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authorRay <[email protected]>2018-05-10 17:35:02 +0200
committerRay <[email protected]>2018-05-10 17:35:02 +0200
commit8ae8d3ac782825d732a0680bd1ad80db420718a9 (patch)
tree34729e46d88338d8e5db848609c3c49ad67fe53d /projects/Notepad++/raylib_npp_parser/raylib_to_parse.h
parentf26a38a9e1b5abffbf47d27ed33c350b8d8c9e5b (diff)
downloadraylib-8ae8d3ac782825d732a0680bd1ad80db420718a9.tar.gz
raylib-8ae8d3ac782825d732a0680bd1ad80db420718a9.zip
Reorganized project templates folder
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+//------------------------------------------------------------------------------------
+// Window and Graphics Device Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// Window-related functions
+RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
+RLAPI void CloseWindow(void); // Close window and unload OpenGL context
+RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
+RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
+RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
+RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
+RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
+RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
+RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
+RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
+RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
+RLAPI void SetWindowSize(int width, int height); // Set window dimensions
+RLAPI int GetScreenWidth(void); // Get current screen width
+RLAPI int GetScreenHeight(void); // Get current screen height
+
+// Cursor-related functions
+RLAPI void ShowCursor(void); // Shows cursor
+RLAPI void HideCursor(void); // Hides cursor
+RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
+RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
+RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
+
+// Drawing-related functions
+RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
+RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
+RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
+RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
+RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
+RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
+RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
+RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
+RLAPI void EndTextureMode(void); // Ends drawing to render texture
+
+// Screen-space-related functions
+RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
+RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
+
+// Timming-related functions
+RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
+RLAPI int GetFPS(void); // Returns current FPS
+RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn
+RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow()
+
+// Color-related functions
+RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color
+RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
+RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
+RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
+RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
+
+// Misc. functions
+RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
+RLAPI void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS)
+RLAPI void SetTraceLog(unsigned char types); // Enable trace log message types (bit flags based)
+RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
+RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
+RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
+
+// Files management functions
+RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
+RLAPI const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string
+RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
+RLAPI const char *GetDirectoryPath(const char *fileName); // Get full path for a given fileName (uses static string)
+RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
+RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
+RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
+RLAPI char **GetDroppedFiles(int *count); // Get dropped files names
+RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer
+
+// Persistent storage management
+RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
+RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position)
+
+//------------------------------------------------------------------------------------
+// Input Handling Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// Input-related functions: keyboard
+RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
+RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
+RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
+RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed
+RLAPI int GetKeyPressed(void); // Get latest key pressed
+RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
+
+// Input-related functions: gamepads
+RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
+RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
+RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
+RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
+RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
+RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
+RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
+RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
+RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
+RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
+
+// Input-related functions: mouse
+RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
+RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
+RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
+RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
+RLAPI int GetMouseX(void); // Returns mouse position X
+RLAPI int GetMouseY(void); // Returns mouse position Y
+RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
+RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY
+RLAPI void SetMouseScale(float scale); // Set mouse scaling
+RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
+
+// Input-related functions: touch
+RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
+RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
+RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
+
+//------------------------------------------------------------------------------------
+// Gestures and Touch Handling Functions (Module: gestures)
+//------------------------------------------------------------------------------------
+RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
+RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected
+RLAPI int GetGestureDetected(void); // Get latest detected gesture
+RLAPI int GetTouchPointsCount(void); // Get touch points count
+RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
+RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
+RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
+RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
+RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
+
+//------------------------------------------------------------------------------------
+// Camera System Functions (Module: camera)
+//------------------------------------------------------------------------------------
+RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
+RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
+
+RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
+RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
+RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
+RLAPI void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
+
+//------------------------------------------------------------------------------------
+// Basic Shapes Drawing Functions (Module: shapes)
+//------------------------------------------------------------------------------------
+
+// Basic shapes drawing functions
+RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
+RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
+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)
+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 DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
+RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
+RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
+RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
+RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
+RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
+RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
+RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
+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
+RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
+
+// Basic shapes collision detection functions
+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
+
+//------------------------------------------------------------------------------------
+// Texture Loading and Drawing Functions (Module: textures)
+//------------------------------------------------------------------------------------
+
+// Image/Texture2D data loading/unloading/saving 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 void ExportImage(const char *fileName, Image image); // Export image as a PNG file
+RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
+RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
+RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
+RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
+RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
+RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
+RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
+RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
+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
+
+// Image manipulation functions
+RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
+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
+RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
+RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
+RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
+RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
+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 void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image
+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 ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
+RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float 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 ImageDrawRectangle(Image *dst, Vector2 position, Rectangle rec, Color color); // Draw rectangle within an 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, Font font, const char *text, float fontSize, float 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)
+
+// Image generation functions
+RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
+RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
+RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
+RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
+RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
+RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
+RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
+RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
+
+// 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, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
+
+
+//------------------------------------------------------------------------------------
+// Font Loading and Text Drawing Functions (Module: text)
+//------------------------------------------------------------------------------------
+
+// Font loading/unloading functions
+RLAPI Font GetDefaultFont(void); // Get the default Font
+RLAPI Font LoadFont(const char *fileName); // Load Font from file into GPU memory (VRAM)
+RLAPI Font LoadFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load Font from file with extended parameters
+RLAPI void UnloadFont(Font font); // Unload Font 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(Font font, const char* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using Font and additional parameters
+
+// Text misc. functions
+RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
+RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
+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
+RLAPI int GetGlyphIndex(Font font, int character); // Returns index position for a unicode character on sprite font
+
+//------------------------------------------------------------------------------------
+// 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 Model LoadModel(const char *fileName); // Load model from files (mesh and material)
+RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh
+RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
+
+// Mesh loading/unloading functions
+RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
+RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
+RLAPI void ExportMesh(const char *fileName, Mesh mesh); // Export mesh as an OBJ file
+
+// Mesh manipulation functions
+RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
+RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
+RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
+
+// Mesh generation functions
+RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
+RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
+RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
+RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
+RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
+RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
+RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
+RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
+RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
+
+// Material loading/unloading functions
+RLAPI Material LoadMaterial(const char *fileName); // Load material from file
+RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+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 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 GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model
+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(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
+RLAPI Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations
+RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
+
+RLAPI Shader GetShaderDefault(void); // Get default shader
+RLAPI Texture2D GetTextureDefault(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, const float *value, int size); // Set shader uniform value (float)
+RLAPI void SetShaderValuei(Shader shader, int uniformLoc, const 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)
+RLAPI Matrix GetMatrixModelview(); // Get internal modelview matrix
+
+// Texture maps generation (PBR)
+// NOTE: Required shaders should be provided
+RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
+RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
+RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
+RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
+
+// Shading begin/end functions
+RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
+RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
+RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
+RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
+
+// VR control functions
+RLAPI VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices
+RLAPI void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters
+RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
+RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
+RLAPI void SetVrDistortionShader(Shader shader); // Set VR distortion shader for stereoscopic rendering
+RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
+RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
+RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
+RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
+
+//------------------------------------------------------------------------------------
+// Audio Loading and Playing Functions (Module: audio)
+//------------------------------------------------------------------------------------
+
+// Audio device management functions
+RLAPI void InitAudioDevice(void); // Initialize audio device and context
+RLAPI void CloseAudioDevice(void); // Close the audio device and context
+RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
+RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
+
+// Wave/Sound loading/unloading functions
+RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
+RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
+RLAPI Sound LoadSound(const char *fileName); // Load sound from file
+RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
+RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
+RLAPI void UnloadWave(Wave wave); // Unload wave data
+RLAPI void UnloadSound(Sound sound); // Unload sound
+
+// Wave/Sound management functions
+RLAPI void PlaySound(Sound sound); // Play a sound
+RLAPI void PauseSound(Sound sound); // Pause a sound
+RLAPI void ResumeSound(Sound sound); // Resume a paused sound
+RLAPI void StopSound(Sound sound); // Stop playing a sound
+RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
+RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
+RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
+RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
+RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
+RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
+RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
+
+// Music management functions
+RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
+RLAPI void UnloadMusicStream(Music music); // Unload music stream
+RLAPI void PlayMusicStream(Music music); // Start music playing
+RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
+RLAPI void StopMusicStream(Music music); // Stop music playing
+RLAPI void PauseMusicStream(Music music); // Pause music playing
+RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
+RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
+RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
+RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
+RLAPI void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
+RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
+RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
+
+// AudioStream management functions
+RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data)
+RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
+RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
+RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
+RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
+RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
+RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
+RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
+RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
+RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
+RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) \ No newline at end of file