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+/**********************************************************************************************
+*
+* raylib v1.8.0 stripped
+*
+* A simple and easy-to-use library to learn videogames programming (www.raylib.com)
+*
+* FEATURES:
+* - Library written in plain C code (C99)
+* - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5.
+* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
+* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+* - Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
+* - Multiple textures support, including compressed formats and mipmaps generation
+* - Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
+* - Powerful math module for Vector2, Vector3, Matrix and Quaternion operations: [raymath]
+* - Audio loading and playing with streaming support and mixing channels: [audio]
+* - VR stereo rendering support with configurable HMD device parameters
+* - Minimal external dependencies (GLFW3, OpenGL, OpenAL)
+* - Complete bindings for Lua, Go and Pascal
+*
+* NOTES:
+* 32bit Colors - Any defined Color is always RGBA (4 byte)
+* One custom font is loaded by default when InitWindow() [core]
+* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
+* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
+*
+* DEPENDENCIES:
+* GLFW3 (www.glfw.org) for window/context management and input [core]
+* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
+* OpenAL Soft for audio device/context management [audio]
+*
+* OPTIONAL DEPENDENCIES:
+* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
+* stb_image_write (Sean Barret) for image writting (PNG) [utils]
+* stb_truetype (Sean Barret) for ttf fonts loading [text]
+* stb_vorbis (Sean Barret) for ogg audio loading [audio]
+* jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
+* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
+* dr_flac (David Reid) for FLAC audio file loading [audio]
+* tinfl for data decompression (DEFLATE algorithm) [rres]
+*
+*
+* LICENSE: zlib/libpng
+*
+* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software:
+*
+* Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef RAYLIB_H
+#define RAYLIB_H
+
+// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP
+//#define PLATFORM_DESKTOP // Windows, Linux or OSX
+//#define PLATFORM_ANDROID // Android device
+//#define PLATFORM_RPI // Raspberry Pi
+//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
+
+// Security check in case no PLATFORM_* defined
+#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
+ #define PLATFORM_DESKTOP
+#endif
+
+#if defined(_WIN32) && defined(BUILDING_DLL)
+ #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL
+#elif defined(_WIN32) && defined(RAYLIB_DLL)
+ #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 DLL
+#else
+ #define RLAPI // We are building or using raylib as a static library (or Linux shared library)
+#endif
+
+//----------------------------------------------------------------------------------
+// Some basic Defines
+//----------------------------------------------------------------------------------
+#ifndef PI
+ #define PI 3.14159265358979323846f
+#endif
+
+#define DEG2RAD (PI/180.0f)
+#define RAD2DEG (180.0f/PI)
+
+// raylib Config Flags
+#define FLAG_SHOW_LOGO 1 // Set to show raylib logo at startup
+#define FLAG_FULLSCREEN_MODE 2 // Set to run program in fullscreen
+#define FLAG_WINDOW_RESIZABLE 4 // Set to allow resizable window
+#define FLAG_WINDOW_DECORATED 8 // Set to show window decoration (frame and buttons)
+#define FLAG_WINDOW_TRANSPARENT 16 // Set to allow transparent window
+#define FLAG_MSAA_4X_HINT 32 // Set to try enabling MSAA 4X
+#define FLAG_VSYNC_HINT 64 // Set to try enabling V-Sync on GPU
+
+// Keyboard Function Keys
+#define KEY_SPACE 32
+#define KEY_ESCAPE 256
+#define KEY_ENTER 257
+#define KEY_BACKSPACE 259
+#define KEY_RIGHT 262
+#define KEY_LEFT 263
+#define KEY_DOWN 264
+#define KEY_UP 265
+#define KEY_F1 290
+#define KEY_F2 291
+#define KEY_F3 292
+#define KEY_F4 293
+#define KEY_F5 294
+#define KEY_F6 295
+#define KEY_F7 296
+#define KEY_F8 297
+#define KEY_F9 298
+#define KEY_F10 299
+#define KEY_F11 300
+#define KEY_F12 301
+#define KEY_LEFT_SHIFT 340
+#define KEY_LEFT_CONTROL 341
+#define KEY_LEFT_ALT 342
+#define KEY_RIGHT_SHIFT 344
+#define KEY_RIGHT_CONTROL 345
+#define KEY_RIGHT_ALT 346
+
+// Keyboard Alpha Numeric Keys
+#define KEY_ZERO 48
+#define KEY_ONE 49
+#define KEY_TWO 50
+#define KEY_THREE 51
+#define KEY_FOUR 52
+#define KEY_FIVE 53
+#define KEY_SIX 54
+#define KEY_SEVEN 55
+#define KEY_EIGHT 56
+#define KEY_NINE 57
+#define KEY_A 65
+#define KEY_B 66
+#define KEY_C 67
+#define KEY_D 68
+#define KEY_E 69
+#define KEY_F 70
+#define KEY_G 71
+#define KEY_H 72
+#define KEY_I 73
+#define KEY_J 74
+#define KEY_K 75
+#define KEY_L 76
+#define KEY_M 77
+#define KEY_N 78
+#define KEY_O 79
+#define KEY_P 80
+#define KEY_Q 81
+#define KEY_R 82
+#define KEY_S 83
+#define KEY_T 84
+#define KEY_U 85
+#define KEY_V 86
+#define KEY_W 87
+#define KEY_X 88
+#define KEY_Y 89
+#define KEY_Z 90
+
+#if defined(PLATFORM_ANDROID)
+ // Android Physical Buttons
+ #define KEY_BACK 4
+ #define KEY_MENU 82
+ #define KEY_VOLUME_UP 24
+ #define KEY_VOLUME_DOWN 25
+#endif
+
+// Mouse Buttons
+#define MOUSE_LEFT_BUTTON 0
+#define MOUSE_RIGHT_BUTTON 1
+#define MOUSE_MIDDLE_BUTTON 2
+
+// Touch points registered
+#define MAX_TOUCH_POINTS 2
+
+// Gamepad Number
+#define GAMEPAD_PLAYER1 0
+#define GAMEPAD_PLAYER2 1
+#define GAMEPAD_PLAYER3 2
+#define GAMEPAD_PLAYER4 3
+
+// Gamepad Buttons/Axis
+
+// 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)
+
+// Shader and material limits
+#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
+#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
+
+//----------------------------------------------------------------------------------
+// Structures Definition
+//----------------------------------------------------------------------------------
+#ifndef __cplusplus
+// Boolean type
+ #if !defined(_STDBOOL_H) || !defined(__STDBOOL_H) // CLang uses second form
+ typedef enum { false, true } bool;
+ #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
+// NOTE: Data stored in CPU memory (and GPU)
+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)
+typedef struct Shader {
+ unsigned int id; // Shader program id
+ int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
+} Shader;
+
+// Material texture map
+typedef struct MaterialMap {
+ Texture2D texture; // Material map texture
+ Color color; // Material map color
+ float value; // Material map value
+} MaterialMap;
+
+// Material type (generic)
+typedef struct Material {
+ Shader shader; // Material shader
+ MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
+ float *params; // Material generic parameters (if required)
+} 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;
+
+//----------------------------------------------------------------------------------
+// Enumerators Definition
+//----------------------------------------------------------------------------------
+// Trace log type
+typedef enum {
+ LOG_INFO = 0,
+ LOG_WARNING,
+ LOG_ERROR,
+ LOG_DEBUG,
+ LOG_OTHER
+} LogType;
+
+// Shader location point type
+typedef enum {
+ LOC_VERTEX_POSITION = 0,
+ LOC_VERTEX_TEXCOORD01,
+ LOC_VERTEX_TEXCOORD02,
+ LOC_VERTEX_NORMAL,
+ LOC_VERTEX_TANGENT,
+ LOC_VERTEX_COLOR,
+ LOC_MATRIX_MVP,
+ LOC_MATRIX_MODEL,
+ LOC_MATRIX_VIEW,
+ LOC_MATRIX_PROJECTION,
+ LOC_VECTOR_VIEW,
+ LOC_COLOR_DIFFUSE,
+ LOC_COLOR_SPECULAR,
+ LOC_COLOR_AMBIENT,
+ LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
+ LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
+ LOC_MAP_NORMAL,
+ LOC_MAP_ROUGHNESS,
+ LOC_MAP_OCCUSION,
+ LOC_MAP_EMISSION,
+ LOC_MAP_HEIGHT,
+ LOC_MAP_CUBEMAP,
+ LOC_MAP_IRRADIANCE,
+ LOC_MAP_PREFILTER,
+ LOC_MAP_BRDF
+} ShaderLocationIndex;
+
+#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
+#define LOC_MAP_SPECULAR LOC_MAP_METALNESS
+
+// Material map type
+typedef enum {
+ MAP_ALBEDO = 0, // MAP_DIFFUSE
+ MAP_METALNESS = 1, // MAP_SPECULAR
+ MAP_NORMAL = 2,
+ MAP_ROUGHNESS = 3,
+ MAP_OCCLUSION,
+ MAP_EMISSION,
+ MAP_HEIGHT,
+ MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
+ MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
+ MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
+ MAP_BRDF
+} TexmapIndex;
+
+#define MAP_DIFFUSE MAP_ALBEDO
+#define MAP_SPECULAR MAP_METALNESS
+
+// 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;
+
+#ifdef __cplusplus
+extern "C" { // Prevents name mangling of functions
+#endif
+
+//------------------------------------------------------------------------------------
+// Global Variables Definition
+//------------------------------------------------------------------------------------
+// It's lonely here...
+
+//------------------------------------------------------------------------------------
+// Window and Graphics Device Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// Window-related functions
+RLAPI void InitWindow(int width, int height, void *state); // Initialize Android activity
+
+RLAPI void CloseWindow(void); // Close window and unload OpenGL context
+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 int GetScreenWidth(void); // Get current screen width
+RLAPI int GetScreenHeight(void); // Get current screen height
+
+// 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 Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D)
+RLAPI void End2dMode(void); // Ends 2D mode with custom camera
+RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
+RLAPI void End3dMode(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
+
+// Color-related functions
+RLAPI int GetHexValue(Color color); // Returns hexadecimal value 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
+RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes
+
+// Math useful functions (available from raymath.h)
+RLAPI float *VectorToFloat(Vector3 vec); // Returns Vector3 as float array
+RLAPI float *MatrixToFloat(Matrix mat); // Returns Matrix as float array
+RLAPI Vector3 Vector3Zero(void); // Vector with components value 0.0f
+RLAPI Vector3 Vector3One(void); // Vector with components value 1.0f
+RLAPI Matrix MatrixIdentity(void); // Returns identity matrix
+
+// Misc. functions
+RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
+RLAPI void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS)
+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 file extension
+RLAPI const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path)
+RLAPI const char *GetWorkingDirectory(void); // Get current working directory
+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 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)
+
+//------------------------------------------------------------------------------
+// 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 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, 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)
+
+// 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)
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // RAYLIB_H