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								/**********************************************************************************************
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								*
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								*   raylib v1.7.0 
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								*
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								*   A simple and easy-to-use library to learn videogames programming (www.raylib.com)
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								*
							 | 
						
						
						
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								*   FEATURES:
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								*       - Library written in plain C code (C99)
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								*       - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5.
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								*       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
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								*       - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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								*       - Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
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								*       - Multiple textures support, including compressed formats and mipmaps generation
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								*       - Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
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								*       - Powerful math module for Vector2, Vector3, Matrix and Quaternion operations: [raymath]
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								*       - Audio loading and playing with streaming support and mixing channels: [audio]
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								*       - VR stereo rendering support with configurable HMD device parameters
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								*       - Minimal external dependencies (GLFW3, OpenGL, OpenAL)
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								*       - Complete bindings for Lua, Go and Pascal
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								*
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							 | 
							
								*   NOTES:
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								*       32bit Colors - Any defined Color is always RGBA (4 byte)
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								*       One custom font is loaded by default when InitWindow() [core]
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								*       If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
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								*       If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
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								*
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								*   DEPENDENCIES:
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								*       GLFW3 (www.glfw.org) for window/context management and input [core]
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								*       GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
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								*       OpenAL Soft for audio device/context management [audio]
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								*
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								*   OPTIONAL DEPENDENCIES:
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								*       stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
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								*       stb_image_write (Sean Barret) for image writting (PNG) [utils]
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								*       stb_truetype (Sean Barret) for ttf fonts loading [text]
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								*       stb_vorbis (Sean Barret) for ogg audio loading [audio]
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								*       jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
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								*       jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
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								*       dr_flac (David Reid) for FLAC audio file loading [audio]
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								*       tinfl for data decompression (DEFLATE algorithm) [rres]
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								*
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								*
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								*   LICENSE: zlib/libpng
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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) 2013-2017 Ramon Santamaria (@raysan5)
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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(_WIN32) && defined(BUILDING_DLL)
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								    #define RLAPI __declspec(dllexport)         // We are building raylib as a Win32 DLL
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								#elif defined(_WIN32) && defined(RAYLIB_DLL)
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								    #define RLAPI __declspec(dllimport)         // We are using raylib as a Win32 DLL
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								#else
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								    #define RLAPI   // We are building or using raylib as a static library (or Linux shared library)
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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 3.14159265358979323846f
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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_SHOW_LOGO              1       // Set to show raylib logo at startup
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								#define FLAG_FULLSCREEN_MODE        2       // Set to run program in fullscreen
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								#define FLAG_WINDOW_RESIZABLE       4       // Set to allow resizable window
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								#define FLAG_WINDOW_DECORATED       8       // Set to show window decoration (frame and buttons)
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								#define FLAG_WINDOW_TRANSPARENT    16       // Set to allow transparent window
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								#define FLAG_MSAA_4X_HINT          32       // Set to try enabling MSAA 4X
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								#define FLAG_VSYNC_HINT            64       // Set to try enabling V-Sync on GPU
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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_F11             300
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								#define KEY_F12             301
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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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								// Keyboard Alpha Numeric Keys
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								#define KEY_ZERO             48
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								#define KEY_ONE              49
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								#define KEY_TWO              50
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								#define KEY_THREE            51
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								#define KEY_FOUR             52
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								#define KEY_FIVE             53
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								#define KEY_SIX              54
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								#define KEY_SEVEN            55
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								#define KEY_EIGHT            56
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								#define KEY_NINE             57
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								#define KEY_A                65
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								#define KEY_B                66
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								#define KEY_C                67
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								#define KEY_D                68
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								#define KEY_E                69
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								#define KEY_F                70
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								#define KEY_G                71
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								#define KEY_H                72
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								#define KEY_I                73
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								#define KEY_J                74
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								#define KEY_K                75
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								#define KEY_L                76
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								#define KEY_M                77
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								#define KEY_N                78
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								#define KEY_O                79
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								#define KEY_P                80
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								#define KEY_Q                81
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								#define KEY_R                82
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								#define KEY_S                83
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								#define KEY_T                84
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								#define KEY_U                85
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								#define KEY_V                86
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								#define KEY_W                87
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								#define KEY_X                88
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								#define KEY_Y                89
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								#define KEY_Z                90
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								#if defined(PLATFORM_ANDROID)
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							 | 
							
								    // Android Physical Buttons
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							 | 
							
								    #define KEY_BACK              4
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								    #define KEY_MENU             82
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								    #define KEY_VOLUME_UP        24
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								    #define KEY_VOLUME_DOWN      25
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								#endif
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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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							| 
								
							 | 
							
								
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							 | 
							
								// Touch points registered
							 | 
						
						
						
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							 | 
							
								#define MAX_TOUCH_POINTS     2
							 | 
						
						
						
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							 | 
							
								// Gamepad Number
							 | 
						
						
						
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							 | 
							
								#define GAMEPAD_PLAYER1       0
							 | 
						
						
						
							| 
								
							 | 
							
								#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/Axis
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
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							 | 
							
								// PS3 USB Controller Buttons
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_BUTTON_TRIANGLE 0
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_BUTTON_CIRCLE   1
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_BUTTON_CROSS    2
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_BUTTON_SQUARE   3
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_BUTTON_L1       6
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_BUTTON_R1       7
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_BUTTON_L2       4
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_BUTTON_R2       5
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_BUTTON_START    8
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_BUTTON_SELECT   9
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_BUTTON_UP      24
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_BUTTON_RIGHT   25
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_BUTTON_DOWN    26
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_BUTTON_LEFT    27
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_BUTTON_PS      12
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// PS3 USB Controller Axis
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_AXIS_LEFT_X     0
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_AXIS_LEFT_Y     1
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_AXIS_RIGHT_X    2
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_AXIS_RIGHT_Y    5
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_AXIS_L2         3       // [1..-1] (pressure-level)
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_PS3_AXIS_R2         4       // [1..-1] (pressure-level)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Xbox360 USB Controller Buttons
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_XBOX_BUTTON_A       0
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_XBOX_BUTTON_B       1
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_XBOX_BUTTON_X       2
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_XBOX_BUTTON_Y       3
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_XBOX_BUTTON_LB      4
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_XBOX_BUTTON_RB      5
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_XBOX_BUTTON_SELECT  6
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_XBOX_BUTTON_START   7
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_XBOX_BUTTON_UP      10
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_XBOX_BUTTON_RIGHT   11
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_XBOX_BUTTON_DOWN    12
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_XBOX_BUTTON_LEFT    13
							 | 
						
						
						
							| 
								
							 | 
							
								#define GAMEPAD_XBOX_BUTTON_HOME    8
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Xbox360 USB Controller Axis
							 | 
						
						
						
							| 
								
							 | 
							
								// NOTE: For Raspberry Pi, axis must be reconfigured
							 | 
						
						
						
							| 
								
							 | 
							
								#if defined(PLATFORM_RPI)
							 | 
						
						
						
							| 
								
							 | 
							
								    #define GAMEPAD_XBOX_AXIS_LEFT_X    0   // [-1..1] (left->right)
							 | 
						
						
						
							| 
								
							 | 
							
								    #define GAMEPAD_XBOX_AXIS_LEFT_Y    1   // [-1..1] (up->down)
							 | 
						
						
						
							| 
								
							 | 
							
								    #define GAMEPAD_XBOX_AXIS_RIGHT_X   3   // [-1..1] (left->right)
							 | 
						
						
						
							| 
								
							 | 
							
								    #define GAMEPAD_XBOX_AXIS_RIGHT_Y   4   // [-1..1] (up->down)
							 | 
						
						
						
							| 
								
							 | 
							
								    #define GAMEPAD_XBOX_AXIS_LT        2   // [-1..1] (pressure-level)
							 | 
						
						
						
							| 
								
							 | 
							
								    #define GAMEPAD_XBOX_AXIS_RT        5   // [-1..1] (pressure-level)
							 | 
						
						
						
							| 
								
							 | 
							
								#else
							 | 
						
						
						
							| 
								
							 | 
							
								    #define GAMEPAD_XBOX_AXIS_LEFT_X    0   // [-1..1] (left->right)
							 | 
						
						
						
							| 
								
							 | 
							
								    #define GAMEPAD_XBOX_AXIS_LEFT_Y    1   // [1..-1] (up->down)
							 | 
						
						
						
							| 
								
							 | 
							
								    #define GAMEPAD_XBOX_AXIS_RIGHT_X   2   // [-1..1] (left->right)
							 | 
						
						
						
							| 
								
							 | 
							
								    #define GAMEPAD_XBOX_AXIS_RIGHT_Y   3   // [1..-1] (up->down)
							 | 
						
						
						
							| 
								
							 | 
							
								    #define GAMEPAD_XBOX_AXIS_LT        4   // [-1..1] (pressure-level)
							 | 
						
						
						
							| 
								
							 | 
							
								    #define GAMEPAD_XBOX_AXIS_RT        5   // [-1..1] (pressure-level)
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
							 | 
						
						
						
							| 
								
							 | 
							
								// Plain structures in C++ (without constructors) can be initialized from { } initializers.
							 | 
						
						
						
							| 
								
							 | 
							
								#ifdef __cplusplus
							 | 
						
						
						
							| 
								
							 | 
							
								    #define CLITERAL
							 | 
						
						
						
							| 
								
							 | 
							
								#else
							 | 
						
						
						
							| 
								
							 | 
							
								    #define CLITERAL    (Color)
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Some Basic Colors
							 | 
						
						
						
							| 
								
							 | 
							
								// NOTE: Custom raylib color palette for amazing visuals on WHITE background
							 | 
						
						
						
							| 
								
							 | 
							
								#define LIGHTGRAY  CLITERAL{ 200, 200, 200, 255 }   // Light Gray
							 | 
						
						
						
							| 
								
							 | 
							
								#define GRAY       CLITERAL{ 130, 130, 130, 255 }   // Gray
							 | 
						
						
						
							| 
								
							 | 
							
								#define DARKGRAY   CLITERAL{ 80, 80, 80, 255 }      // Dark Gray
							 | 
						
						
						
							| 
								
							 | 
							
								#define YELLOW     CLITERAL{ 253, 249, 0, 255 }     // Yellow
							 | 
						
						
						
							| 
								
							 | 
							
								#define GOLD       CLITERAL{ 255, 203, 0, 255 }     // Gold
							 | 
						
						
						
							| 
								
							 | 
							
								#define ORANGE     CLITERAL{ 255, 161, 0, 255 }     // Orange
							 | 
						
						
						
							| 
								
							 | 
							
								#define PINK       CLITERAL{ 255, 109, 194, 255 }   // Pink
							 | 
						
						
						
							| 
								
							 | 
							
								#define RED        CLITERAL{ 230, 41, 55, 255 }     // Red
							 | 
						
						
						
							| 
								
							 | 
							
								#define MAROON     CLITERAL{ 190, 33, 55, 255 }     // Maroon
							 | 
						
						
						
							| 
								
							 | 
							
								#define GREEN      CLITERAL{ 0, 228, 48, 255 }      // Green
							 | 
						
						
						
							| 
								
							 | 
							
								#define LIME       CLITERAL{ 0, 158, 47, 255 }      // Lime
							 | 
						
						
						
							| 
								
							 | 
							
								#define DARKGREEN  CLITERAL{ 0, 117, 44, 255 }      // Dark Green
							 | 
						
						
						
							| 
								
							 | 
							
								#define SKYBLUE    CLITERAL{ 102, 191, 255, 255 }   // Sky Blue
							 | 
						
						
						
							| 
								
							 | 
							
								#define BLUE       CLITERAL{ 0, 121, 241, 255 }     // Blue
							 | 
						
						
						
							| 
								
							 | 
							
								#define DARKBLUE   CLITERAL{ 0, 82, 172, 255 }      // Dark Blue
							 | 
						
						
						
							| 
								
							 | 
							
								#define PURPLE     CLITERAL{ 200, 122, 255, 255 }   // Purple
							 | 
						
						
						
							| 
								
							 | 
							
								#define VIOLET     CLITERAL{ 135, 60, 190, 255 }    // Violet
							 | 
						
						
						
							| 
								
							 | 
							
								#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 }    // Dark Purple
							 | 
						
						
						
							| 
								
							 | 
							
								#define BEIGE      CLITERAL{ 211, 176, 131, 255 }   // Beige
							 | 
						
						
						
							| 
								
							 | 
							
								#define BROWN      CLITERAL{ 127, 106, 79, 255 }    // Brown
							 | 
						
						
						
							| 
								
							 | 
							
								#define DARKBROWN  CLITERAL{ 76, 63, 47, 255 }      // Dark Brown
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#define WHITE      CLITERAL{ 255, 255, 255, 255 }   // White
							 | 
						
						
						
							| 
								
							 | 
							
								#define BLACK      CLITERAL{ 0, 0, 0, 255 }         // Black
							 | 
						
						
						
							| 
								
							 | 
							
								#define BLANK      CLITERAL{ 0, 0, 0, 0 }           // Blank (Transparent)
							 | 
						
						
						
							| 
								
							 | 
							
								#define MAGENTA    CLITERAL{ 255, 0, 255, 255 }     // Magenta
							 | 
						
						
						
							| 
								
							 | 
							
								#define RAYWHITE   CLITERAL{ 245, 245, 245, 255 }   // My own White (raylib logo)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Structures Definition
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								#ifndef __cplusplus
							 | 
						
						
						
							| 
								
							 | 
							
								// Boolean type
							 | 
						
						
						
							| 
								
							 | 
							
								    #if !defined(_STDBOOL_H)
							 | 
						
						
						
							| 
								
							 | 
							
								        typedef enum { false, true } bool;
							 | 
						
						
						
							| 
								
							 | 
							
								        #define _STDBOOL_H
							 | 
						
						
						
							| 
								
							 | 
							
								    #endif
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// 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 type)
							 | 
						
						
						
							| 
								
							 | 
							
								} Image;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Texture2D type
							 | 
						
						
						
							| 
								
							 | 
							
								// 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 type)
							 | 
						
						
						
							| 
								
							 | 
							
								} Texture2D;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// RenderTexture2D type, for texture rendering
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct RenderTexture2D {
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int id;        // OpenGL Framebuffer Object (FBO) id
							 | 
						
						
						
							| 
								
							 | 
							
								    Texture2D texture;      // Color buffer attachment texture
							 | 
						
						
						
							| 
								
							 | 
							
								    Texture2D depth;        // Depth buffer attachment texture
							 | 
						
						
						
							| 
								
							 | 
							
								} RenderTexture2D;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// SpriteFont character info
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct CharInfo {
							 | 
						
						
						
							| 
								
							 | 
							
								    int value;              // Character value (Unicode)
							 | 
						
						
						
							| 
								
							 | 
							
								    Rectangle rec;          // Character rectangle in sprite font
							 | 
						
						
						
							| 
								
							 | 
							
								    int offsetX;            // Character offset X when drawing
							 | 
						
						
						
							| 
								
							 | 
							
								    int offsetY;            // Character offset Y when drawing
							 | 
						
						
						
							| 
								
							 | 
							
								    int advanceX;           // Character advance position X
							 | 
						
						
						
							| 
								
							 | 
							
								} CharInfo;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// SpriteFont type, includes texture and charSet array data
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct SpriteFont {
							 | 
						
						
						
							| 
								
							 | 
							
								    Texture2D texture;      // Font texture
							 | 
						
						
						
							| 
								
							 | 
							
								    int baseSize;           // Base size (default chars height)
							 | 
						
						
						
							| 
								
							 | 
							
								    int charsCount;         // Number of characters
							 | 
						
						
						
							| 
								
							 | 
							
								    CharInfo *chars;        // Characters info data
							 | 
						
						
						
							| 
								
							 | 
							
								} SpriteFont;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Camera type, defines a camera position/orientation in 3d space
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct Camera {
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector3 position;       // Camera position
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector3 target;         // Camera target it looks-at
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector3 up;             // Camera up vector (rotation over its axis)
							 | 
						
						
						
							| 
								
							 | 
							
								    float fovy;             // Camera field-of-view apperture in Y (degrees)
							 | 
						
						
						
							| 
								
							 | 
							
								} Camera;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Camera2D type, defines a 2d camera
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct Camera2D {
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector2 offset;         // Camera offset (displacement from target)
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector2 target;         // Camera target (rotation and zoom origin)
							 | 
						
						
						
							| 
								
							 | 
							
								    float rotation;         // Camera rotation in degrees
							 | 
						
						
						
							| 
								
							 | 
							
								    float zoom;             // Camera zoom (scaling), should be 1.0f by default
							 | 
						
						
						
							| 
								
							 | 
							
								} Camera2D;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Bounding box type
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct BoundingBox {
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector3 min;            // minimum vertex box-corner
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector3 max;            // maximum vertex box-corner
							 | 
						
						
						
							| 
								
							 | 
							
								} BoundingBox;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Vertex data definning a mesh
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct Mesh {
							 | 
						
						
						
							| 
								
							 | 
							
								    int vertexCount;        // number of vertices stored in arrays
							 | 
						
						
						
							| 
								
							 | 
							
								    int triangleCount;      // number of triangles stored (indexed or not)
							 | 
						
						
						
							| 
								
							 | 
							
								    float *vertices;        // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
							 | 
						
						
						
							| 
								
							 | 
							
								    float *texcoords;       // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
							 | 
						
						
						
							| 
								
							 | 
							
								    float *texcoords2;      // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
							 | 
						
						
						
							| 
								
							 | 
							
								    float *normals;         // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
							 | 
						
						
						
							| 
								
							 | 
							
								    float *tangents;        // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned char *colors;  // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned short *indices;// vertex indices (in case vertex data comes indexed)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int vaoId;     // OpenGL Vertex Array Object id
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int vboId[7];  // OpenGL Vertex Buffer Objects id (7 types of vertex data)
							 | 
						
						
						
							| 
								
							 | 
							
								} Mesh;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Shader type (generic shader)
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct Shader {
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int id;        // Shader program id
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Vertex attributes locations (default locations)
							 | 
						
						
						
							| 
								
							 | 
							
								    int vertexLoc;          // Vertex attribute location point    (default-location = 0)
							 | 
						
						
						
							| 
								
							 | 
							
								    int texcoordLoc;        // Texcoord attribute location point  (default-location = 1)
							 | 
						
						
						
							| 
								
							 | 
							
								    int texcoord2Loc;       // Texcoord2 attribute location point (default-location = 5)
							 | 
						
						
						
							| 
								
							 | 
							
								    int normalLoc;          // Normal attribute location point    (default-location = 2)
							 | 
						
						
						
							| 
								
							 | 
							
								    int tangentLoc;         // Tangent attribute location point   (default-location = 4)
							 | 
						
						
						
							| 
								
							 | 
							
								    int colorLoc;           // Color attibute location point      (default-location = 3)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Uniform locations
							 | 
						
						
						
							| 
								
							 | 
							
								    int mvpLoc;             // ModelView-Projection matrix uniform location point (vertex shader)
							 | 
						
						
						
							| 
								
							 | 
							
								    int colDiffuseLoc;      // Diffuse color uniform location point (fragment shader)
							 | 
						
						
						
							| 
								
							 | 
							
								    int colAmbientLoc;      // Ambient color uniform location point (fragment shader)
							 | 
						
						
						
							| 
								
							 | 
							
								    int colSpecularLoc;     // Specular color uniform location point (fragment shader)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Texture map locations (generic for any kind of map)
							 | 
						
						
						
							| 
								
							 | 
							
								    int mapTexture0Loc;     // Map texture uniform location point (default-texture-unit = 0)
							 | 
						
						
						
							| 
								
							 | 
							
								    int mapTexture1Loc;     // Map texture uniform location point (default-texture-unit = 1)
							 | 
						
						
						
							| 
								
							 | 
							
								    int mapTexture2Loc;     // Map texture uniform location point (default-texture-unit = 2)
							 | 
						
						
						
							| 
								
							 | 
							
								} Shader;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Material type
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct Material {
							 | 
						
						
						
							| 
								
							 | 
							
								    Shader shader;          // Standard shader (supports 3 map textures)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    Texture2D texDiffuse;   // Diffuse texture  (binded to shader mapTexture0Loc)
							 | 
						
						
						
							| 
								
							 | 
							
								    Texture2D texNormal;    // Normal texture   (binded to shader mapTexture1Loc)
							 | 
						
						
						
							| 
								
							 | 
							
								    Texture2D texSpecular;  // Specular texture (binded to shader mapTexture2Loc)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    Color colDiffuse;       // Diffuse color
							 | 
						
						
						
							| 
								
							 | 
							
								    Color colAmbient;       // Ambient color
							 | 
						
						
						
							| 
								
							 | 
							
								    Color colSpecular;      // Specular color
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    float glossiness;       // Glossiness level (Ranges from 0 to 1000)
							 | 
						
						
						
							| 
								
							 | 
							
								} Material;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Model type
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct Model {
							 | 
						
						
						
							| 
								
							 | 
							
								    Mesh mesh;              // Vertex data buffers (RAM and VRAM)
							 | 
						
						
						
							| 
								
							 | 
							
								    Matrix transform;       // Local transform matrix
							 | 
						
						
						
							| 
								
							 | 
							
								    Material material;      // Shader and textures data
							 | 
						
						
						
							| 
								
							 | 
							
								} Model;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Ray type (useful for raycast)
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct Ray {
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector3 position;       // Ray position (origin)
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector3 direction;      // Ray direction
							 | 
						
						
						
							| 
								
							 | 
							
								} Ray;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Raycast hit information
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct RayHitInfo {
							 | 
						
						
						
							| 
								
							 | 
							
								    bool hit;               // Did the ray hit something?
							 | 
						
						
						
							| 
								
							 | 
							
								    float distance;         // Distance to nearest hit
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector3 position;       // Position of nearest hit
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector3 normal;         // Surface normal of hit
							 | 
						
						
						
							| 
								
							 | 
							
								} RayHitInfo;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Wave type, defines audio wave data
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct Wave {
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int sampleCount;   // Number of samples
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int sampleRate;    // Frequency (samples per second)
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int sampleSize;    // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int channels;      // Number of channels (1-mono, 2-stereo)
							 | 
						
						
						
							| 
								
							 | 
							
								    void *data;                 // Buffer data pointer
							 | 
						
						
						
							| 
								
							 | 
							
								} Wave;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Sound source type
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct Sound {
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int source;    // OpenAL audio source id
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int buffer;    // OpenAL audio buffer id
							 | 
						
						
						
							| 
								
							 | 
							
								    int format;             // OpenAL audio format specifier
							 | 
						
						
						
							| 
								
							 | 
							
								} Sound;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Music type (file streaming from memory)
							 | 
						
						
						
							| 
								
							 | 
							
								// NOTE: Anything longer than ~10 seconds should be streamed
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct MusicData *Music;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Audio stream type
							 | 
						
						
						
							| 
								
							 | 
							
								// NOTE: Useful to create custom audio streams not bound to a specific file
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct AudioStream {
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int sampleRate;    // Frequency (samples per second)
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int sampleSize;    // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int channels;      // Number of channels (1-mono, 2-stereo)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    int format;                 // OpenAL audio format specifier
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int source;        // OpenAL audio source id
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int buffers[2];    // OpenAL audio buffers (double buffering)
							 | 
						
						
						
							| 
								
							 | 
							
								} AudioStream;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// rRES data returned when reading a resource, 
							 | 
						
						
						
							| 
								
							 | 
							
								// it contains all required data for user (24 byte)
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct RRESData {
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int type;          // Resource type (4 byte)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int param1;        // Resouce parameter 1 (4 byte)
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int param2;        // Resouce parameter 2 (4 byte)
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int param3;        // Resouce parameter 3 (4 byte)
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int param4;        // Resouce parameter 4 (4 byte)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    void *data;                 // Resource data pointer (4 byte)
							 | 
						
						
						
							| 
								
							 | 
							
								} RRESData;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// RRES type (pointer to RRESData array)
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct RRESData *RRES;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Enumerators Definition
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Trace log type
							 | 
						
						
						
							| 
								
							 | 
							
								typedef enum { 
							 | 
						
						
						
							| 
								
							 | 
							
								    INFO = 0,
							 | 
						
						
						
							| 
								
							 | 
							
								    WARNING, 
							 | 
						
						
						
							| 
								
							 | 
							
								    ERROR, 
							 | 
						
						
						
							| 
								
							 | 
							
								    DEBUG, 
							 | 
						
						
						
							| 
								
							 | 
							
								    OTHER 
							 | 
						
						
						
							| 
								
							 | 
							
								} LogType;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// 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
							 | 
						
						
						
							| 
								
							 | 
							
								    UNCOMPRESSED_R32G32B32,         // 32 bit per channel (float) - HDR
							 | 
						
						
						
							| 
								
							 | 
							
								    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;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Texture parameters: filter mode
							 | 
						
						
						
							| 
								
							 | 
							
								// NOTE 1: Filtering considers mipmaps if available in the texture
							 | 
						
						
						
							| 
								
							 | 
							
								// NOTE 2: Filter is accordingly set for minification and magnification
							 | 
						
						
						
							| 
								
							 | 
							
								typedef enum {
							 | 
						
						
						
							| 
								
							 | 
							
								    FILTER_POINT = 0,               // No filter, just pixel aproximation
							 | 
						
						
						
							| 
								
							 | 
							
								    FILTER_BILINEAR,                // Linear filtering
							 | 
						
						
						
							| 
								
							 | 
							
								    FILTER_TRILINEAR,               // Trilinear filtering (linear with mipmaps)
							 | 
						
						
						
							| 
								
							 | 
							
								    FILTER_ANISOTROPIC_4X,          // Anisotropic filtering 4x
							 | 
						
						
						
							| 
								
							 | 
							
								    FILTER_ANISOTROPIC_8X,          // Anisotropic filtering 8x
							 | 
						
						
						
							| 
								
							 | 
							
								    FILTER_ANISOTROPIC_16X,         // Anisotropic filtering 16x
							 | 
						
						
						
							| 
								
							 | 
							
								} TextureFilterMode;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Texture parameters: wrap mode
							 | 
						
						
						
							| 
								
							 | 
							
								typedef enum { 
							 | 
						
						
						
							| 
								
							 | 
							
								    WRAP_REPEAT = 0, 
							 | 
						
						
						
							| 
								
							 | 
							
								    WRAP_CLAMP, 
							 | 
						
						
						
							| 
								
							 | 
							
								    WRAP_MIRROR 
							 | 
						
						
						
							| 
								
							 | 
							
								} TextureWrapMode;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// 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;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Camera system modes
							 | 
						
						
						
							| 
								
							 | 
							
								typedef enum {
							 | 
						
						
						
							| 
								
							 | 
							
								    CAMERA_CUSTOM = 0,
							 | 
						
						
						
							| 
								
							 | 
							
								    CAMERA_FREE,
							 | 
						
						
						
							| 
								
							 | 
							
								    CAMERA_ORBITAL,
							 | 
						
						
						
							| 
								
							 | 
							
								    CAMERA_FIRST_PERSON,
							 | 
						
						
						
							| 
								
							 | 
							
								    CAMERA_THIRD_PERSON
							 | 
						
						
						
							| 
								
							 | 
							
								} CameraMode;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Head Mounted Display devices
							 | 
						
						
						
							| 
								
							 | 
							
								typedef enum {
							 | 
						
						
						
							| 
								
							 | 
							
								    HMD_DEFAULT_DEVICE = 0,
							 | 
						
						
						
							| 
								
							 | 
							
								    HMD_OCULUS_RIFT_DK2,
							 | 
						
						
						
							| 
								
							 | 
							
								    HMD_OCULUS_RIFT_CV1,
							 | 
						
						
						
							| 
								
							 | 
							
								    HMD_VALVE_HTC_VIVE,
							 | 
						
						
						
							| 
								
							 | 
							
								    HMD_SAMSUNG_GEAR_VR,
							 | 
						
						
						
							| 
								
							 | 
							
								    HMD_GOOGLE_CARDBOARD,
							 | 
						
						
						
							| 
								
							 | 
							
								    HMD_SONY_PLAYSTATION_VR,
							 | 
						
						
						
							| 
								
							 | 
							
								    HMD_RAZER_OSVR,
							 | 
						
						
						
							| 
								
							 | 
							
								    HMD_FOVE_VR,
							 | 
						
						
						
							| 
								
							 | 
							
								} VrDevice;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// RRESData type
							 | 
						
						
						
							| 
								
							 | 
							
								typedef enum { 
							 | 
						
						
						
							| 
								
							 | 
							
								    RRES_TYPE_RAW = 0, 
							 | 
						
						
						
							| 
								
							 | 
							
								    RRES_TYPE_IMAGE, 
							 | 
						
						
						
							| 
								
							 | 
							
								    RRES_TYPE_WAVE, 
							 | 
						
						
						
							| 
								
							 | 
							
								    RRES_TYPE_VERTEX, 
							 | 
						
						
						
							| 
								
							 | 
							
								    RRES_TYPE_TEXT,
							 | 
						
						
						
							| 
								
							 | 
							
								    RRES_TYPE_FONT_IMAGE,
							 | 
						
						
						
							| 
								
							 | 
							
								    RRES_TYPE_FONT_CHARDATA,    // CharInfo data array
							 | 
						
						
						
							| 
								
							 | 
							
								    RRES_TYPE_DIRECTORY
							 | 
						
						
						
							| 
								
							 | 
							
								} RRESDataType;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#ifdef __cplusplus
							 | 
						
						
						
							| 
								
							 | 
							
								extern "C" {            // Prevents name mangling of functions
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// 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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								// Window-related functions
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								#if defined(PLATFORM_ANDROID)
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								RLAPI void InitWindow(int width, int height, void *state);        // Initialize Android activity
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								#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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								RLAPI void InitWindow(int width, int height, const char *title);  // Initialize window and OpenGL context
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								#endif
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								RLAPI void CloseWindow(void);                                     // Close window and unload OpenGL context
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								RLAPI bool WindowShouldClose(void);                               // Check if KEY_ESCAPE pressed or Close icon pressed
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								RLAPI bool IsWindowMinimized(void);                               // Check if window has been minimized (or lost focus)
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								RLAPI void ToggleFullscreen(void);                                // Toggle fullscreen mode (only PLATFORM_DESKTOP)
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								RLAPI void SetWindowIcon(Image image);                            // Set icon for window (only PLATFORM_DESKTOP)
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								RLAPI void SetWindowPosition(int x, int y);                       // Set window position on screen (only PLATFORM_DESKTOP)
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								RLAPI void SetWindowMonitor(int monitor);                         // Set monitor for the current window (fullscreen mode)
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								RLAPI void SetWindowMinSize(int width, int height);               // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
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								RLAPI int GetScreenWidth(void);                                   // Get current screen width
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								RLAPI int GetScreenHeight(void);                                  // Get current screen height
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								#if !defined(PLATFORM_ANDROID)
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								// Cursor-related functions
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								RLAPI void ShowCursor(void);                                      // Shows cursor
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								RLAPI void HideCursor(void);                                      // Hides cursor
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								RLAPI bool IsCursorHidden(void);                                  // Check if cursor is not visible
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								RLAPI void EnableCursor(void);                                    // Enables cursor (unlock cursor)
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								RLAPI void DisableCursor(void);                                   // Disables cursor (lock cursor)
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								#endif
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								// Drawing-related functions
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								RLAPI void ClearBackground(Color color);                          // Set background color (framebuffer clear color)
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								RLAPI void BeginDrawing(void);                                    // Setup canvas (framebuffer) to start drawing
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								RLAPI void EndDrawing(void);                                      // End canvas drawing and swap buffers (double buffering)
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								RLAPI void Begin2dMode(Camera2D camera);                          // Initialize 2D mode with custom camera (2D)
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								RLAPI void End2dMode(void);                                       // Ends 2D mode with custom camera
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								RLAPI void Begin3dMode(Camera camera);                            // Initializes 3D mode with custom camera (3D)
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								RLAPI void End3dMode(void);                                       // Ends 3D mode and returns to default 2D orthographic mode
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								RLAPI void BeginTextureMode(RenderTexture2D target);              // Initializes render texture for drawing
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								RLAPI void EndTextureMode(void);                                  // Ends drawing to render texture
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								// Screen-space-related functions
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								RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Returns a ray trace from mouse position
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								RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Returns the screen space position for a 3d world space position
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								RLAPI Matrix GetCameraMatrix(Camera camera);                      // Returns camera transform matrix (view matrix)
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								// Timming-related functions
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								RLAPI void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
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								RLAPI int GetFPS(void);                                           // Returns current FPS
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								RLAPI float GetFrameTime(void);                                   // Returns time in seconds for last frame drawn
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								// Color-related functions
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								RLAPI int GetHexValue(Color color);                               // Returns hexadecimal value for a Color
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								RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
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								RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
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								RLAPI float *ColorToFloat(Color color);                           // Converts Color to float array and normalizes
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								RLAPI float *VectorToFloat(Vector3 vec);                          // Converts Vector3 to float array
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								RLAPI float *MatrixToFloat(Matrix mat);                           // Converts Matrix to float array
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								// Misc. functions
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								RLAPI void ShowLogo(void);                                        // Activate raylib logo at startup (can be done with flags)
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								RLAPI void SetConfigFlags(char flags);                            // Setup window configuration flags (view FLAGS)
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								RLAPI void TraceLog(int logType, const char *text, ...);          // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
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								RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (saved a .png)
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								RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
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								// Files management functions
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								RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
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								RLAPI const char *GetDirectoryPath(const char *fileName);         // Get directory for a given fileName (with path)
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								RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory
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								RLAPI bool ChangeDirectory(const char *dir);                      // Change working directory, returns true if success
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								RLAPI bool IsFileDropped(void);                                   // Check if a file has been dropped into window
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								RLAPI char **GetDroppedFiles(int *count);                         // Get dropped files names
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								RLAPI void ClearDroppedFiles(void);                               // Clear dropped files paths buffer
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								// Persistent storage management
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								RLAPI void StorageSaveValue(int position, int value);             // Save integer value to storage file (to defined position)
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								RLAPI int StorageLoadValue(int position);                         // Load integer value from storage file (from defined position)
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								//------------------------------------------------------------------------------------
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								// Input Handling Functions (Module: core)
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								//------------------------------------------------------------------------------------
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								// Input-related functions: keyboard
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								RLAPI bool IsKeyPressed(int key);                             // Detect if a key has been pressed once
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								RLAPI bool IsKeyDown(int key);                                // Detect if a key is being pressed
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								RLAPI bool IsKeyReleased(int key);                            // Detect if a key has been released once
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								RLAPI bool IsKeyUp(int key);                                  // Detect if a key is NOT being pressed
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								RLAPI int GetKeyPressed(void);                                // Get latest key pressed
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								RLAPI void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
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								// Input-related functions: gamepads
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								RLAPI bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
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								RLAPI bool IsGamepadName(int gamepad, const char *name);      // Check gamepad name (if available)
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								RLAPI const char *GetGamepadName(int gamepad);                // Return gamepad internal name id
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								RLAPI bool IsGamepadButtonPressed(int gamepad, int button);   // Detect if a gamepad button has been pressed once
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								RLAPI bool IsGamepadButtonDown(int gamepad, int button);      // Detect if a gamepad button is being pressed
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								RLAPI bool IsGamepadButtonReleased(int gamepad, int button);  // Detect if a gamepad button has been released once
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								RLAPI bool IsGamepadButtonUp(int gamepad, int button);        // Detect if a gamepad button is NOT being pressed
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								RLAPI int GetGamepadButtonPressed(void);                      // Get the last gamepad button pressed
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								RLAPI int GetGamepadAxisCount(int gamepad);                   // Return gamepad axis count for a gamepad
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								RLAPI float GetGamepadAxisMovement(int gamepad, int axis);    // Return axis movement value for a gamepad axis
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								// Input-related functions: mouse
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								RLAPI bool IsMouseButtonPressed(int button);                  // Detect if a mouse button has been pressed once
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								RLAPI bool IsMouseButtonDown(int button);                     // Detect if a mouse button is being pressed
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								RLAPI bool IsMouseButtonReleased(int button);                 // Detect if a mouse button has been released once
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								RLAPI bool IsMouseButtonUp(int button);                       // Detect if a mouse button is NOT being pressed
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								RLAPI int GetMouseX(void);                                    // Returns mouse position X
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								RLAPI int GetMouseY(void);                                    // Returns mouse position Y
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								RLAPI Vector2 GetMousePosition(void);                         // Returns mouse position XY
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								RLAPI void SetMousePosition(Vector2 position);                // Set mouse position XY
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								RLAPI int GetMouseWheelMove(void);                            // Returns mouse wheel movement Y
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								// Input-related functions: touch
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								RLAPI int GetTouchX(void);                                    // Returns touch position X for touch point 0 (relative to screen size)
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								RLAPI int GetTouchY(void);                                    // Returns touch position Y for touch point 0 (relative to screen size)
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								RLAPI Vector2 GetTouchPosition(int index);                    // Returns touch position XY for a touch point index (relative to screen size)
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								//------------------------------------------------------------------------------------
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								// Gestures and Touch Handling Functions (Module: gestures)
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								//------------------------------------------------------------------------------------
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								RLAPI void SetGesturesEnabled(unsigned int gestureFlags);     // Enable a set of gestures using flags
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								RLAPI bool IsGestureDetected(int gesture);                    // Check if a gesture have been detected
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								RLAPI int GetGestureDetected(void);                           // Get latest detected gesture
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								RLAPI int GetTouchPointsCount(void);                          // Get touch points count
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								RLAPI float GetGestureHoldDuration(void);                     // Get gesture hold time in milliseconds
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								RLAPI Vector2 GetGestureDragVector(void);                     // Get gesture drag vector
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								RLAPI float GetGestureDragAngle(void);                        // Get gesture drag angle
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								RLAPI Vector2 GetGesturePinchVector(void);                    // Get gesture pinch delta
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								RLAPI float GetGesturePinchAngle(void);                       // Get gesture pinch angle
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								//------------------------------------------------------------------------------------
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							 | 
							
								// Camera System Functions (Module: camera)
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								//------------------------------------------------------------------------------------
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								RLAPI void SetCameraMode(Camera camera, int mode);                // Set camera mode (multiple camera modes available)
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								RLAPI void UpdateCamera(Camera *camera);                          // Update camera position for selected mode
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								RLAPI void SetCameraPanControl(int panKey);                       // Set camera pan key to combine with mouse movement (free camera)
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								RLAPI void SetCameraAltControl(int altKey);                       // Set camera alt key to combine with mouse movement (free camera)
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								RLAPI void SetCameraSmoothZoomControl(int szKey);                 // Set camera smooth zoom key to combine with mouse (free camera)
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							| 
								
							 | 
							
								RLAPI void SetCameraMoveControls(int frontKey, int backKey,
							 | 
						
						
						
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								                                 int rightKey, int leftKey,
							 | 
						
						
						
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								                                 int upKey, int downKey);         // Set camera move controls (1st person and 3rd person cameras)
							 | 
						
						
						
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								//------------------------------------------------------------------------------------
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								// Basic Shapes Drawing Functions (Module: shapes)
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								//------------------------------------------------------------------------------------
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								// Basic shapes drawing functions
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								RLAPI void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel
							 | 
						
						
						
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							 | 
							
								RLAPI void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel (Vector version)
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							| 
								
							 | 
							
								RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                // Draw a line
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);                                     // Draw a line (Vector version)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color);                       // Draw a line defining thickness
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color);                   // Draw a line using cubic-bezier curves in-out
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color);                              // Draw a color-filled circle
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2);       // Draw a gradient-filled circle
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawCircleV(Vector2 center, float radius, Color color);                                       // Draw a color-filled circle (Vector version)
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							| 
								
							 | 
							
								RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color);                         // Draw circle outline
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color);                        // Draw a color-filled rectangle
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawRectangleRec(Rectangle rec, Color color);                                                 // Draw a color-filled rectangle
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							| 
								
							 | 
							
								RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color);                 // Draw a color-filled rectangle with pro parameters
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color);                                  // Draw a color-filled rectangle (Vector version)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color);                   // Draw rectangle outline
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                                // Draw a color-filled triangle
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                           // Draw triangle outline
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color);               // Draw a regular polygon (Vector version)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color);                                      // Draw a closed polygon defined by points
							 | 
						
						
						
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							 | 
							
								RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color);                                 // Draw polygon lines
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Basic shapes collision detection functions
							 | 
						
						
						
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							 | 
							
								RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);                                           // Check collision between two rectangles
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);        // Check collision between two circles
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);                         // Check collision between circle and rectangle
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);                                         // Get collision rectangle for two rectangles collision
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec);                                         // Check if point is inside rectangle
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius);                       // Check if point is inside circle
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);               // Check if point is inside a triangle
							 | 
						
						
						
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							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Texture Loading and Drawing Functions (Module: textures)
							 | 
						
						
						
							| 
								
							 | 
							
								//------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Image/Texture2D data loading/unloading functions
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Image LoadImage(const char *fileName);                                                             // Load image from file into CPU memory (RAM)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Image LoadImageEx(Color *pixels, int width, int height);                                           // Load image from Color array data (RGBA - 32bit)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Image LoadImagePro(void *data, int width, int height, int format);                                 // Load image from raw data with parameters
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize);       // Load image from RAW file data
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Texture2D LoadTexture(const char *fileName);                                                       // Load texture from file into GPU memory (VRAM)
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							| 
								
							 | 
							
								RLAPI Texture2D LoadTextureFromImage(Image image);                                                       // Load texture from image data
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							 | 
							
								RLAPI RenderTexture2D LoadRenderTexture(int width, int height);                                          // Load texture for rendering (framebuffer)
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							 | 
							
								RLAPI void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
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								RLAPI void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory (VRAM)
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								RLAPI void UnloadRenderTexture(RenderTexture2D target);                                                  // Unload render texture from GPU memory (VRAM)
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							 | 
							
								RLAPI Color *GetImageData(Image image);                                                                  // Get pixel data from image as a Color struct array
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							 | 
							
								RLAPI Image GetTextureData(Texture2D texture);                                                           // Get pixel data from GPU texture and return an Image
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
							 | 
						
						
						
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							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Image manipulation functions
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void ImageToPOT(Image *image, Color fillColor);                                                    // Convert image to POT (power-of-two)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void ImageFormat(Image *image, int newFormat);                                                     // Convert image data to desired format
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							 | 
							
								RLAPI void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to image
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							| 
								
							 | 
							
								RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);                            // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Image ImageCopy(Image image);                                                                      // Create an image duplicate (useful for transformations)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void ImageCrop(Image *image, Rectangle crop);                                                      // Crop an image to a defined rectangle
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void ImageResize(Image *image, int newWidth, int newHeight);                                       // Resize and image (bilinear filtering)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight);                                       // Resize and image (Nearest-Neighbor scaling algorithm)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Image ImageText(const char *text, int fontSize, Color color);                                      // Create an image from text (default font)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint);     // Create an image from text (custom sprite font)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec);                         // Draw a source image within a destination image
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color);     // Draw text (default font) within an image (destination)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text,
							 | 
						
						
						
							| 
								
							 | 
							
								                           float fontSize, int spacing, Color color);                                    // Draw text (custom sprite font) within an image (destination)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void ImageFlipVertical(Image *image);                                                              // Flip image vertically
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void ImageFlipHorizontal(Image *image);                                                            // Flip image horizontally
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void ImageColorTint(Image *image, Color color);                                                    // Modify image color: tint
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void ImageColorInvert(Image *image);                                                               // Modify image color: invert
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void ImageColorGrayscale(Image *image);                                                            // Modify image color: grayscale
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void ImageColorContrast(Image *image, float contrast);                                             // Modify image color: contrast (-100 to 100)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void ImageColorBrightness(Image *image, int brightness);                                           // Modify image color: brightness (-255 to 255)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Texture2D configuration functions
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void GenTextureMipmaps(Texture2D *texture);                                                        // Generate GPU mipmaps for a texture
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void SetTextureFilter(Texture2D texture, int filterMode);                                          // Set texture scaling filter mode
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void SetTextureWrap(Texture2D texture, int wrapMode);                                              // Set texture wrapping mode
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Texture2D drawing functions
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                               // Draw a Texture2D
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);         // Draw a part of a texture defined by a rectangle
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI 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 loading/unloading functions
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI SpriteFont GetDefaultFont(void);                                                                   // Get the default SpriteFont
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI SpriteFont LoadSpriteFont(const char *fileName);                                                   // Load SpriteFont from file into GPU memory (VRAM)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars);   // Load SpriteFont from file with extended parameters
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void UnloadSpriteFont(SpriteFont spriteFont);                                                      // Unload SpriteFont from GPU memory (VRAM)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Text drawing functions
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawFPS(int posX, int posY);                                                                  // Shows current FPS
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color);                    // Draw text (using default font)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position,                         // Draw text using SpriteFont and additional parameters
							 | 
						
						
						
							| 
								
							 | 
							
								                float fontSize, int spacing, Color tint);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Text misc. functions
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI int MeasureText(const char *text, int fontSize);                                                   // Measure string width for default font
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing);       // Measure string size for SpriteFont
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI const char *FormatText(const char *text, ...);                                                     // Formatting of text with variables to 'embed'
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI const char *SubText(const char *text, int position, int length);                                   // Get a piece of a text string
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Basic 3d Shapes Drawing Functions (Module: models)
							 | 
						
						
						
							| 
								
							 | 
							
								//------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Basic geometric 3D shapes drawing functions
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);                                    // Draw a line in 3D world space
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color);             // Draw cube
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color);                                       // Draw cube (Vector version)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);        // Draw cube wires
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color);                                     // Draw sphere
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color);            // Draw sphere with extended parameters
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);         // Draw sphere wires
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color);                                      // Draw a plane XZ
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawRay(Ray ray, Color color);                                                                // Draw a ray line
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawGrid(int slices, float spacing);                                                          // Draw a grid (centered at (0, 0, 0))
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawGizmo(Vector3 position);                                                                  // Draw simple gizmo
							 | 
						
						
						
							| 
								
							 | 
							
								//DrawTorus(), DrawTeapot() could be useful?
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Model 3d Loading and Drawing Functions (Module: models)
							 | 
						
						
						
							| 
								
							 | 
							
								//------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Model loading/unloading functions
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Mesh LoadMesh(const char *fileName);                                                              // Load mesh from file
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData);         // Load mesh from vertex data
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Model LoadModel(const char *fileName);                                                            // Load model from file
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic);                                                 // Load model from mesh data
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Model LoadHeightmap(Image heightmap, Vector3 size);                                               // Load heightmap model from image data
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Model LoadCubicmap(Image cubicmap);                                                               // Load cubes-based map model from image data
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void UnloadMesh(Mesh *mesh);                                                                      // Unload mesh from memory (RAM and/or VRAM)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Material loading/unloading functions
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Material LoadMaterial(const char *fileName);                                                      // Load material from file
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Material LoadDefaultMaterial(void);                                                               // Load default material (uses default models shader)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void UnloadMaterial(Material material);                                                           // Unload material from GPU memory (VRAM)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Model drawing functions
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
							 | 
						
						
						
							| 
								
							 | 
							
								                       float rotationAngle, Vector3 scale, Color tint);                                 // Draw a model with extended parameters
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint);                      // Draw a model wires (with texture if set)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI 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
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                               // Draw bounding box (wires)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);     // Draw a billboard texture
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
							 | 
						
						
						
							| 
								
							 | 
							
								                            Vector3 center, float size, Color tint);                                    // Draw a billboard texture defined by sourceRec
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Collision detection functions
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI BoundingBox CalculateBoundingBox(Mesh mesh);                                                      // Calculate mesh bounding box limits
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);       // Detect collision between two spheres
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                     // Detect collision between two bounding boxes
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere);          // Detect collision between box and sphere
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius);                // Detect collision between ray and sphere
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius,
							 | 
						
						
						
							| 
								
							 | 
							
								                                     Vector3 *collisionPoint);                                          // Detect collision between ray and sphere, returns collision point
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box);                                              // Detect collision between ray and box
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh);                                              // Get collision info between ray and mesh
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);                  // Get collision info between ray and triangle
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);                                    // Get collision info between ray and ground plane (Y-normal plane)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Shaders System Functions (Module: rlgl)
							 | 
						
						
						
							| 
								
							 | 
							
								// NOTE: This functions are useless when using OpenGL 1.1
							 | 
						
						
						
							| 
								
							 | 
							
								//------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Shader loading/unloading functions
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI char *LoadText(const char *fileName);                               // Load chars array from text file
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Shader LoadShader(char *vsFileName, char *fsFileName);              // Load shader from files and bind default locations
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void UnloadShader(Shader shader);                                   // Unload shader from GPU memory (VRAM)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Shader GetDefaultShader(void);                                      // Get default shader
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI Texture2D GetDefaultTexture(void);                                  // Get default texture
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Shader configuration functions
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Shading begin/end functions
							 | 
						
						
						
							| 
								
							 | 
							
								RLAPI void BeginShaderMode(Shader shader);                                // Begin custom shader drawing
							 | 
						
						
						
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							 | 
							
								RLAPI void EndShaderMode(void);                                           // End custom shader drawing (use default shader)
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								RLAPI void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied)
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								RLAPI void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending)
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								// VR control functions
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								RLAPI void InitVrSimulator(int vrDevice);           // Init VR simulator for selected device
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								RLAPI void CloseVrSimulator(void);                  // Close VR simulator for current device
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								RLAPI bool IsVrSimulatorReady(void);                // Detect if VR simulator is ready
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								RLAPI void UpdateVrTracking(Camera *camera);        // Update VR tracking (position and orientation) and camera
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								RLAPI void ToggleVrMode(void);                      // Enable/Disable VR experience
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								RLAPI void BeginVrDrawing(void);                    // Begin VR simulator stereo rendering
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								RLAPI void EndVrDrawing(void);                      // End VR simulator stereo rendering
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								//------------------------------------------------------------------------------------
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								// Audio Loading and Playing Functions (Module: audio)
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								//------------------------------------------------------------------------------------
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								// Audio device management functions
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								RLAPI void InitAudioDevice(void);                                     // Initialize audio device and context
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								RLAPI void CloseAudioDevice(void);                                    // Close the audio device and context
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								RLAPI bool IsAudioDeviceReady(void);                                  // Check if audio device has been initialized successfully
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								RLAPI void SetMasterVolume(float volume);                             // Set master volume (listener)
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								// Wave/Sound loading/unloading functions
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								RLAPI Wave LoadWave(const char *fileName);                            // Load wave data from file
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								RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
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								RLAPI Sound LoadSound(const char *fileName);                          // Load sound from file
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								RLAPI Sound LoadSoundFromWave(Wave wave);                             // Load sound from wave data
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								RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
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								RLAPI void UnloadWave(Wave wave);                                     // Unload wave data
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								RLAPI void UnloadSound(Sound sound);                                  // Unload sound
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								// Wave/Sound management functions
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								RLAPI void PlaySound(Sound sound);                                    // Play a sound
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								RLAPI void PauseSound(Sound sound);                                   // Pause a sound
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								RLAPI void ResumeSound(Sound sound);                                  // Resume a paused sound
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								RLAPI void StopSound(Sound sound);                                    // Stop playing a sound
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								RLAPI bool IsSoundPlaying(Sound sound);                               // Check if a sound is currently playing
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								RLAPI void SetSoundVolume(Sound sound, float volume);                 // Set volume for a sound (1.0 is max level)
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								RLAPI void SetSoundPitch(Sound sound, float pitch);                   // Set pitch for a sound (1.0 is base level)
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								RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels);  // Convert wave data to desired format
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								RLAPI Wave WaveCopy(Wave wave);                                       // Copy a wave to a new wave
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								RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample);     // Crop a wave to defined samples range
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								RLAPI float *GetWaveData(Wave wave);                                  // Get samples data from wave as a floats array
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								// Music management functions
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								RLAPI Music LoadMusicStream(const char *fileName);                    // Load music stream from file
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								RLAPI void UnloadMusicStream(Music music);                            // Unload music stream
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								RLAPI void PlayMusicStream(Music music);                              // Start music playing
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								RLAPI void UpdateMusicStream(Music music);                            // Updates buffers for music streaming
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								RLAPI void StopMusicStream(Music music);                              // Stop music playing
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								RLAPI void PauseMusicStream(Music music);                             // Pause music playing
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								RLAPI void ResumeMusicStream(Music music);                            // Resume playing paused music
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								RLAPI bool IsMusicPlaying(Music music);                               // Check if music is playing
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								RLAPI void SetMusicVolume(Music music, float volume);                 // Set volume for music (1.0 is max level)
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								RLAPI void SetMusicPitch(Music music, float pitch);                   // Set pitch for a music (1.0 is base level)
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								RLAPI void SetMusicLoopCount(Music music, float count);               // Set music loop count (loop repeats)
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								RLAPI float GetMusicTimeLength(Music music);                          // Get music time length (in seconds)
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								RLAPI float GetMusicTimePlayed(Music music);                          // Get current music time played (in seconds)
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							 | 
							
								// AudioStream management functions
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								RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize,
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							| 
								
							 | 
							
								                                  unsigned int channels);             // Init audio stream (to stream raw audio pcm data)
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								RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
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							 | 
							
								RLAPI void CloseAudioStream(AudioStream stream);                      // Close audio stream and free memory
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							 | 
							
								RLAPI bool IsAudioBufferProcessed(AudioStream stream);                // Check if any audio stream buffers requires refill
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								RLAPI void PlayAudioStream(AudioStream stream);                       // Play audio stream
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								RLAPI void PauseAudioStream(AudioStream stream);                      // Pause audio stream
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								RLAPI void ResumeAudioStream(AudioStream stream);                     // Resume audio stream
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								RLAPI void StopAudioStream(AudioStream stream);                       // Stop audio stream
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								#ifdef __cplusplus
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								}
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								#endif
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								#endif // RAYLIB_H
							 |