text: /**********************************************************************************************
  *
  *   raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
  *
  *   FEATURES:
  *       - NO external dependencies, all required libraries included with raylib
  *       - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5.
  *       - Written in plain C code (C99) in PascalCase/camelCase notation
  *       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
  *       - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
  *       - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
  *       - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
  *       - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
  *       - Flexible Materials system, supporting classic maps and PBR maps
  *       - Skeletal Animation support (CPU bones-based animation)
  *       - Shaders support, including Model shaders and Postprocessing shaders
  *       - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
  *       - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
  *       - VR stereo rendering with configurable HMD device parameters
  *       - Bindings to multiple programming languages available!
  *
  *   NOTES:
  *       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 (included):
  *       [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP)
  *       [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP)
  *       [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management
  *
  *   OPTIONAL DEPENDENCIES (included):
  *       [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording
  *       [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
  *       [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
  *       [textures] stb_image_resize (Sean Barret) for image resizing algorithms
  *       [textures] stb_perlin (Sean Barret) for Perlin noise image generation
  *       [text] stb_truetype (Sean Barret) for ttf fonts loading
  *       [text] stb_rect_pack (Sean Barret) for rectangles packing
  *       [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
  *       [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
  *       [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
  *       [raudio] stb_vorbis (Sean Barret) for OGG audio loading
  *       [raudio] dr_flac (David Reid) for FLAC audio file loading
  *       [raudio] dr_mp3 (David Reid) for MP3 audio file loading
  *       [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
  *       [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
  *
  *
  *   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) 2013-2020 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
  
  #include <stdarg.h>     // Required for: va_list - Only used by TraceLogCallback
  
  #if defined(_WIN32)
      // Microsoft attibutes to tell compiler that symbols are imported/exported from a .dll
      #if defined(BUILD_LIBTYPE_SHARED)
          #define RLAPI __declspec(dllexport)     // We are building raylib as a Win32 shared library (.dll)
      #elif defined(USE_LIBTYPE_SHARED)
          #define RLAPI __declspec(dllimport)     // We are using raylib as a Win32 shared library (.dll)
      #else
          #define RLAPI   // We are building or using raylib as a static library
      #endif
  #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)
  
  #define MAX_TOUCH_POINTS        10      // Maximum number of touch points supported
  
  // Allow custom memory allocators
  #ifndef RL_MALLOC
      #define RL_MALLOC(sz)       malloc(sz)
  #endif
  #ifndef RL_CALLOC
      #define RL_CALLOC(n,sz)     calloc(n,sz)
  #endif
  #ifndef RL_REALLOC
      #define RL_REALLOC(ptr,sz)  realloc(ptr,sz)
  #endif
  #ifndef RL_FREE
      #define RL_FREE(ptr)        free(ptr)
  #endif
  
  // NOTE: MSC C++ compiler does not support compound literals (C99 feature)
  // Plain structures in C++ (without constructors) can be initialized from { } initializers.
  #if defined(__cplusplus)
      #define CLITERAL(type)      type
  #else
      #define CLITERAL(type)      (type)
  #endif
  
  // Some Basic Colors
  // NOTE: Custom raylib color palette for amazing visuals on WHITE background
  #define LIGHTGRAY  CLITERAL(Color){ 200, 200, 200, 255 }   // Light Gray
  #define GRAY       CLITERAL(Color){ 130, 130, 130, 255 }   // Gray
  #define DARKGRAY   CLITERAL(Color){ 80, 80, 80, 255 }      // Dark Gray
  #define YELLOW     CLITERAL(Color){ 253, 249, 0, 255 }     // Yellow
  #define GOLD       CLITERAL(Color){ 255, 203, 0, 255 }     // Gold
  #define ORANGE     CLITERAL(Color){ 255, 161, 0, 255 }     // Orange
  #define PINK       CLITERAL(Color){ 255, 109, 194, 255 }   // Pink
  #define RED        CLITERAL(Color){ 230, 41, 55, 255 }     // Red
  #define MAROON     CLITERAL(Color){ 190, 33, 55, 255 }     // Maroon
  #define GREEN      CLITERAL(Color){ 0, 228, 48, 255 }      // Green
  #define LIME       CLITERAL(Color){ 0, 158, 47, 255 }      // Lime
  #define DARKGREEN  CLITERAL(Color){ 0, 117, 44, 255 }      // Dark Green
  #define SKYBLUE    CLITERAL(Color){ 102, 191, 255, 255 }   // Sky Blue
  #define BLUE       CLITERAL(Color){ 0, 121, 241, 255 }     // Blue
  #define DARKBLUE   CLITERAL(Color){ 0, 82, 172, 255 }      // Dark Blue
  #define PURPLE     CLITERAL(Color){ 200, 122, 255, 255 }   // Purple
  #define VIOLET     CLITERAL(Color){ 135, 60, 190, 255 }    // Violet
  #define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 }    // Dark Purple
  #define BEIGE      CLITERAL(Color){ 211, 176, 131, 255 }   // Beige
  #define BROWN      CLITERAL(Color){ 127, 106, 79, 255 }    // Brown
  #define DARKBROWN  CLITERAL(Color){ 76, 63, 47, 255 }      // Dark Brown
  
  #define WHITE      CLITERAL(Color){ 255, 255, 255, 255 }   // White
  #define BLACK      CLITERAL(Color){ 0, 0, 0, 255 }         // Black
  #define BLANK      CLITERAL(Color){ 0, 0, 0, 0 }           // Blank (Transparent)
  #define MAGENTA    CLITERAL(Color){ 255, 0, 255, 255 }     // Magenta
  #define RAYWHITE   CLITERAL(Color){ 245, 245, 245, 255 }   // My own White (raylib logo)
  
  // Temporal hack to avoid breaking old codebases using
  // deprecated raylib implementation of these functions
  #define FormatText  TextFormat
  #define SubText     TextSubtext
  #define ShowWindow  UnhideWindow
  #define LoadText    LoadFileText
  
  //----------------------------------------------------------------------------------
  // Structures Definition
  //----------------------------------------------------------------------------------
  // Boolean type
  #if defined(__STDC__) && __STDC_VERSION__ >= 199901L
      #include <stdbool.h>
  #elif !defined(__cplusplus) && !defined(bool)
      typedef enum { false, true } bool;
  #endif
  #include <external\glad.h>
  
  // Vector2 type
  typedef struct Vector2 {
      float x;
      float y;
  } Vector2;
  
  // Vector3 type
  typedef struct Vector3 {
      float x;
      float y;
      float z;
  } Vector3;
  
  // Vector4 type
  typedef struct Vector4 {
      float x;
      float y;
      float z;
      float w;
  } Vector4;
  
  // Quaternion type, same as Vector4
  typedef Vector4 Quaternion;
  
  // 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 {
      float x;
      float y;
      float width;
      float 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 (PixelFormat 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 (PixelFormat type)
  } Texture2D;
  
  // Texture type, same as Texture2D
  typedef Texture2D Texture;
  
  // TextureCubemap type, actually, same as Texture2D
  typedef Texture2D TextureCubemap;
  
  // 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
      bool depthTexture;      // Track if depth attachment is a texture or renderbuffer
  } RenderTexture2D;
  
  // RenderTexture type, same as RenderTexture2D
  typedef RenderTexture2D RenderTexture;
  
  // N-Patch layout info
  typedef struct NPatchInfo {
      Rectangle sourceRec;   // Region in the texture
      int left;              // left border offset
      int top;               // top border offset
      int right;             // right border offset
      int bottom;            // bottom border offset
      int type;              // layout of the n-patch: 3x3, 1x3 or 3x1
  } NPatchInfo;
  
  // Font character info
  typedef struct CharInfo {
      int value;              // Character value (Unicode)
      int offsetX;            // Character offset X when drawing
      int offsetY;            // Character offset Y when drawing
      int advanceX;           // Character advance position X
      Image image;            // Character image data
  } CharInfo;
  
  // Font type, includes texture and charSet array data
  typedef struct Font {
      int baseSize;           // Base size (default chars height)
      int charsCount;         // Number of characters
      Texture2D texture;      // Characters texture atlas
      Rectangle *recs;        // Characters rectangles in texture
      CharInfo *chars;        // Characters info data
  } Font;
  
  #define SpriteFont Font     // SpriteFont type fallback, defaults to Font
  
  // Camera type, defines a camera position/orientation in 3d space
  typedef struct Camera3D {
      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) in perspective, used as near plane width in orthographic
      int type;               // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
      float speed;
  } Camera3D;
  
  typedef Camera3D Camera;    // Camera type fallback, defaults to Camera3D
  
  // 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;
  
  // 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)
  
      // Default vertex data
      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 (XYZW - 4 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)
  
      // Animation vertex data
      float *animVertices;    // Animated vertex positions (after bones transformations)
      float *animNormals;     // Animated normals (after bones transformations)
      int *boneIds;           // Vertex bone ids, up to 4 bones influence by vertex (skinning)
      float *boneWeights;     // Vertex bone weight, up to 4 bones influence by vertex (skinning)
  
      // OpenGL identifiers
      unsigned int vaoId;     // OpenGL Vertex Array Object id
      unsigned int *vboId;    // OpenGL Vertex Buffer Objects id (default vertex data)
  } Mesh;
  
  // Shader type (generic)
  typedef struct Shader {
      unsigned int id;        // Shader program id
      int *locs;              // Shader locations array (MAX_SHADER_LOCATIONS)
  } 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;      // Material maps array (MAX_MATERIAL_MAPS)
      float *params;          // Material generic parameters (if required)
  } Material;
  
  // Transformation properties
  typedef struct Transform {
      Vector3 translation;    // Translation
      Quaternion rotation;    // Rotation
      Vector3 scale;          // Scale
  } Transform;
  
  // Bone information
  typedef struct BoneInfo {
      char name[32];          // Bone name
      int parent;             // Bone parent
  } BoneInfo;
  
  // Model type
  typedef struct Model {
      Matrix transform;       // Local transform matrix
  
      int meshCount;          // Number of meshes
      Mesh *meshes;           // Meshes array
  
      int materialCount;      // Number of materials
      Material *materials;    // Materials array
      int *meshMaterial;      // Mesh material number
  
      // Animation data
      int boneCount;          // Number of bones
      BoneInfo *bones;        // Bones information (skeleton)
      Transform *bindPose;    // Bones base transformation (pose)
  } Model;
  
  // Model animation
  typedef struct ModelAnimation {
      int boneCount;          // Number of bones
      BoneInfo *bones;        // Bones information (skeleton)
  
      int frameCount;         // Number of animation frames
      Transform **framePoses; // Poses array by frame
  } ModelAnimation;
  
  // 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;
  
  // Bounding box type
  typedef struct BoundingBox {
      Vector3 min;            // Minimum vertex box-corner
      Vector3 max;            // Maximum vertex box-corner
  } BoundingBox;
  
  // Wave type, defines audio wave data
  typedef struct Wave {
      unsigned int sampleCount;       // Total 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;
  
  typedef struct rAudioBuffer rAudioBuffer;
  
  // 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)
  
      rAudioBuffer *buffer;           // Pointer to internal data used by the audio system
  } AudioStream;
  
  // Sound source type
  typedef struct Sound {
      unsigned int sampleCount;       // Total number of samples
      AudioStream stream;             // Audio stream
  } Sound;
  
  // Music stream type (audio file streaming from memory)
  // NOTE: Anything longer than ~10 seconds should be streamed
  typedef struct Music {
      int ctxType;                    // Type of music context (audio filetype)
      void *ctxData;                  // Audio context data, depends on type
  
      unsigned int sampleCount;       // Total number of samples
      unsigned int loopCount;         // Loops count (times music will play), 0 means infinite loop
  
      AudioStream stream;             // Audio stream
  } Music;
  
  // Head-Mounted-Display device parameters
  typedef struct VrDeviceInfo {
      int hResolution;                // HMD horizontal resolution in pixels
      int vResolution;                // HMD vertical resolution in pixels
      float hScreenSize;              // HMD horizontal size in meters
      float vScreenSize;              // HMD vertical size in meters
      float vScreenCenter;            // HMD screen center in meters
      float eyeToScreenDistance;      // HMD distance between eye and display in meters
      float lensSeparationDistance;   // HMD lens separation distance in meters
      float interpupillaryDistance;   // HMD IPD (distance between pupils) in meters
      float lensDistortionValues[4];  // HMD lens distortion constant parameters
      float chromaAbCorrection[4];    // HMD chromatic aberration correction parameters
  } VrDeviceInfo;
  
  typedef struct Skybox {
      GLuint VAO;
      GLuint textureId;
      GLuint indexCount;
  } Skybox;
  
  //----------------------------------------------------------------------------------
  // Enumerators Definition
  //----------------------------------------------------------------------------------
  // System config flags
  // NOTE: Used for bit masks
  typedef enum {
      FLAG_RESERVED           = 1,    // Reserved
      FLAG_FULLSCREEN_MODE    = 2,    // Set to run program in fullscreen
      FLAG_WINDOW_RESIZABLE   = 4,    // Set to allow resizable window
      FLAG_WINDOW_UNDECORATED = 8,    // Set to disable window decoration (frame and buttons)
      FLAG_WINDOW_TRANSPARENT = 16,   // Set to allow transparent window
      FLAG_WINDOW_HIDDEN      = 128,  // Set to create the window initially hidden
      FLAG_WINDOW_ALWAYS_RUN  = 256,  // Set to allow windows running while minimized
      FLAG_MSAA_4X_HINT = 32,   // Set to try enabling MSAA 4X
      FLAG_VSYNC_HINT         = 64    // Set to try enabling V-Sync on GPU
  } ConfigFlag;
  
  // Trace log type
  typedef enum {
      LOG_ALL = 0,        // Display all logs
      LOG_TRACE,
      LOG_DEBUG,
      LOG_INFO,
      LOG_WARNING,
      LOG_ERROR,
      LOG_FATAL,
      LOG_NONE            // Disable logging
  } TraceLogType;
  
  // Keyboard keys
  typedef enum {
      // Alphanumeric keys
      KEY_APOSTROPHE      = 39,
      KEY_COMMA           = 44,
      KEY_MINUS           = 45,
      KEY_PERIOD          = 46,
      KEY_SLASH           = 47,
      KEY_ZERO            = 48,
      KEY_ONE             = 49,
      KEY_TWO             = 50,
      KEY_THREE           = 51,
      KEY_FOUR            = 52,
      KEY_FIVE            = 53,
      KEY_SIX             = 54,
      KEY_SEVEN           = 55,
      KEY_EIGHT           = 56,
      KEY_NINE            = 57,
      KEY_SEMICOLON       = 59,
      KEY_EQUAL           = 61,
      KEY_A               = 65,
      KEY_B               = 66,
      KEY_C               = 67,
      KEY_D               = 68,
      KEY_E               = 69,
      KEY_F               = 70,
      KEY_G               = 71,
      KEY_H               = 72,
      KEY_I               = 73,
      KEY_J               = 74,
      KEY_K               = 75,
      KEY_L               = 76,
      KEY_M               = 77,
      KEY_N               = 78,
      KEY_O               = 79,
      KEY_P               = 80,
      KEY_Q               = 81,
      KEY_R               = 82,
      KEY_S               = 83,
      KEY_T               = 84,
      KEY_U               = 85,
      KEY_V               = 86,
      KEY_W               = 87,
      KEY_X               = 88,
      KEY_Y               = 89,
      KEY_Z               = 90,
  
      // Function keys
      KEY_SPACE           = 32,
      KEY_ESCAPE          = 256,
      KEY_ENTER           = 257,
      KEY_TAB             = 258,
      KEY_BACKSPACE       = 259,
      KEY_INSERT          = 260,
      KEY_DELETE          = 261,
      KEY_RIGHT           = 262,
      KEY_LEFT            = 263,
      KEY_DOWN            = 264,
      KEY_UP              = 265,
      KEY_PAGE_UP         = 266,
      KEY_PAGE_DOWN       = 267,
      KEY_HOME            = 268,
      KEY_END             = 269,
      KEY_CAPS_LOCK       = 280,
      KEY_SCROLL_LOCK     = 281,
      KEY_NUM_LOCK        = 282,
      KEY_PRINT_SCREEN    = 283,
      KEY_PAUSE           = 284,
      KEY_F1              = 290,
      KEY_F2              = 291,
      KEY_F3              = 292,
      KEY_F4              = 293,
      KEY_F5              = 294,
      KEY_F6              = 295,
      KEY_F7              = 296,
      KEY_F8              = 297,
      KEY_F9              = 298,
      KEY_F10             = 299,
      KEY_F11             = 300,
      KEY_F12             = 301,
      KEY_LEFT_SHIFT      = 340,
      KEY_LEFT_CONTROL    = 341,
      KEY_LEFT_ALT        = 342,
      KEY_LEFT_SUPER      = 343,
      KEY_RIGHT_SHIFT     = 344,
      KEY_RIGHT_CONTROL   = 345,
      KEY_RIGHT_ALT       = 346,
      KEY_RIGHT_SUPER     = 347,
      KEY_KB_MENU         = 348,
      KEY_LEFT_BRACKET    = 91,
      KEY_BACKSLASH       = 92,
      KEY_RIGHT_BRACKET   = 93,
      KEY_GRAVE           = 96,
  
      // Keypad keys
      KEY_KP_0            = 320,
      KEY_KP_1            = 321,
      KEY_KP_2            = 322,
      KEY_KP_3            = 323,
      KEY_KP_4            = 324,
      KEY_KP_5            = 325,
      KEY_KP_6            = 326,
      KEY_KP_7            = 327,
      KEY_KP_8            = 328,
      KEY_KP_9            = 329,
      KEY_KP_DECIMAL      = 330,
      KEY_KP_DIVIDE       = 331,
      KEY_KP_MULTIPLY     = 332,
      KEY_KP_SUBTRACT     = 333,
      KEY_KP_ADD          = 334,
      KEY_KP_ENTER        = 335,
      KEY_KP_EQUAL        = 336
  } KeyboardKey;
  
  // Android buttons
  typedef enum {
      KEY_BACK            = 4,
      KEY_MENU            = 82,
      KEY_VOLUME_UP       = 24,
      KEY_VOLUME_DOWN     = 25
  } AndroidButton;
  
  // Mouse buttons
  typedef enum {
      MOUSE_LEFT_BUTTON   = 0,
      MOUSE_RIGHT_BUTTON  = 1,
      MOUSE_MIDDLE_BUTTON = 2
  } MouseButton;
  
  // Gamepad number
  typedef enum {
      GAMEPAD_PLAYER1     = 0,
      GAMEPAD_PLAYER2     = 1,
      GAMEPAD_PLAYER3     = 2,
      GAMEPAD_PLAYER4     = 3
  } GamepadNumber;
  
  // Gamepad Buttons
  typedef enum {
      // This is here just for error checking
      GAMEPAD_BUTTON_UNKNOWN = 0,
  
      // This is normally a DPAD
      GAMEPAD_BUTTON_LEFT_FACE_UP,
      GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
      GAMEPAD_BUTTON_LEFT_FACE_DOWN,
      GAMEPAD_BUTTON_LEFT_FACE_LEFT,
  
      // This normally corresponds with PlayStation and Xbox controllers
      // XBOX: [Y,X,A,B]
      // PS3: [Triangle,Square,Cross,Circle]
      // No support for 6 button controllers though..
      GAMEPAD_BUTTON_RIGHT_FACE_UP,
      GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
      GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
      GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
  
      // Triggers
      GAMEPAD_BUTTON_LEFT_TRIGGER_1,
      GAMEPAD_BUTTON_LEFT_TRIGGER_2,
      GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
      GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
  
      // These are buttons in the center of the gamepad
      GAMEPAD_BUTTON_MIDDLE_LEFT,     //PS3 Select
      GAMEPAD_BUTTON_MIDDLE,          //PS Button/XBOX Button
      GAMEPAD_BUTTON_MIDDLE_RIGHT,    //PS3 Start
  
      // These are the joystick press in buttons
      GAMEPAD_BUTTON_LEFT_THUMB,
      GAMEPAD_BUTTON_RIGHT_THUMB
  } GamepadButton;
  
  typedef enum {
      // This is here just for error checking
      GAMEPAD_AXIS_UNKNOWN = 0,
  
      // Left stick
      GAMEPAD_AXIS_LEFT_X,
      GAMEPAD_AXIS_LEFT_Y,
  
      // Right stick
      GAMEPAD_AXIS_RIGHT_X,
      GAMEPAD_AXIS_RIGHT_Y,
  
      // Pressure levels for the back triggers
      GAMEPAD_AXIS_LEFT_TRIGGER,      // [1..-1] (pressure-level)
      GAMEPAD_AXIS_RIGHT_TRIGGER      // [1..-1] (pressure-level)
  } GamepadAxis;
  
  // 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_OCCLUSION,
      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
  
  // Shader uniform data types
  typedef enum {
      UNIFORM_FLOAT = 0,
      UNIFORM_VEC2,
      UNIFORM_VEC3,
      UNIFORM_VEC4,
      UNIFORM_INT,
      UNIFORM_IVEC2,
      UNIFORM_IVEC3,
      UNIFORM_IVEC4,
      UNIFORM_SAMPLER2D
  } ShaderUniformDataType;
  
  // 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
  } MaterialMapType;
  
  #define MAP_DIFFUSE      MAP_ALBEDO
  #define MAP_SPECULAR     MAP_METALNESS
  
  // Pixel formats
  // NOTE: Support depends on OpenGL version and platform
  typedef enum {
      UNCOMPRESSED_GRAYSCALE = 1,     // 8 bit per pixel (no alpha)
      UNCOMPRESSED_GRAY_ALPHA,        // 8*2 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_R32,               // 32 bpp (1 channel - float)
      UNCOMPRESSED_R32G32B32,         // 32*3 bpp (3 channels - float)
      UNCOMPRESSED_R32G32B32A32,      // 32*4 bpp (4 channels - float)
      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
  } PixelFormat;
  
  // 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;
  
  // Cubemap layout type
  typedef enum {
      CUBEMAP_AUTO_DETECT = 0,        // Automatically detect layout type
      CUBEMAP_LINE_VERTICAL,          // Layout is defined by a vertical line with faces
      CUBEMAP_LINE_HORIZONTAL,        // Layout is defined by an horizontal line with faces
      CUBEMAP_CROSS_THREE_BY_FOUR,    // Layout is defined by a 3x4 cross with cubemap faces
      CUBEMAP_CROSS_FOUR_BY_THREE,    // Layout is defined by a 4x3 cross with cubemap faces
      CUBEMAP_PANORAMA                // Layout is defined by a panorama image (equirectangular map)
  } CubemapLayoutType;
  
  // Texture parameters: wrap mode
  typedef enum {
      WRAP_REPEAT = 0,        // Repeats texture in tiled mode
      WRAP_CLAMP,             // Clamps texture to edge pixel in tiled mode
      WRAP_MIRROR_REPEAT,     // Mirrors and repeats the texture in tiled mode
      WRAP_MIRROR_CLAMP       // Mirrors and clamps to border the texture in tiled mode
  } TextureWrapMode;
  
  // Font type, defines generation method
  typedef enum {
      FONT_DEFAULT = 0,       // Default font generation, anti-aliased
      FONT_BITMAP,            // Bitmap font generation, no anti-aliasing
      FONT_SDF                // SDF font generation, requires external shader
  } FontType;
  
  // Color blending modes (pre-defined)
  typedef enum {
      BLEND_ALPHA = 0,        // Blend textures considering alpha (default)
      BLEND_ADDITIVE,         // Blend textures adding colors
      BLEND_MULTIPLIED        // Blend textures multiplying colors
  } 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
  } GestureType;
  
  // Camera system modes
  typedef enum {
      CAMERA_CUSTOM = 0,
      CAMERA_FREE,
      CAMERA_ORBITAL,
      CAMERA_FIRST_PERSON,
      CAMERA_THIRD_PERSON
  } CameraMode;
  
  // Camera projection modes
  typedef enum {
      CAMERA_PERSPECTIVE = 0,
      CAMERA_ORTHOGRAPHIC
  } CameraType;
  
  // Type of n-patch
  typedef enum {
      NPT_9PATCH = 0,         // Npatch defined by 3x3 tiles
      NPT_3PATCH_VERTICAL,    // Npatch defined by 1x3 tiles
      NPT_3PATCH_HORIZONTAL   // Npatch defined by 3x1 tiles
  } NPatchType;
  
  // Callbacks to be implemented by users
  typedef void (*TraceLogCallback)(int logType, const char *text, va_list args);
  
  #if defined(__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, const char *title);  // Initialize window and OpenGL context
  RLAPI bool WindowShouldClose(void);                               // Check if KEY_ESCAPE pressed or Close icon pressed
  RLAPI void CloseWindow(void);                                     // Close window and unload OpenGL context
  RLAPI bool IsWindowReady(void);                                   // Check if window has been initialized successfully
  RLAPI bool IsWindowMinimized(void);                               // Check if window has been minimized (or lost focus)
  RLAPI bool IsWindowResized(void);                                 // Check if window has been resized
  RLAPI bool IsWindowHidden(void);                                  // Check if window is currently hidden
  RLAPI bool IsWindowFullscreen(void);                              // Check if window is currently fullscreen
  RLAPI void ToggleFullscreen(void);                                // Toggle fullscreen mode (only PLATFORM_DESKTOP)
  RLAPI void UnhideWindow(void);                                    // Show the window
  RLAPI void HideWindow(void);                                      // Hide the window
  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 void *GetWindowHandle(void);                                // Get native window handle
  RLAPI int GetScreenWidth(void);                                   // Get current screen width
  RLAPI int GetScreenHeight(void);                                  // Get current screen height
  RLAPI int GetMonitorCount(void);                                  // Get number of connected monitors
  RLAPI int GetMonitorWidth(int monitor);                           // Get primary monitor width
  RLAPI int GetMonitorHeight(int monitor);                          // Get primary monitor height
  RLAPI int GetMonitorPhysicalWidth(int monitor);                   // Get primary monitor physical width in millimetres
  RLAPI int GetMonitorPhysicalHeight(int monitor);                  // Get primary monitor physical height in millimetres
  RLAPI Vector2 GetWindowPosition(void);                            // Get window position XY on monitor
  RLAPI const char *GetMonitorName(int monitor);                    // Get the human-readable, UTF-8 encoded name of the primary monitor
  RLAPI const char *GetClipboardText(void);                         // Get clipboard text content
  RLAPI void SetClipboardText(const char *text);                    // Set clipboard text content
  
  // 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
  RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
  RLAPI void EndScissorMode(void);                                  // End scissor mode
  
  // Screen-space-related functions
  RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Returns a ray trace from mouse position
  RLAPI Matrix GetCameraMatrix(Camera camera);                      // Returns camera transform matrix (view matrix)
  RLAPI Matrix GetCameraMatrix2D(Camera2D camera);                  // Returns camera 2d transform matrix
  RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Returns the screen space position for a 3d world space position
  RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
  RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
  RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
  
  
  // Timing-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()
  RLAPI const char* GetRender(void);
  RLAPI void SetVsync(bool on);
  RLAPI void SetMSAA(unsigned int level);
  //Skybox
  RLAPI Skybox InitSkybox(const char* texPath[]);
  RLAPI void DrawSkybox(Skybox skybox,Shader shader, Matrix view, Matrix projection);
  
  // 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 Color ColorFromNormalized(Vector4 normalized);              // Returns color from normalized values [0..1]
  RLAPI Vector3 ColorToHSV(Color color);                            // Returns HSV values for a Color
  RLAPI Color ColorFromHSV(Vector3 hsv);                            // Returns a Color from HSV values
  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 SetConfigFlags(unsigned int flags);                    // Setup window configuration flags (view FLAGS)
  RLAPI void SetTraceLogLevel(int logType);                         // Set the current threshold (minimum) log level
  RLAPI void SetTraceLogExit(int logType);                          // Set the exit threshold (minimum) log level
  RLAPI void SetTraceLogCallback(TraceLogCallback callback);        // Set a trace log callback to enable custom logging
  RLAPI void TraceLog(int logType, const char *text, ...);          // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
  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 unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead);     // Load file data as byte array (read)
  RLAPI void SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write)
  RLAPI char *LoadFileText(const char *fileName);                   // Load text data from file (read), returns a '\0' terminated string
  RLAPI void SaveFileText(const char *fileName, char *text);        // Save text data to file (write), string must be '\0' terminated
  RLAPI bool FileExists(const char *fileName);                      // Check if file exists
  RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
  RLAPI bool DirectoryExists(const char *dirPath);                  // Check if a directory path exists
  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 *GetFileNameWithoutExt(const char *filePath);    // Get filename string without extension (uses static string)
  RLAPI const char *GetDirectoryPath(const char *filePath);         // Get full path for a given fileName with path (uses static string)
  RLAPI const char *GetPrevDirectoryPath(const char *dirPath);      // Get previous directory path for a given path (uses static string)
  RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory (uses static string)
  RLAPI char **GetDirectoryFiles(const char *dirPath, int *count);  // Get filenames in a directory path (memory should be freed)
  RLAPI void ClearDirectoryFiles(void);                             // Clear directory files paths buffers (free memory)
  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 (memory should be freed)
  RLAPI void ClearDroppedFiles(void);                               // Clear dropped files paths buffer (free memory)
  RLAPI long GetFileModTime(const char *fileName);                  // Get file modification time (last write time)
  
  RLAPI unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength);        // Compress data (DEFLATE algorythm)
  RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength);  // Decompress data (DEFLATE algorythm)
  
  // Persistent storage management
  RLAPI void SaveStorageValue(unsigned int position, int value);    // Save integer value to storage file (to defined position)
  RLAPI int LoadStorageValue(unsigned int position);                // Load integer value from storage file (from defined position)
  
  RLAPI void OpenURL(const char *url);                              // Open URL with default system browser (if available)
  
  //------------------------------------------------------------------------------------
  // 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 void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
  RLAPI int GetKeyPressed(void);                                // Get key pressed, call it multiple times for chars queued
  
  // 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(int x, int y);                    // Set mouse position XY
  RLAPI void SetMouseOffset(int offsetX, int offsetY);          // Set mouse offset
  RLAPI void SetMouseScale(float scaleX, float scaleY);         // 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 DrawLineStrip(Vector2 *points, int numPoints, Color color);                                   // Draw lines sequence
  RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color);                              // Draw a color-filled circle
  RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color);     // Draw a piece of a circle
  RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color);    // Draw circle sector outline
  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 DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color);             // Draw ellipse
  RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color);        // Draw ellipse outline
  RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
  RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color);    // Draw ring 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 DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color);              // Draw rectangle with rounded edges
  RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
  RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                                // Draw a color-filled triangle (vertex in counter-clockwise order!)
  RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                           // Draw triangle outline (vertex in counter-clockwise order!)
  RLAPI void DrawTriangleFan(Vector2 *points, int numPoints, Color color);                                 // Draw a triangle fan defined by points (first vertex is the center)
  RLAPI void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color);                             // Draw a triangle strip defined by points
  RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color);               // Draw a regular polygon (Vector version)
  RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color);          // Draw a polygon outline of n sides
  
  // 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 loading functions
  // NOTE: This functions do not require GPU access
  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 UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
  RLAPI void ExportImage(Image image, const char *fileName);                                               // Export image data to file
  RLAPI void ExportImageAsCode(Image image, const char *fileName);                                         // Export image as code file defining an array of bytes
  RLAPI Color *GetImageData(Image image);                                                                  // Get pixel data from image as a Color struct array
  RLAPI Vector4 *GetImageDataNormalized(Image image);                                                      // Get pixel data from image as Vector4 array (float normalized)
  
  // 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
  
  // Image manipulation functions
  RLAPI Image ImageCopy(Image image);                                                                      // Create an image duplicate (useful for transformations)
  RLAPI Image ImageFromImage(Image image, Rectangle rec);                                                  // Create an image from another image piece
  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 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 image (Bicubic scaling algorithm)
  RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight);                                      // Resize image (Nearest-Neighbor scaling algorithm)
  RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color);  // Resize canvas and fill with color
  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 void ImageFlipVertical(Image *image);                                                              // Flip image vertically
  RLAPI void ImageFlipHorizontal(Image *image);                                                            // Flip image horizontally
  RLAPI void ImageRotateCW(Image *image);                                                                  // Rotate image clockwise 90deg
  RLAPI void ImageRotateCCW(Image *image);                                                                 // Rotate image counter-clockwise 90deg
  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)
  RLAPI void ImageColorReplace(Image *image, Color color, Color replace);                                  // Modify image color: replace color
  RLAPI Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount);                    // Extract color palette from image to maximum size (memory should be freed)
  RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold);                                       // Get image alpha border rectangle
  
  // Image drawing functions
  // NOTE: Image software-rendering functions (CPU)
  RLAPI void ImageClearBackground(Image *dst, Color color);                                                // Clear image background with given color
  RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color);                                  // Draw pixel within an image
  RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color);                                   // Draw pixel within an image (Vector version)
  RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
  RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color);                          // Draw line within an image (Vector version)
  RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color);               // Draw circle within an image
  RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color);                        // Draw circle within an image (Vector version)
  RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color);       // Draw rectangle within an image
  RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color);                 // Draw rectangle within an image (Vector version)
  RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color);                                // Draw rectangle within an image 
  RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color);                   // Draw rectangle lines within an image
  RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint);             // Draw a source image within a destination image (tint applied to source)
  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)
  
  // Texture loading functions
  // NOTE: These functions require GPU access
  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 TextureCubemap LoadTextureCubemap(Image image, int layoutType);                                    // Load cubemap from image, multiple image cubemap layouts supported
  RLAPI RenderTexture2D LoadRenderTexture(int width, int height);                                          // Load texture for rendering (framebuffer)
  RLAPI void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory (VRAM)
  RLAPI void UnloadRenderTexture(RenderTexture2D target);                                                  // Unload render texture from GPU memory (VRAM)
  RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
  RLAPI Image GetTextureData(Texture2D texture);                                                           // Get pixel data from GPU texture and return an Image
  RLAPI Image GetScreenData(void);                                                                         // Get pixel data from screen buffer and return an Image (screenshot)
  
  // Texture 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
  
  // Texture 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 DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint);  // Draw texture quad with tiling and offset parameters
  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
  RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint);  // Draws a texture (or part of it) that stretches or shrinks nicely
  
  // Image/Texture misc functions
  RLAPI int GetPixelDataSize(int width, int height, int format);                                           // Get pixel data size in bytes (image or texture)
  
  //------------------------------------------------------------------------------------
  // Font Loading and Text Drawing Functions (Module: text)
  //------------------------------------------------------------------------------------
  
  // Font loading/unloading functions
  RLAPI Font GetFontDefault(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 *fontChars, int charsCount);  // Load font from file with extended parameters
  RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar);                        // Load font from Image (XNA style)
  RLAPI CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use
  RLAPI Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod);  // Generate image font atlas using chars info
  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
  RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint);   // Draw text using font inside rectangle limits
  RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint,
                           int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
  RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint);   // Draw one character (codepoint)
  
  // 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 int GetGlyphIndex(Font font, int codepoint);                                          // Get index position for a unicode character on font
  
  // Text strings management functions (no utf8 strings, only byte chars)
  // NOTE: Some strings allocate memory internally for returned strings, just be careful!
  RLAPI int TextCopy(char *dst, const char *src);                                             // Copy one string to another, returns bytes copied
  RLAPI bool TextIsEqual(const char *text1, const char *text2);                               // Check if two text string are equal
  RLAPI unsigned int TextLength(const char *text);                                            // Get text length, checks for '\0' ending
  RLAPI const char *TextFormat(const char *text, ...);                                        // Text formatting with variables (sprintf style)
  RLAPI const char *TextSubtext(const char *text, int position, int length);                  // Get a piece of a text string
  RLAPI char *TextReplace(char *text, const char *replace, const char *by);                   // Replace text string (memory must be freed!)
  RLAPI char *TextInsert(const char *text, const char *insert, int position);                 // Insert text in a position (memory must be freed!)
  RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter);        // Join text strings with delimiter
  RLAPI const char **TextSplit(const char *text, char delimiter, int *count);                 // Split text into multiple strings
  RLAPI void TextAppend(char *text, const char *append, int *position);                       // Append text at specific position and move cursor!
  RLAPI int TextFindIndex(const char *text, const char *find);                                // Find first text occurrence within a string
  RLAPI const char *TextToUpper(const char *text);                      // Get upper case version of provided string
  RLAPI const char *TextToLower(const char *text);                      // Get lower case version of provided string
  RLAPI const char *TextToPascal(const char *text);                     // Get Pascal case notation version of provided string
  RLAPI int TextToInteger(const char *text);                            // Get integer value from text (negative values not supported)
  RLAPI char *TextToUtf8(int *codepoints, int length);                  // Encode text codepoint into utf8 text (memory must be freed!)
  
  // UTF8 text strings management functions
  RLAPI int *GetCodepoints(const char *text, int *count);               // Get all codepoints in a string, codepoints count returned by parameters
  RLAPI int GetCodepointsCount(const char *text);                       // Get total number of characters (codepoints) in a UTF8 encoded string
  RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed);    // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
  RLAPI const char *CodepointToUtf8(int codepoint, int *byteLength);    // Encode codepoint into utf8 text (char array length returned as parameter)
  
  //------------------------------------------------------------------------------------
  // 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 DrawPoint3D(Vector3 position, Color color);                                                   // Draw a point in 3D space, actually a small line
  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 DrawCubeWiresV(Vector3 position, Vector3 size, Color color);                                  // Draw cube wires (Vector version)
  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 (meshes and materials)
  RLAPI Model LoadModelFromMesh(Mesh mesh);                                                               // Load model from generated mesh (default material)
  RLAPI void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
  
  // Mesh loading/unloading functions
  RLAPI Mesh *LoadMeshes(const char *fileName, int *meshCount);                                           // Load meshes from model file
  RLAPI void ExportMesh(Mesh mesh, const char *fileName);                                                 // Export mesh data to file
  RLAPI void UnloadMesh(Mesh mesh);                                                                       // Unload mesh from memory (RAM and/or VRAM)
  
  // Material loading/unloading functions
  RLAPI Material *LoadMaterials(const char *fileName, int *materialCount);                                // Load materials from model file
  RLAPI Material LoadMaterialDefault(void);                                                               // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
  RLAPI void UnloadMaterial(Material material);                                                           // Unload material from GPU memory (VRAM)
  RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture);                      // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
  RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);                              // Set material for a mesh
  
  // Model animations loading/unloading functions
  RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount);                       // Load model animations from file
  RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);                           // Update model animation pose
  RLAPI void UnloadModelAnimation(ModelAnimation anim);                                                   // Unload animation data
  RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim);                                     // Check model animation skeleton match
  
  // Mesh generation functions
  RLAPI Mesh GenMeshPoly(int sides, float radius);                                                        // Generate polygonal mesh
  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
  
  // 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
  
  // 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 center, float radius);                      // Detect collision between box and sphere
  RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius);                              // Detect collision between ray and sphere
  RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, 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 Shader LoadShader(const char *vsFileName, const char *fsFileName);  // Load shader from files and bind default locations
  RLAPI Shader LoadShaderCode(const char *vsCode, const 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
  RLAPI Texture2D GetShapesTexture(void);                                   // Get texture to draw shapes
  RLAPI Rectangle GetShapesTextureRec(void);                                // Get texture rectangle to draw shapes
  RLAPI void SetShapesTexture(Texture2D texture, Rectangle source);         // Define default texture used to draw shapes
  
  // Shader configuration functions
  RLAPI int GetShaderLocation(Shader shader, const char *uniformName);      // Get shader uniform location
  RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType);               // Set shader uniform value
  RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count);   // Set shader uniform value vector
  RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);         // Set shader uniform value (matrix 4x4)
  RLAPI void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
  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(void);                                    // Get internal modelview matrix
  RLAPI Matrix GetMatrixProjection(void);                                   // Get internal projection matrix
  
  // Texture maps generation (PBR)
  // NOTE: Required shaders should be provided
  RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size);          // Generate cubemap texture from 2D 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, int size);                  // Generate BRDF texture
  
  // 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 void InitVrSimulator(void);                       // Init VR simulator for selected device parameters
  RLAPI void CloseVrSimulator(void);                      // Close VR simulator for current device
  RLAPI void UpdateVrTracking(Camera *camera);            // Update VR tracking (position and orientation) and camera
  RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion);      // Set stereo rendering configuration parameters
  RLAPI bool IsVrSimulatorReady(void);                    // Detect if VR simulator is ready
  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 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
  RLAPI void ExportWave(Wave wave, const char *fileName);               // Export wave data to file
  RLAPI void ExportWaveAsCode(Wave wave, const char *fileName);         // Export wave sample data to code (.h)
  
  // Wave/Sound management functions
  RLAPI void PlaySound(Sound sound);                                    // Play a sound
  RLAPI void StopSound(Sound sound);                                    // Stop playing a sound
  RLAPI void PauseSound(Sound sound);                                   // Pause a sound
  RLAPI void ResumeSound(Sound sound);                                  // Resume a paused sound
  RLAPI void PlaySoundMulti(Sound sound);                               // Play a sound (using multichannel buffer pool)
  RLAPI void StopSoundMulti(void);                                      // Stop any sound playing (using multichannel buffer pool)
  RLAPI int GetSoundsPlaying(void);                                     // Get number of sounds playing in the multichannel
  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 IsAudioStreamProcessed(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)
  RLAPI void SetAudioStreamBufferSizeDefault(int size);                 // Default size for new audio streams
  //------------------------------------------------------------------------------------
  // Network (Module: network)
  //------------------------------------------------------------------------------------
  
  // IN PROGRESS: Check rnet.h for reference
  
  #if defined(__cplusplus)
  }
  #endif
  
  #endif // RAYLIB_H
  