void ImageCrop(Image *image, Rectangle crop);                                                      // Crop an image to a defined rectangle | 
						
						
							|  | void ImageResize(Image *image, int newWidth, int newHeight);                                       // Resize and image (bilinear filtering) | 
						
						
							|  | void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec);                         // Draw a source image within a destination image | 
						
						
							|  | Image ImageText(const char *text, int fontSize, Color color);                                      // Create an image from text (default font) | 
						
						
							|  | Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint);       // Create an image from text (custom sprite font) | 
						
						
							|  | void ImageFlipVertical(Image *image);                                                              // Flip image vertically | 
						
						
							|  | void ImageFlipHorizontal(Image *image);                                                            // Flip image horizontally | 
						
						
							|  | void ImageColorTint(Image *image, Color color);                                                    // Modify image color: tint | 
						
						
							|  | void ImageColorInvert(Image *image);                                                               // Modify image color: invert | 
						
						
							|  | void ImageColorGrayscale(Image *image);                                                            // Modify bimage color: grayscale | 
						
						
							|  | void ImageColorContrast(Image *image, float contrast);                                             // Modify image color: contrast (-100 to 100) | 
						
						
							|  | void ImageColorBrightness(Image *image, int brightness);                                           // Modify image color: brightness (-255 to 255) | 
						
						
							|  | void GenTextureMipmaps(Texture2D texture);                                                         // Generate GPU mipmaps for a texture | 
						
						
							|  | void UpdateTexture(Texture2D texture, void *pixels);                                               // Update GPU texture with new data | 
						
						
							|  |  | 
						
						
							|  | 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 | 
						
						
							|  |  | 
						
						
							|  | 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' | 
						
						
							|  | const char *SubText(const char *text, int position, int length);                                   // Get a piece of a text string | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // 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, Color color);                                      // Draw a plane XZ | 
						
						
							|  | void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color);                        // Draw a quad | 
						
						
							|  | void DrawRay(Ray ray, Color color);                                                                // Draw a ray line | 
						
						
							|  | void DrawGrid(int slices, float spacing);                                                          // Draw a grid (centered at (0, 0, 0)) | 
						
						
							|  | void DrawGizmo(Vector3 position);                                                                  // Draw simple gizmo | 
						
						
							|  | //DrawTorus(), DrawTeapot() are useless... | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Model 3d Loading and Drawing Functions (Module: models) | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | Model LoadModel(const char *fileName);                                                             // Load a 3d model (.OBJ) | 
						
						
							|  | Model LoadModelEx(Mesh data);                                                                      // Load a 3d model (from vertex data) | 
						
						
							|  | //Model LoadModelFromRES(const char *rresName, int resId);                                         // TODO: Load a 3d model from rRES file (raylib Resource) | 
						
						
							|  | Model LoadHeightmap(Image heightmap, Vector3 size);                                                // 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 rotationAxis, float rotationAngle, 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 DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);      // Draw a model wires (with texture if set) with extended parameters | 
						
						
							|  | void DrawBoundingBox(BoundingBox box);                                                             // Draw bounding box (wires) | 
						
						
							|  |  | 
						
						
							|  | 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 | 
						
						
							|  |  | 
						
						
							|  | BoundingBox CalculateBoundingBox(Mesh mesh);                                                       // Calculate mesh bounding box limits | 
						
						
							|  | bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);                     // Detect collision between two spheres | 
						
						
							|  | bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2);               // Detect collision between two boxes | 
						
						
							|  | bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere);       // Detect collision between box and sphere | 
						
						
							|  | bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius);                              // Detect collision between ray and sphere | 
						
						
							|  | bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint);   // Detect collision between ray and sphere with extended parameters and collision point detection | 
						
						
							|  | bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox);                                           // Detect collision between ray and box | 
						
						
							|  | Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius);   // Detect collision of player radius with cubicmap | 
						
						
							|  |                                                                                                                 // NOTE: Return the normal vector of the impacted surface | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Shaders System Functions (Module: rlgl) | 
						
						
							|  | // NOTE: This functions are useless when using OpenGL 1.1 | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | Shader LoadShader(char *vsFileName, char *fsFileName);              // Load a custom shader and bind default locations | 
						
						
							|  | unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id | 
						
						
							|  | void UnloadShader(Shader shader);                                   // Unload a custom shader from memory | 
						
						
							|  | void SetPostproShader(Shader shader);                               // Set fullscreen postproduction shader | 
						
						
							|  | void SetCustomShader(Shader shader);                                // Set custom shader to be used in batch draw | 
						
						
							|  | void SetDefaultShader(void);                                        // Set default shader to be used in batch draw | 
						
						
							|  | void SetModelShader(Model *model, Shader shader);                   // Link a shader to a model | 
						
						
							|  | bool IsPosproShaderEnabled(void);                                   // Check if postprocessing shader is enabled | 
						
						
							|  |  | 
						
						
							|  | int GetShaderLocation(Shader shader, const char *uniformName);                          // Get shader uniform location | 
						
						
							|  | void SetShaderValue(Shader shader, int uniformLoc, float *value, int size);             // Set shader uniform value (float) | 
						
						
							|  | void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);              // Set shader uniform value (int) | 
						
						
							|  | void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);                   // Set shader uniform value (matrix 4x4) | 
						
						
							|  | void SetShaderMapDiffuse(Shader *shader, Texture2D texture);                            // Default diffuse shader map texture assignment | 
						
						
							|  | void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture);    // Normal map texture shader assignment | 
						
						
							|  | void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture);  // Specular map texture shader assignment | 
						
						
							|  | void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment | 
						
						
							|  |  | 
						
						
							|  | void SetBlendMode(int mode);                                        // Set blending mode (alpha, additive, multiplied) | 
						
						
							|  |  | 
						
						
							|  | //---------------------------------------------------------------------------------- | 
						
						
							|  | // Physics System Functions (engine-module: physac) | 
						
						
							|  | //---------------------------------------------------------------------------------- | 
						
						
							|  | void InitPhysics(int maxPhysicElements);                                    // Initialize all internal physics values | 
						
						
							|  | void UnloadPhysics();                                                       // Unload physic elements arrays | 
						
						
							|  |  | 
						
						
							|  | void AddRigidbody(int index, Rigidbody rigidbody);                          // Initialize a new rigidbody with parameters to internal index slot | 
						
						
							|  | void AddCollider(int index, Collider collider);                             // Initialize a new Collider with parameters to internal index slot | 
						
						
							|  |  | 
						
						
							|  | void ApplyPhysics(int index, Vector2 *position);                            // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter | 
						
						
							|  | void SetRigidbodyEnabled(int index, bool state);                            // Set enabled state to a defined rigidbody | 
						
						
							|  | void SetRigidbodyVelocity(int index, Vector2 velocity);                     // Set velocity of rigidbody (without considering of mass value) | 
						
						
							|  | void SetRigidbodyAcceleration(int index, Vector2 acceleration);             // Set acceleration of rigidbody (without considering of mass value) | 
						
						
							|  | void AddRigidbodyForce(int index, Vector2 force);                           // Set rigidbody force (considering mass value) | 
						
						
							|  | void AddForceAtPosition(Vector2 position, float intensity, float radius);   // Add a force to all enabled rigidbodies at a position | 
						
						
							|  |  | 
						
						
							|  | void SetColliderEnabled(int index, bool state);                             // Set enabled state to a defined collider | 
						
						
							|  |  | 
						
						
							|  | Rigidbody GetRigidbody(int index);                                          // Returns the internal rigidbody data defined by index parameter | 
						
						
							|  | Collider GetCollider(int index);                                            // Returns the internal collider data defined by index parameter | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // 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 UpdateMusicStream(void);                                   // Updates buffers for music streaming | 
						
						
							|  | 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
 |