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								/**********************************************************************************************
							 | 
						
						
						
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								*
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								*   raylib 1.2 (www.raylib.com)
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								*
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								*   A simple and easy-to-use library to learn videogames programming
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								*
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								*   Features:
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								*     Library written in plain C code (C99)
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								*     Uses C# PascalCase/camelCase notation
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								*     Hardware accelerated with OpenGL (1.1, 3.3+ or ES2)
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								*     Unique OpenGL abstraction layer [rlgl]
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								*     Powerful fonts module with SpriteFonts support
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								*     Multiple textures support, including DDS and mipmaps generation
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								*     Basic 3d support for Shapes, Models, Heightmaps and Billboards
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								*     Powerful math module for Vector and Matrix operations [raymath]
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								*     Audio loading and playing with streaming support (WAV and OGG)
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								*     Multiplatform support, including Android devices, Raspberry Pi and HTML5
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								*
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							 | 
							
								*   Used external libs:
							 | 
						
						
						
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							 | 
							
								*     GLFW3 (www.glfw.org) for window/context management and input
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								*     GLEW for OpenGL extensions loading (3.3+ and ES2)
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								*     stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
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								*     stb_image_write (Sean Barret) for image writting (PNG)
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								*     stb_vorbis (Sean Barret) for ogg audio loading
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								*     OpenAL Soft for audio device/context management
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								*     tinfl for data decompression (DEFLATE algorithm)
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								*
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							 | 
							
								*   Some design decisions:
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								*     32bit Colors - All defined color are always RGBA
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								*     32bit Textures - All loaded images are converted automatically to RGBA textures
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								*     SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures
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								*     One custom default font is loaded automatically when InitWindow()
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								*     If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined)
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							 | 
							
								*
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							 | 
							
								*   -- LICENSE (raylib v1.2, September 2014) --
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								*
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							 | 
							
								*   raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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								*   BSD-like license that allows static linking with closed source software:
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								*
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								*   Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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								*
							 | 
						
						
						
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								*   This software is provided "as-is", without any express or implied warranty. In no event
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								*   will the authors be held liable for any damages arising from the use of this software.
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								*
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								*   Permission is granted to anyone to use this software for any purpose, including commercial
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								*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
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								*
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								*     1. The origin of this software must not be misrepresented; you must not claim that you
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								*     wrote the original software. If you use this software in a product, an acknowledgment
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								*     in the product documentation would be appreciated but is not required.
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							 | 
							
								*
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							 | 
							
								*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
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								*     as being the original software.
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								*
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								*     3. This notice may not be removed or altered from any source distribution.
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								*
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								**********************************************************************************************/
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								#ifndef RAYLIB_H
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								#define RAYLIB_H
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								// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP
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								//#define PLATFORM_DESKTOP      // Windows, Linux or OSX
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								//#define PLATFORM_ANDROID      // Android device
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								//#define PLATFORM_RPI          // Raspberry Pi
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								//#define PLATFORM_WEB          // HTML5 (emscripten, asm.js)
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								// Security check in case no PLATFORM_* defined
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								#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
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								    #define PLATFORM_DESKTOP
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								#endif
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								#if defined(PLATFORM_ANDROID)
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								    #include <android_native_app_glue.h>    // Defines android_app struct
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								#endif
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								//----------------------------------------------------------------------------------
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								// Some basic Defines
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								//----------------------------------------------------------------------------------
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								#ifndef PI
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								#define PI 3.14159265358979323846
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								#endif
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								#define DEG2RAD (PI / 180.0f)
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								#define RAD2DEG (180.0f / PI)
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								// raylib Config Flags
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								#define FLAG_FULLSCREEN_MODE    1
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								#define FLAG_SHOW_LOGO          2
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								#define FLAG_SHOW_MOUSE_CURSOR  4
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								#define FLAG_CENTERED_MODE      8
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								#define FLAG_MSAA_4X_HINT      16
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								// Keyboard Function Keys 
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								#define KEY_SPACE            32
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								#define KEY_ESCAPE          256
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								#define KEY_ENTER           257
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								#define KEY_BACKSPACE       259
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								#define KEY_RIGHT           262
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								#define KEY_LEFT            263
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								#define KEY_DOWN            264
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								#define KEY_UP              265
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								#define KEY_F1              290
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								#define KEY_F2              291
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								#define KEY_F3              292
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								#define KEY_F4              293
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								#define KEY_F5              294
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								#define KEY_F6              295
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								#define KEY_F7              296
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								#define KEY_F8              297
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								#define KEY_F9              298
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								#define KEY_F10             299
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								#define KEY_LEFT_SHIFT      340
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								#define KEY_LEFT_CONTROL    341
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								#define KEY_LEFT_ALT        342
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								#define KEY_RIGHT_SHIFT     344
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								#define KEY_RIGHT_CONTROL   345
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								#define KEY_RIGHT_ALT       346
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								// Mouse Buttons
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								#define MOUSE_LEFT_BUTTON     0
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								#define MOUSE_RIGHT_BUTTON    1
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								#define MOUSE_MIDDLE_BUTTON   2
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								// Gamepad Number
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								#define GAMEPAD_PLAYER1       0
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								#define GAMEPAD_PLAYER2       1
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								#define GAMEPAD_PLAYER3       2
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								#define GAMEPAD_PLAYER4       3
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								// Gamepad Buttons
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								// NOTE: Adjusted for a PS3 USB Controller
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								#define GAMEPAD_BUTTON_A        2
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								#define GAMEPAD_BUTTON_B        1
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								#define GAMEPAD_BUTTON_X        3
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								#define GAMEPAD_BUTTON_Y        4
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								#define GAMEPAD_BUTTON_R1       7
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								#define GAMEPAD_BUTTON_R2       5
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								#define GAMEPAD_BUTTON_L1       6
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								#define GAMEPAD_BUTTON_L2       8
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								#define GAMEPAD_BUTTON_SELECT   9
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								#define GAMEPAD_BUTTON_START   10
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								// TODO: Review Xbox360 USB Controller Buttons
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								// Some Basic Colors
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								// NOTE: Custom raylib color palette for amazing visuals on WHITE background
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								#define LIGHTGRAY  (Color){ 200, 200, 200, 255 }   // Light Gray
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								#define GRAY       (Color){ 130, 130, 130, 255 }   // Gray
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								#define DARKGRAY   (Color){ 80, 80, 80, 255 }      // Dark Gray
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								#define YELLOW     (Color){ 253, 249, 0, 255 }     // Yellow
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								#define GOLD       (Color){ 255, 203, 0, 255 }     // Gold
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								#define ORANGE     (Color){ 255, 161, 0, 255 }     // Orange
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								#define PINK       (Color){ 255, 109, 194, 255 }   // Pink
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								#define RED        (Color){ 230, 41, 55, 255 }     // Red
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								#define MAROON     (Color){ 190, 33, 55, 255 }     // Maroon
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								#define GREEN      (Color){ 0, 228, 48, 255 }      // Green
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								#define LIME       (Color){ 0, 158, 47, 255 }      // Lime
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								#define DARKGREEN  (Color){ 0, 117, 44, 255 }      // Dark Green
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								#define SKYBLUE    (Color){ 102, 191, 255, 255 }   // Sky Blue
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								#define BLUE       (Color){ 0, 121, 241, 255 }     // Blue
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								#define DARKBLUE   (Color){ 0, 82, 172, 255 }      // Dark Blue
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								#define PURPLE     (Color){ 200, 122, 255, 255 }   // Purple
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								#define VIOLET     (Color){ 135, 60, 190, 255 }    // Violet
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								#define DARKPURPLE (Color){ 112, 31, 126, 255 }    // Dark Purple
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								#define BEIGE      (Color){ 211, 176, 131, 255 }   // Beige
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								#define BROWN      (Color){ 127, 106, 79, 255 }    // Brown
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								#define DARKBROWN  (Color){ 76, 63, 47, 255 }      // Dark Brown
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								#define WHITE      (Color){ 255, 255, 255, 255 }   // White
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								#define BLACK      (Color){ 0, 0, 0, 255 }         // Black
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								#define BLANK      (Color){ 0, 0, 0, 0 }           // Blank (Transparent)
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								#define MAGENTA    (Color){ 255, 0, 255, 255 }     // Magenta
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								#define RAYWHITE   (Color){ 245, 245, 245, 255 }   // My own White (raylib logo)
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								//----------------------------------------------------------------------------------
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							 | 
							
								// Types and Structures Definition
							 | 
						
						
						
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							 | 
							
								//----------------------------------------------------------------------------------
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							 | 
						
						
						
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							 | 
							
								// Boolean type
							 | 
						
						
						
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							 | 
							
								typedef enum { false, true } bool;
							 | 
						
						
						
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							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// byte type
							 | 
						
						
						
							| 
								
							 | 
							
								typedef unsigned char byte;
							 | 
						
						
						
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							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Vector2 type
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct Vector2 {
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							| 
								
							 | 
							
								    float x;
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							 | 
							
								    float y;
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							| 
								
							 | 
							
								} Vector2;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Vector3 type
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct Vector3 {
							 | 
						
						
						
							| 
								
							 | 
							
								    float x;
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							| 
								
							 | 
							
								    float y;
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							| 
								
							 | 
							
								    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 {
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								    Color *pixels;
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								    int width;
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								    int height;
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								} Image;
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								// Texture2D type, bpp always RGBA (32bit)
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								// NOTE: Data stored in GPU memory
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								typedef struct Texture2D {
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								    unsigned int id;        // OpenGL id
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								    int width;
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								    int height;
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								} Texture2D;
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								// Character type (one font glyph)
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								typedef struct Character {
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								    int value;        //char value = ' '; (int)value = 32;
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								    int x;
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								    int y;
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								    int w;
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								    int h;
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								} Character;
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								// SpriteFont type, includes texture and charSet array data
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								typedef struct SpriteFont {
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								    Texture2D texture;
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								    int numChars;
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								    Character *charSet;
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								} SpriteFont;
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								// Camera type, defines a camera position/orientation in 3d space
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								typedef struct Camera {
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								    Vector3 position;
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								    Vector3 target;
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								    Vector3 up;
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								} Camera;
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								// Vertex data definning a mesh
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								typedef struct VertexData {
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								    int vertexCount;
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								    float *vertices;            // 3 components per vertex
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								    float *texcoords;           // 2 components per vertex
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								    float *normals;             // 3 components per vertex
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								    unsigned char *colors;      // 4 components per vertex
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								} VertexData;
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								// 3d Model type
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								// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId)
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								typedef struct Model {
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								    VertexData mesh;
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								    unsigned int vaoId;
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								    unsigned int vboId[4];
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								    unsigned int textureId;
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								    //Matrix transform;
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								} Model;
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								// Sound source type
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								typedef struct Sound {
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								    unsigned int source;
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								    unsigned int buffer;
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								} Sound;
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								// Wave type, defines audio wave data
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								typedef struct Wave {
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								    void *data;                 // Buffer data pointer
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								    unsigned int dataSize;      // Data size in bytes
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								    unsigned int sampleRate;
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								    short bitsPerSample;
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								    short channels;
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								} Wave;
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								#ifdef __cplusplus
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								extern "C" {            // Prevents name mangling of functions
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								#endif
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								//------------------------------------------------------------------------------------
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								// Global Variables Definition
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								//------------------------------------------------------------------------------------
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								// It's lonely here...
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								//------------------------------------------------------------------------------------
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								// Window and Graphics Device Functions (Module: core)
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								//------------------------------------------------------------------------------------
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								#if defined(PLATFORM_ANDROID)
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								void InitWindow(int width, int height, struct android_app *state);  // Init Android activity
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								#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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								void InitWindow(int width, int height, const char *title);  // Initialize Window and OpenGL Graphics
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								#endif
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								void CloseWindow(void);                                     // Close Window and Terminate Context
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								bool WindowShouldClose(void);                               // Detect if KEY_ESCAPE pressed or Close icon pressed
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								void ToggleFullscreen(void);                                // Fullscreen toggle (only PLATFORM_DESKTOP)
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								#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
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								void SetCustomCursor(const char *cursorImage);              // Set a custom cursor icon/image
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								void SetExitKey(int key);                                   // Set a custom key to exit program (default is ESC)
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								#endif
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								int GetScreenWidth(void);                                   // Get current screen width
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								int GetScreenHeight(void);                                  // Get current screen height
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								int GetKeyPressed(void);                                    // Get latest key pressed
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								void ClearBackground(Color color);                          // Sets Background Color
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								void BeginDrawing(void);                                    // Setup drawing canvas to start drawing
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								void EndDrawing(void);                                      // End canvas drawing and Swap Buffers (Double Buffering)
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								void Begin3dMode(Camera cam);                               // Initializes 3D mode for drawing (Camera setup)
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								void End3dMode(void);                                       // Ends 3D mode and returns to default 2D orthographic mode
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								void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
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								float GetFPS(void);                                         // Returns current FPS
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								float GetFrameTime(void);                                   // Returns time in seconds for one frame
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								Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
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								int GetHexValue(Color color);                               // Returns hexadecimal value for a Color
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								int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
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								Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
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								void SetupFlags(char flags);                                // Enable some window configurations
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								void ShowLogo(void);                                        // Activates raylib logo at startup (can be done with flags)
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								//------------------------------------------------------------------------------------
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							 | 
							
								// Input Handling Functions (Module: core)
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								//------------------------------------------------------------------------------------
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								#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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								bool IsKeyPressed(int key);                             // Detect if a key has been pressed once
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								bool IsKeyDown(int key);                                // Detect if a key is being pressed
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								bool IsKeyReleased(int key);                            // Detect if a key has been released once
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								bool IsKeyUp(int key);                                  // Detect if a key is NOT being pressed
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								bool IsMouseButtonPressed(int button);                  // Detect if a mouse button has been pressed once
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								bool IsMouseButtonDown(int button);                     // Detect if a mouse button is being pressed
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								bool IsMouseButtonReleased(int button);                 // Detect if a mouse button has been released once
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								bool IsMouseButtonUp(int button);                       // Detect if a mouse button is NOT being pressed
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							 | 
							
								int GetMouseX(void);                                    // Returns mouse position X
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							 | 
							
								int GetMouseY(void);                                    // Returns mouse position Y
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								Vector2 GetMousePosition(void);                         // Returns mouse position XY
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								void SetMousePosition(Vector2 position);                // Set mouse position XY
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								int GetMouseWheelMove(void);                            // Returns mouse wheel movement Y
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								#endif
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							 | 
							
								#if defined(PLATFORM_DESKTOP)
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							 | 
							
								bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
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								Vector2 GetGamepadMovement(int gamepad);                // Return axis movement vector for a gamepad
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								bool IsGamepadButtonPressed(int gamepad, int button);   // Detect if a gamepad button has been pressed once
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								bool IsGamepadButtonDown(int gamepad, int button);      // Detect if a gamepad button is being pressed
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							 | 
							
								bool IsGamepadButtonReleased(int gamepad, int button);  // Detect if a gamepad button has been released once
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							 | 
							
								bool IsGamepadButtonUp(int gamepad, int button);        // Detect if a gamepad button is NOT being pressed
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							 | 
							
								#endif
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							 | 
							
								#if defined(PLATFORM_ANDROID)
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							 | 
							
								bool IsScreenTouched(void);                             // Detect screen touch event
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							 | 
							
								int GetTouchX(void);                                    // Returns touch position X
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							 | 
							
								int GetTouchY(void);                                    // Returns touch position Y
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							 | 
							
								Vector2 GetTouchPosition(void);                         // Returns touch position XY
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							 | 
							
								#endif
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								//------------------------------------------------------------------------------------
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							 | 
							
								// Basic Shapes Drawing Functions (Module: shapes)
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							 | 
							
								//------------------------------------------------------------------------------------
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							 | 
							
								void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel
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							 | 
							
								void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel (Vector version)
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							| 
								
							 | 
							
								void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                // Draw a line
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							| 
								
							 | 
							
								void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);                                     // Draw a line (Vector version)
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							| 
								
							 | 
							
								void DrawCircle(int centerX, int centerY, float radius, Color color);                              // Draw a color-filled circle
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							| 
								
							 | 
							
								void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2);       // Draw a gradient-filled circle
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							| 
								
							 | 
							
								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
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							| 
								
							 | 
							
								void DrawRectangleRec(Rectangle rec, Color color);                                                 // Draw a color-filled rectangle
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							| 
								
							 | 
							
								void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
							 | 
						
						
						
							| 
								
							 | 
							
								void DrawRectangleV(Vector2 position, Vector2 size, Color color);                                  // Draw a color-filled rectangle (Vector version)
							 | 
						
						
						
							| 
								
							 | 
							
								void DrawRectangleLines(int posX, int posY, int width, int height, Color color);                   // Draw rectangle outline
							 | 
						
						
						
							| 
								
							 | 
							
								void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                                // Draw a color-filled triangle
							 | 
						
						
						
							| 
								
							 | 
							
								void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                           // Draw triangle outline
							 | 
						
						
						
							| 
								
							 | 
							
								void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color);               // Draw a regular polygon (Vector version)
							 | 
						
						
						
							| 
								
							 | 
							
								void DrawPolyEx(Vector2 *points, int numPoints, Color color);                                      // Draw a closed polygon defined by points
							 | 
						
						
						
							| 
								
							 | 
							
								void DrawPolyExLines(Vector2 *points, int numPoints, Color color);                                 // Draw polygon lines
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);                                           // Check collision between two rectangles
							 | 
						
						
						
							| 
								
							 | 
							
								bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);        // Check collision between two circles
							 | 
						
						
						
							| 
								
							 | 
							
								bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);                         // Check collision between circle and rectangle
							 | 
						
						
						
							| 
								
							 | 
							
								Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);                                         // Get collision rectangle for two rectangles collision
							 | 
						
						
						
							| 
								
							 | 
							
								bool CheckCollisionPointRec(Vector2 point, Rectangle rec);                                         // Check if point is inside rectangle
							 | 
						
						
						
							| 
								
							 | 
							
								bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius);                       // Check if point is inside circle
							 | 
						
						
						
							| 
								
							 | 
							
								bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);               // Check if point is inside a triangle
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Texture Loading and Drawing Functions (Module: textures)
							 | 
						
						
						
							| 
								
							 | 
							
								//------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								Image LoadImage(const char *fileName);                                                             // Load an image into CPU memory (RAM)
							 | 
						
						
						
							| 
								
							 | 
							
								Image LoadImageFromRES(const char *rresName, int resId);                                           // Load an image from rRES file (raylib Resource)
							 | 
						
						
						
							| 
								
							 | 
							
								Texture2D LoadTexture(const char *fileName);                                                       // Load an image as texture into GPU memory
							 | 
						
						
						
							| 
								
							 | 
							
								Texture2D LoadTextureFromRES(const char *rresName, int resId);                                     // Load an image as texture from rRES file (raylib Resource)
							 | 
						
						
						
							| 
								
							 | 
							
								Texture2D LoadTextureFromImage(Image image, bool genMipmaps);                                      // Load a texture from image data (and generate mipmaps)
							 | 
						
						
						
							| 
								
							 | 
							
								Texture2D CreateTexture(Image image, bool genMipmaps);                                             // [DEPRECATED] Same as LoadTextureFromImage()
							 | 
						
						
						
							| 
								
							 | 
							
								void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
							 | 
						
						
						
							| 
								
							 | 
							
								void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory
							 | 
						
						
						
							| 
								
							 | 
							
								void ConvertToPOT(Image *image, Color fillColor);                                                  // Convert image to POT (power-of-two)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                               // Draw a Texture2D
							 | 
						
						
						
							| 
								
							 | 
							
								void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
							 | 
						
						
						
							| 
								
							 | 
							
								void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
							 | 
						
						
						
							| 
								
							 | 
							
								void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);         // Draw a part of a texture defined by a rectangle
							 | 
						
						
						
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								void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin,     // Draw a part of a texture defined by a rectangle with 'pro' parameters
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								                    float rotation, Color tint);
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								//------------------------------------------------------------------------------------
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								// Font Loading and Text Drawing Functions (Module: text)
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								//------------------------------------------------------------------------------------
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								SpriteFont GetDefaultFont(void);                                                                   // Get the default SpriteFont
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								SpriteFont LoadSpriteFont(const char *fileName);                                                   // Load a SpriteFont image into GPU memory
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								void UnloadSpriteFont(SpriteFont spriteFont);                                                      // Unload SpriteFont from GPU memory
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								void DrawText(const char *text, int posX, int posY, int fontSize, Color color);                    // Draw text (using default font)
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								void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position,                         // Draw text using SpriteFont and additional parameters
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								                int fontSize, int spacing, Color tint);
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								int MeasureText(const char *text, int fontSize);                                                   // Measure string width for default font
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								Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing);         // Measure string size for SpriteFont
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								int GetFontBaseSize(SpriteFont spriteFont);                                                        // Returns the base size for a SpriteFont (chars height)
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								void DrawFPS(int posX, int posY);                                                                  // Shows current FPS on top-left corner
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								const char *FormatText(const char *text, ...);                                                     // Formatting of text with variables to 'embed'
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								//------------------------------------------------------------------------------------
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								// Basic 3d Shapes Drawing Functions (Module: models)
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								//------------------------------------------------------------------------------------
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								void DrawCube(Vector3 position, float width, float height, float lenght, Color color);             // Draw cube
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								void DrawCubeV(Vector3 position, Vector3 size, Color color);                                       // Draw cube (Vector version)
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								void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color);        // Draw cube wires
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								void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured
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								void DrawSphere(Vector3 centerPos, float radius, Color color);                                     // Draw sphere
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								void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color);            // Draw sphere with extended parameters
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								void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);         // Draw sphere wires
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								void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
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								void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
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								void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]);	   // Draw a quad
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								void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color);                    // Draw a plane
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								void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
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								void DrawGrid(int slices, float spacing);                                                          // Draw a grid (centered at (0, 0, 0))
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								void DrawGizmo(Vector3 position);                                                                  // Draw simple gizmo
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								void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale);                                 // Draw gizmo with extended parameters
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								//DrawTorus(), DrawTeapot() are useless...
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								//------------------------------------------------------------------------------------
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								// Model 3d Loading and Drawing Functions (Module: models)
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								//------------------------------------------------------------------------------------
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								Model LoadModel(const char *fileName);                                                             // Load a 3d model (.OBJ)
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								//Model LoadModelFromRES(const char *rresName, int resId);                                         // TODO: Load a 3d model from rRES file (raylib Resource)
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								Model LoadHeightmap(Image heightmap, float maxHeight);                                             // Load a heightmap image as a 3d model
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								Model LoadCubicmap(Image cubicmap);                                                                // Load a map image as a 3d model (cubes based)
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								void UnloadModel(Model model);                                                                     // Unload 3d model from memory
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								void SetModelTexture(Model *model, Texture2D texture);                                             // Link a texture to a model
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								void DrawModel(Model model, Vector3 position, float scale, Color tint);                            // Draw a model (with texture if set)
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								void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint);      // Draw a model with extended parameters
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								void DrawModelWires(Model model, Vector3 position, float scale, Color color);                      // Draw a model wires (with texture if set)
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								void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);                         // Draw a billboard texture
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								void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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								//------------------------------------------------------------------------------------
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								// Audio Loading and Playing Functions (Module: audio)
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								//------------------------------------------------------------------------------------
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								void InitAudioDevice(void);                                     // Initialize audio device and context
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								void CloseAudioDevice(void);                                    // Close the audio device and context (and music stream)
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								Sound LoadSound(char *fileName);                                // Load sound to memory
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								Sound LoadSoundFromWave(Wave wave);                             // Load sound to memory from wave data
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								Sound LoadSoundFromRES(const char *rresName, int resId);        // Load sound to memory from rRES file (raylib Resource)
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								void UnloadSound(Sound sound);                                  // Unload sound
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								void PlaySound(Sound sound);                                    // Play a sound
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								void PauseSound(Sound sound);                                   // Pause a sound
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								void StopSound(Sound sound);                                    // Stop playing a sound
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								bool SoundIsPlaying(Sound sound);                               // Check if a sound is currently playing
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								void SetSoundVolume(Sound sound, float volume);                 // Set volume for a sound (1.0 is max level)
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								void SetSoundPitch(Sound sound, float pitch);                   // Set pitch for a sound (1.0 is base level)
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								void PlayMusicStream(char *fileName);                           // Start music playing (open stream)
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								void StopMusicStream(void);                                     // Stop music playing (close stream)
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								void PauseMusicStream(void);                                    // Pause music playing
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								void ResumeMusicStream(void);                                   // Resume playing paused music
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								bool MusicIsPlaying(void);                                      // Check if music is playing
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								void SetMusicVolume(float volume);                              // Set volume for music (1.0 is max level)
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								float GetMusicTimeLength(void);                                 // Get current music time length (in seconds)
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								float GetMusicTimePlayed(void);                                 // Get current music time played (in seconds)
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								#ifdef __cplusplus
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								}
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								#endif
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								#endif // RAYLIB_H
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