/**********************************************************************************************
*
*   raylib.shapes - Basic functions to draw 2d Shapes and check collisions
*
*   CONFIGURATION:
*
*   #define SUPPORT_FONT_TEXTURE
*       Draw rectangle shapes using font texture white character instead of default white texture
*       Allows drawing rectangles and text with a single draw call, very useful for GUI systems!
*
*   #define SUPPORT_QUADS_DRAW_MODE
*       Use QUADS instead of TRIANGLES for drawing when possible.
*       Some lines-based shapes could still use lines
*
*   LICENSE: zlib/libpng
*
*   Copyright (c) 2013-2019 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.
*
**********************************************************************************************/

#include "raylib.h"     // Declares module functions

// Check if config flags have been externally provided on compilation line
#if !defined(EXTERNAL_CONFIG_FLAGS)
    #include "config.h"         // Defines module configuration flags
#endif

#include "rlgl.h"       // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2

#include <stdlib.h>     // Required for: abs(), fabs()
#include <math.h>       // Required for: sinf(), cosf(), sqrtf()

//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Nop...

//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Not here...

//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static Texture2D texShapes = { 0 };
static Rectangle recTexShapes = { 0 };

//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static float EaseCubicInOut(float t, float b, float c, float d);    // Cubic easing
static Texture2D GetShapesTexture(void);                            // Get texture to draw shapes

//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------

// Draw a pixel
void DrawPixel(int posX, int posY, Color color)
{
    rlBegin(RL_LINES);
        rlColor4ub(color.r, color.g, color.b, color.a);
        rlVertex2i(posX, posY);
        rlVertex2i(posX + 1, posY + 1);
    rlEnd();
}

// Draw a pixel (Vector version)
void DrawPixelV(Vector2 position, Color color)
{
    rlBegin(RL_LINES);
        rlColor4ub(color.r, color.g, color.b, color.a);
        rlVertex2f(position.x, position.y);
        rlVertex2f(position.x + 1.0f, position.y + 1.0f);
    rlEnd();
}

// Draw a line
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color)
{
    rlBegin(RL_LINES);
        rlColor4ub(color.r, color.g, color.b, color.a);
        rlVertex2i(startPosX, startPosY);
        rlVertex2i(endPosX, endPosY);
    rlEnd();
}

// Draw a line  (Vector version)
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
{
    rlBegin(RL_LINES);
        rlColor4ub(color.r, color.g, color.b, color.a);
        rlVertex2f(startPos.x, startPos.y);
        rlVertex2f(endPos.x, endPos.y);
    rlEnd();
}

// Draw a line defining thickness
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
{
    if (startPos.x > endPos.x)
    {
        Vector2 tempPos = startPos;
        startPos = endPos;
        endPos = tempPos;
    }

    float dx = endPos.x - startPos.x;
    float dy = endPos.y - startPos.y;

    float d = sqrtf(dx*dx + dy*dy);
    float angle = asinf(dy/d);

    rlEnableTexture(GetShapesTexture().id);

    rlPushMatrix();
        rlTranslatef((float)startPos.x, (float)startPos.y, 0.0f);
        rlRotatef(RAD2DEG*angle, 0.0f, 0.0f, 1.0f);
        rlTranslatef(0, (thick > 1.0f)? -thick/2.0f : -1.0f, 0.0f);

        rlBegin(RL_QUADS);
            rlColor4ub(color.r, color.g, color.b, color.a);
            rlNormal3f(0.0f, 0.0f, 1.0f);

            rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(0.0f, 0.0f);

            rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(0.0f, thick);

            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(d, thick);

            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(d, 0.0f);
        rlEnd();
    rlPopMatrix();

    rlDisableTexture();
}

// Draw line using cubic-bezier curves in-out
void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
{
    #define LINE_DIVISIONS         24   // Bezier line divisions

    Vector2 previous = startPos;
    Vector2 current;

    for (int i = 1; i <= LINE_DIVISIONS; i++)
    {
        // Cubic easing in-out
        // NOTE: Easing is calculated only for y position value
        current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)LINE_DIVISIONS);
        current.x = previous.x + (endPos.x - startPos.x)/ (float)LINE_DIVISIONS;

        DrawLineEx(previous, current, thick, color);

        previous = current;
    }
}

// Draw lines sequence
void DrawLineStrip(Vector2 *points, int pointsCount, Color color)
{
    if (pointsCount >= 2)
    {
        if (rlCheckBufferLimit(pointsCount)) rlglDraw();

        rlBegin(RL_LINES);
            rlColor4ub(color.r, color.g, color.b, color.a);

            for (int i = 0; i < pointsCount - 1; i++)
            {
                rlVertex2f(points[i].x, points[i].y);
                rlVertex2f(points[i + 1].x, points[i + 1].y);
            }
        rlEnd();
    }
}

// Draw a color-filled circle
void DrawCircle(int centerX, int centerY, float radius, Color color)
{
    DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color);
}

// Draw a piece of a circle
void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
{
    if (radius <= 0.0f) radius = 0.1f;  // Avoid div by zero

    // Function expects (endAngle > startAngle)
    if (endAngle < startAngle)
    {
        // Swap values
        int tmp = startAngle;
        startAngle = endAngle;
        endAngle = tmp;
    }

    if (segments < 4)
    {
        // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
        #define CIRCLE_ERROR_RATE  0.5f

        // Calculate the maximum angle between segments based on the error rate.
        float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
        segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;

        if (segments <= 0) segments = 4;
    }

    float stepLength = (float)(endAngle - startAngle)/(float)segments;
    float angle = startAngle;

#if defined(SUPPORT_QUADS_DRAW_MODE)
    if (rlCheckBufferLimit(4*segments/2)) rlglDraw();

    rlEnableTexture(GetShapesTexture().id);

    rlBegin(RL_QUADS);
        // NOTE: Every QUAD actually represents two segments
        for (int i = 0; i < segments/2; i++)
        {
            rlColor4ub(color.r, color.g, color.b, color.a);

            rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(center.x, center.y);

            rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);

            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);

            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);

            angle += (stepLength*2);
        }

        // NOTE: In case number of segments is odd, we add one last piece to the cake
        if (segments%2)
        {
            rlColor4ub(color.r, color.g, color.b, color.a);

            rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(center.x, center.y);

            rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);

            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);

            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(center.x, center.y);
        }
    rlEnd();

    rlDisableTexture();
#else
    if (rlCheckBufferLimit(3*segments)) rlglDraw();

    rlBegin(RL_TRIANGLES);
        for (int i = 0; i < segments; i++)
        {
            rlColor4ub(color.r, color.g, color.b, color.a);

            rlVertex2f(center.x, center.y);
            rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);

            angle += stepLength;
        }
    rlEnd();
#endif
}

void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
{
    if (radius <= 0.0f) radius = 0.1f;  // Avoid div by zero issue

    // Function expects (endAngle > startAngle)
    if (endAngle < startAngle)
    {
        // Swap values
        int tmp = startAngle;
        startAngle = endAngle;
        endAngle = tmp;
    }

    if (segments < 4)
    {
        // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
        #ifndef CIRCLE_ERROR_RATE
        #define CIRCLE_ERROR_RATE  0.5f
        #endif

        // Calculate the maximum angle between segments based on the error rate.
        float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
        segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;

        if (segments <= 0) segments = 4;
    }

    float stepLength = (float)(endAngle - startAngle)/(float)segments;
    float angle = startAngle;

    // Hide the cap lines when the circle is full
    bool showCapLines = true;
    int limit = 2*(segments + 2);
    if ((endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; }

    if (rlCheckBufferLimit(limit)) rlglDraw();

    rlBegin(RL_LINES);
        if (showCapLines)
        {
            rlColor4ub(color.r, color.g, color.b, color.a);
            rlVertex2f(center.x, center.y);
            rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
        }

        for (int i = 0; i < segments; i++)
        {
            rlColor4ub(color.r, color.g, color.b, color.a);

            rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);

            angle += stepLength;
        }

        if (showCapLines)
        {
            rlColor4ub(color.r, color.g, color.b, color.a);
            rlVertex2f(center.x, center.y);
            rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
        }
    rlEnd();
}

// Draw a gradient-filled circle
// NOTE: Gradient goes from center (color1) to border (color2)
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
{
    if (rlCheckBufferLimit(3*36)) rlglDraw();

    rlBegin(RL_TRIANGLES);
        for (int i = 0; i < 360; i += 10)
        {
            rlColor4ub(color1.r, color1.g, color1.b, color1.a);
            rlVertex2f(centerX, centerY);
            rlColor4ub(color2.r, color2.g, color2.b, color2.a);
            rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius);
            rlColor4ub(color2.r, color2.g, color2.b, color2.a);
            rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius);
        }
    rlEnd();
}

// Draw a color-filled circle (Vector version)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
void DrawCircleV(Vector2 center, float radius, Color color)
{
    DrawCircleSector(center, radius, 0, 360, 36, color);
}

// Draw circle outline
void DrawCircleLines(int centerX, int centerY, float radius, Color color)
{
    if (rlCheckBufferLimit(2*36)) rlglDraw();

    rlBegin(RL_LINES);
        rlColor4ub(color.r, color.g, color.b, color.a);

        // NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360)
        for (int i = 0; i < 360; i += 10)
        {
            rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius);
            rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius);
        }
   rlEnd();
}

void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
{
    if (startAngle == endAngle) return;

    // Function expects (outerRadius > innerRadius)
    if (outerRadius < innerRadius)
    {
        float tmp = outerRadius;
        outerRadius = innerRadius;
        innerRadius = tmp;

        if (outerRadius <= 0.0f) outerRadius = 0.1f;
    }

    // Function expects (endAngle > startAngle)
    if (endAngle < startAngle)
    {
        // Swap values
        int tmp = startAngle;
        startAngle = endAngle;
        endAngle = tmp;
    }

    if (segments < 4)
    {
        // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
        #ifndef CIRCLE_ERROR_RATE
            #define CIRCLE_ERROR_RATE  0.5f
        #endif

        // Calculate the maximum angle between segments based on the error rate.
        float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
        segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;

        if (segments <= 0) segments = 4;
    }

    // Not a ring
    if (innerRadius <= 0.0f)
    {
        DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color);
        return;
    }

    float stepLength = (float)(endAngle - startAngle)/(float)segments;
    float angle = startAngle;

#if defined(SUPPORT_QUADS_DRAW_MODE)
    if (rlCheckBufferLimit(4*segments)) rlglDraw();

    rlEnableTexture(GetShapesTexture().id);

    rlBegin(RL_QUADS);
        for (int i = 0; i < segments; i++)
        {
            rlColor4ub(color.r, color.g, color.b, color.a);

            rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);

            rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);

            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);

            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);

            angle += stepLength;
        }
    rlEnd();

    rlDisableTexture();
#else
    if (rlCheckBufferLimit(6*segments)) rlglDraw();

    rlBegin(RL_TRIANGLES);
        for (int i = 0; i < segments; i++)
        {
            rlColor4ub(color.r, color.g, color.b, color.a);

            rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
            rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);

            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
            rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);

            angle += stepLength;
        }
    rlEnd();
#endif
}

void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
{
    if (startAngle == endAngle) return;

    // Function expects (outerRadius > innerRadius)
    if (outerRadius < innerRadius)
    {
        float tmp = outerRadius;
        outerRadius = innerRadius;
        innerRadius = tmp;

        if (outerRadius <= 0.0f) outerRadius = 0.1f;
    }

    // Function expects (endAngle > startAngle)
    if (endAngle < startAngle)
    {
        // Swap values
        int tmp = startAngle;
        startAngle = endAngle;
        endAngle = tmp;
    }

    if (segments < 4)
    {
        // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
        #ifndef CIRCLE_ERROR_RATE
            #define CIRCLE_ERROR_RATE  0.5f
        #endif

        // Calculate the maximum angle between segments based on the error rate.
        float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
        segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;

        if (segments <= 0) segments = 4;
    }

    if (innerRadius <= 0.0f)
    {
        DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color);
        return;
    }

    float stepLength = (float)(endAngle - startAngle)/(float)segments;
    float angle = startAngle;

    bool showCapLines = true;
    int limit = 4*(segments + 1);
    if ((endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; }

    if (rlCheckBufferLimit(limit)) rlglDraw();

    rlBegin(RL_LINES);
        if (showCapLines)
        {
            rlColor4ub(color.r, color.g, color.b, color.a);
            rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
            rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
        }

        for (int i = 0; i < segments; i++)
        {
            rlColor4ub(color.r, color.g, color.b, color.a);

            rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);

            rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);

            angle += stepLength;
        }

        if (showCapLines)
        {
            rlColor4ub(color.r, color.g, color.b, color.a);
            rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
            rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
        }
    rlEnd();
}

// Draw a color-filled rectangle
void DrawRectangle(int posX, int posY, int width, int height, Color color)
{
    DrawRectangleV((Vector2){ (float)posX, (float)posY }, (Vector2){ (float)width, (float)height }, color);
}

// Draw a color-filled rectangle (Vector version)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
    DrawRectanglePro((Rectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, color);
}

// Draw a color-filled rectangle
void DrawRectangleRec(Rectangle rec, Color color)
{
    DrawRectanglePro(rec, (Vector2){ 0.0f, 0.0f }, 0.0f, color);
}

// Draw a color-filled rectangle with pro parameters
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color)
{
    rlEnableTexture(GetShapesTexture().id);

    rlPushMatrix();
        rlTranslatef(rec.x, rec.y, 0.0f);
        rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
        rlTranslatef(-origin.x, -origin.y, 0.0f);

        rlBegin(RL_QUADS);
            rlNormal3f(0.0f, 0.0f, 1.0f);
            rlColor4ub(color.r, color.g, color.b, color.a);

            rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(0.0f, 0.0f);

            rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(0.0f, rec.height);

            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(rec.width, rec.height);

            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(rec.width, 0.0f);
        rlEnd();
    rlPopMatrix();

    rlDisableTexture();
}

// Draw a vertical-gradient-filled rectangle
// NOTE: Gradient goes from bottom (color1) to top (color2)
void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2)
{
    DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color2, color2, color1);
}

// Draw a horizontal-gradient-filled rectangle
// NOTE: Gradient goes from bottom (color1) to top (color2)
void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2)
{
    DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color1, color2, color2);
}

// Draw a gradient-filled rectangle
// NOTE: Colors refer to corners, starting at top-lef corner and counter-clockwise
void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4)
{
    rlEnableTexture(GetShapesTexture().id);

    rlPushMatrix();
        rlBegin(RL_QUADS);
            rlNormal3f(0.0f, 0.0f, 1.0f);

            // NOTE: Default raylib font character 95 is a white square
            rlColor4ub(col1.r, col1.g, col1.b, col1.a);
            rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(rec.x, rec.y);

            rlColor4ub(col2.r, col2.g, col2.b, col2.a);
            rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(rec.x, rec.y + rec.height);

            rlColor4ub(col3.r, col3.g, col3.b, col3.a);
            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(rec.x + rec.width, rec.y + rec.height);

            rlColor4ub(col4.r, col4.g, col4.b, col4.a);
            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(rec.x + rec.width, rec.y);
        rlEnd();
    rlPopMatrix();

    rlDisableTexture();
}

// Draw rectangle outline
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
{
#if defined(SUPPORT_QUADS_DRAW_MODE)
    DrawRectangle(posX, posY, width, 1, color);
    DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color);
    DrawRectangle(posX, posY + height - 1, width, 1, color);
    DrawRectangle(posX, posY + 1, 1, height - 2, color);
#else
    rlBegin(RL_LINES);
        rlColor4ub(color.r, color.g, color.b, color.a);
        rlVertex2i(posX + 1, posY + 1);
        rlVertex2i(posX + width, posY + 1);

        rlVertex2i(posX + width, posY + 1);
        rlVertex2i(posX + width, posY + height);

        rlVertex2i(posX + width, posY + height);
        rlVertex2i(posX + 1, posY + height);

        rlVertex2i(posX + 1, posY + height);
        rlVertex2i(posX + 1, posY + 1);
    rlEnd();
#endif
}

// Draw rectangle outline with extended parameters
void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color)
{
    if (lineThick > rec.width || lineThick > rec.height)
    {
        if (rec.width > rec.height) lineThick = (int)rec.height/2;
        else if (rec.width < rec.height) lineThick = (int)rec.width/2;
    }

    DrawRectangle( (int)rec.x, (int)rec.y, (int)rec.width, lineThick, color);
    DrawRectangle( (int)(rec.x - lineThick + rec.width), (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2.0f), color);
    DrawRectangle( (int)rec.x, (int)(rec.y + rec.height - lineThick), (int)rec.width, lineThick, color);
    DrawRectangle( (int)rec.x, (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2), color);
}

// Draw rectangle with rounded edges
void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color)
{
    // Not a rounded rectangle
    if ((roundness <= 0.0f) || (rec.width < 1) || (rec.height < 1 ))
    {
        DrawRectangleRec(rec, color);
        return;
    }

    if (roundness >= 1.0f) roundness = 1.0f;

    // Calculate corner radius
    float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2;
    if (radius <= 0.0f) return;

    // Calculate number of segments to use for the corners
    if (segments < 4)
    {
        // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
        #ifndef CIRCLE_ERROR_RATE
        #define CIRCLE_ERROR_RATE  0.5f
        #endif
        // Calculate the maximum angle between segments based on the error rate.
        float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
        segments = ceilf(2*PI/th)/4;
        if (segments <= 0) segments = 4;
    }

    float stepLength = 90.0f/(float)segments;

    /*  Quick sketch to make sense of all of this (there are 9 parts to draw, also mark the 12 points we'll use below)
     *  Not my best attempt at ASCII art, just preted it's rounded rectangle :)
     *     P0                    P1
     *       ____________________
     *     /|                    |\
     *    /1|          2         |3\
     *P7 /__|____________________|__\ P2
     *  |   |P8                P9|   |
     *  | 8 |          9         | 4 |
     *  | __|____________________|__ |
     *P6 \  |P11              P10|  / P3
     *    \7|          6         |5/
     *     \|____________________|/
     *     P5                    P4
     */

    const Vector2 point[12] = { // coordinates of the 12 points that define the rounded rect (the idea here is to make things easier)
        {(float)rec.x + radius, rec.y}, {(float)(rec.x + rec.width) - radius, rec.y}, { rec.x + rec.width, (float)rec.y + radius }, // PO, P1, P2
        {rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4
        {(float)rec.x + radius, rec.y + rec.height}, { rec.x, (float)(rec.y + rec.height) - radius}, {rec.x, (float)rec.y + radius}, // P5, P6, P7
        {(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius}, // P8, P9
        {(float)(rec.x + rec.width) - radius, (float)(rec.y + rec.height) - radius}, {(float)rec.x + radius, (float)(rec.y + rec.height) - radius} // P10, P11
    };

    const Vector2 centers[4] = { point[8], point[9], point[10], point[11] };
    const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f };

#if defined(SUPPORT_QUADS_DRAW_MODE)
    if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw();

    rlEnableTexture(GetShapesTexture().id);

    rlBegin(RL_QUADS);
        // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
        for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
        {
            float angle = angles[k];
            const Vector2 center = centers[k];
            // NOTE: Every QUAD actually represents two segments
            for (int i = 0; i < segments/2; i++)
            {
                rlColor4ub(color.r, color.g, color.b, color.a);
                rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
                rlVertex2f(center.x, center.y);
                rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
                rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
                rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
                rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
                rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
                rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
                angle += (stepLength*2);
            }
            // NOTE: In case number of segments is odd, we add one last piece to the cake
            if (segments%2)
            {
                rlColor4ub(color.r, color.g, color.b, color.a);
                rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
                rlVertex2f(center.x, center.y);
                rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
                rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
                rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
                rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
                rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
                rlVertex2f(center.x, center.y);
            }
        }

        // [2] Upper Rectangle
        rlColor4ub(color.r, color.g, color.b, color.a);
        rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
        rlVertex2f(point[0].x, point[0].y);
        rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
        rlVertex2f(point[8].x, point[8].y);
        rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
        rlVertex2f(point[9].x, point[9].y);
        rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
        rlVertex2f(point[1].x, point[1].y);

        // [4] Right Rectangle
        rlColor4ub(color.r, color.g, color.b, color.a);
        rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
        rlVertex2f(point[2].x, point[2].y);
        rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
        rlVertex2f(point[9].x, point[9].y);
        rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
        rlVertex2f(point[10].x, point[10].y);
        rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
        rlVertex2f(point[3].x, point[3].y);

        // [6] Bottom Rectangle
        rlColor4ub(color.r, color.g, color.b, color.a);
        rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
        rlVertex2f(point[11].x, point[11].y);
        rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
        rlVertex2f(point[5].x, point[5].y);
        rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
        rlVertex2f(point[4].x, point[4].y);
        rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
        rlVertex2f(point[10].x, point[10].y);

        // [8] Left Rectangle
        rlColor4ub(color.r, color.g, color.b, color.a);
        rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
        rlVertex2f(point[7].x, point[7].y);
        rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
        rlVertex2f(point[6].x, point[6].y);
        rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
        rlVertex2f(point[11].x, point[11].y);
        rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
        rlVertex2f(point[8].x, point[8].y);

        // [9] Middle Rectangle
        rlColor4ub(color.r, color.g, color.b, color.a);
        rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
        rlVertex2f(point[8].x, point[8].y);
        rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
        rlVertex2f(point[11].x, point[11].y);
        rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
        rlVertex2f(point[10].x, point[10].y);
        rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
        rlVertex2f(point[9].x, point[9].y);

    rlEnd();
    rlDisableTexture();
#else
    if (rlCheckBufferLimit(12*segments + 5*6)) rlglDraw(); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each

    rlBegin(RL_TRIANGLES);
        // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
        for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
        {
            float angle = angles[k];
            const Vector2 center = centers[k];
            for (int i = 0; i < segments; i++)
            {
                rlColor4ub(color.r, color.g, color.b, color.a);
                rlVertex2f(center.x, center.y);
                rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
                rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
                angle += stepLength;
            }
        }

        // [2] Upper Rectangle
        rlColor4ub(color.r, color.g, color.b, color.a);
        rlVertex2f(point[0].x, point[0].y);
        rlVertex2f(point[8].x, point[8].y);
        rlVertex2f(point[9].x, point[9].y);
        rlVertex2f(point[1].x, point[1].y);
        rlVertex2f(point[0].x, point[0].y);
        rlVertex2f(point[9].x, point[9].y);

        // [4] Right Rectangle
        rlColor4ub(color.r, color.g, color.b, color.a);
        rlVertex2f(point[9].x, point[9].y);
        rlVertex2f(point[10].x, point[10].y);
        rlVertex2f(point[3].x, point[3].y);
        rlVertex2f(point[2].x, point[2].y);
        rlVertex2f(point[9].x, point[9].y);
        rlVertex2f(point[3].x, point[3].y);

        // [6] Bottom Rectangle
        rlColor4ub(color.r, color.g, color.b, color.a);
        rlVertex2f(point[11].x, point[11].y);
        rlVertex2f(point[5].x, point[5].y);
        rlVertex2f(point[4].x, point[4].y);
        rlVertex2f(point[10].x, point[10].y);
        rlVertex2f(point[11].x, point[11].y);
        rlVertex2f(point[4].x, point[4].y);

        // [8] Left Rectangle
        rlColor4ub(color.r, color.g, color.b, color.a);
        rlVertex2f(point[7].x, point[7].y);
        rlVertex2f(point[6].x, point[6].y);
        rlVertex2f(point[11].x, point[11].y);
        rlVertex2f(point[8].x, point[8].y);
        rlVertex2f(point[7].x, point[7].y);
        rlVertex2f(point[11].x, point[11].y);

        // [9] Middle Rectangle
        rlColor4ub(color.r, color.g, color.b, color.a);
        rlVertex2f(point[8].x, point[8].y);
        rlVertex2f(point[11].x, point[11].y);
        rlVertex2f(point[10].x, point[10].y);
        rlVertex2f(point[9].x, point[9].y);
        rlVertex2f(point[8].x, point[8].y);
        rlVertex2f(point[10].x, point[10].y);
    rlEnd();
#endif
}

// Draw rectangle with rounded edges outline
void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color)
{
    if (lineThick < 0) lineThick = 0;

    // Not a rounded rectangle
    if (roundness <= 0.0f)
    {
        DrawRectangleLinesEx((Rectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color);
        return;
    }

    if (roundness >= 1.0f) roundness = 1.0f;

    // Calculate corner radius
    float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2;
    if (radius <= 0.0f) return;

    // Calculate number of segments to use for the corners
    if (segments < 4)
    {
        // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
        #ifndef CIRCLE_ERROR_RATE
        #define CIRCLE_ERROR_RATE  0.5f
        #endif
        // Calculate the maximum angle between segments based on the error rate.
        float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
        segments = ceilf(2*PI/th)/2;
        if (segments <= 0) segments = 4;
    }

    float stepLength = 90.0f/(float)segments;
    const float outerRadius = radius + (float)lineThick, innerRadius = radius;

    /*  Quick sketch to make sense of all of this (mark the 16 + 4(corner centers P16-19) points we'll use below)
     *  Not my best attempt at ASCII art, just preted it's rounded rectangle :)
     *     P0                     P1
     *        ====================
     *     // P8                P9 \\
     *    //                        \\
     *P7 // P15                  P10 \\ P2
     *  ||   *P16             P17*    ||
     *  ||                            ||
     *  || P14                   P11  ||
     *P6 \\  *P19             P18*   // P3
     *    \\                        //
     *     \\ P13              P12 //
     *        ====================
     *     P5                     P4
     */
    const Vector2 point[16] = {
        {(float)rec.x + innerRadius, rec.y - lineThick}, {(float)(rec.x + rec.width) - innerRadius, rec.y - lineThick}, { rec.x + rec.width + lineThick, (float)rec.y + innerRadius }, // PO, P1, P2
        {rec.x + rec.width + lineThick, (float)(rec.y + rec.height) - innerRadius}, {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height + lineThick}, // P3, P4
        {(float)rec.x + innerRadius, rec.y + rec.height + lineThick}, { rec.x - lineThick, (float)(rec.y + rec.height) - innerRadius}, {rec.x - lineThick, (float)rec.y + innerRadius}, // P5, P6, P7
        {(float)rec.x + innerRadius, rec.y}, {(float)(rec.x + rec.width) - innerRadius, rec.y}, // P8, P9
        { rec.x + rec.width, (float)rec.y + innerRadius }, {rec.x + rec.width, (float)(rec.y + rec.height) - innerRadius}, // P10, P11
        {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height}, {(float)rec.x + innerRadius, rec.y + rec.height}, // P12, P13
        { rec.x, (float)(rec.y + rec.height) - innerRadius}, {rec.x, (float)rec.y + innerRadius} // P14, P15
    };

    const Vector2 centers[4] = {
        {(float)rec.x + innerRadius, (float)rec.y + innerRadius}, {(float)(rec.x + rec.width) - innerRadius, (float)rec.y + innerRadius}, // P16, P17
        {(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19
    };

    const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f };

    if (lineThick > 1)
    {
#if defined(SUPPORT_QUADS_DRAW_MODE)
        if (rlCheckBufferLimit(4*4*segments + 4*4)) rlglDraw(); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each

        rlEnableTexture(GetShapesTexture().id);

        rlBegin(RL_QUADS);
            // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
            for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
            {
                float angle = angles[k];
                const Vector2 center = centers[k];
                for (int i = 0; i < segments; i++)
                {
                    rlColor4ub(color.r, color.g, color.b, color.a);
                    rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
                    rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
                    rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
                    rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
                    rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
                    rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
                    rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
                    rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);

                    angle += stepLength;
                }
            }

            // Upper rectangle
            rlColor4ub(color.r, color.g, color.b, color.a);
            rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(point[0].x, point[0].y);
            rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(point[8].x, point[8].y);
            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(point[9].x, point[9].y);
            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(point[1].x, point[1].y);

            // Right rectangle
            rlColor4ub(color.r, color.g, color.b, color.a);
            rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(point[2].x, point[2].y);
            rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(point[10].x, point[10].y);
            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(point[11].x, point[11].y);
            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(point[3].x, point[3].y);

            // Lower rectangle
            rlColor4ub(color.r, color.g, color.b, color.a);
            rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(point[13].x, point[13].y);
            rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(point[5].x, point[5].y);
            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(point[4].x, point[4].y);
            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(point[12].x, point[12].y);

            // Left rectangle
            rlColor4ub(color.r, color.g, color.b, color.a);
            rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(point[15].x, point[15].y);
            rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(point[7].x, point[7].y);
            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
            rlVertex2f(point[6].x, point[6].y);
            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
            rlVertex2f(point[14].x, point[14].y);

        rlEnd();
        rlDisableTexture();
#else
        if (rlCheckBufferLimit(4*6*segments + 4*6)) rlglDraw(); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each

        rlBegin(RL_TRIANGLES);

            // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
            for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
            {
                float angle = angles[k];
                const Vector2 center = centers[k];

                for (int i = 0; i < segments; i++)
                {
                    rlColor4ub(color.r, color.g, color.b, color.a);

                    rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
                    rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
                    rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);

                    rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
                    rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
                    rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);

                    angle += stepLength;
                }
            }

            // Upper rectangle
            rlColor4ub(color.r, color.g, color.b, color.a);
            rlVertex2f(point[0].x, point[0].y);
            rlVertex2f(point[8].x, point[8].y);
            rlVertex2f(point[9].x, point[9].y);
            rlVertex2f(point[1].x, point[1].y);
            rlVertex2f(point[0].x, point[0].y);
            rlVertex2f(point[9].x, point[9].y);

            // Right rectangle
            rlColor4ub(color.r, color.g, color.b, color.a);
            rlVertex2f(point[10].x, point[10].y);
            rlVertex2f(point[11].x, point[11].y);
            rlVertex2f(point[3].x, point[3].y);
            rlVertex2f(point[2].x, point[2].y);
            rlVertex2f(point[10].x, point[10].y);
            rlVertex2f(point[3].x, point[3].y);

            // Lower rectangle
            rlColor4ub(color.r, color.g, color.b, color.a);
            rlVertex2f(point[13].x, point[13].y);
            rlVertex2f(point[5].x, point[5].y);
            rlVertex2f(point[4].x, point[4].y);
            rlVertex2f(point[12].x, point[12].y);
            rlVertex2f(point[13].x, point[13].y);
            rlVertex2f(point[4].x, point[4].y);

            // Left rectangle
            rlColor4ub(color.r, color.g, color.b, color.a);
            rlVertex2f(point[7].x, point[7].y);
            rlVertex2f(point[6].x, point[6].y);
            rlVertex2f(point[14].x, point[14].y);
            rlVertex2f(point[15].x, point[15].y);
            rlVertex2f(point[7].x, point[7].y);
            rlVertex2f(point[14].x, point[14].y);
        rlEnd();
#endif
    }
    else
    {
        // Use LINES to draw the outline
        if (rlCheckBufferLimit(8*segments + 4*2)) rlglDraw(); // 4 corners with 2 vertices for each segment + 4 rectangles with 2 vertices each

        rlBegin(RL_LINES);

            // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
            for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
            {
                float angle = angles[k];
                const Vector2 center = centers[k];

                for (int i = 0; i < segments; i++)
                {
                    rlColor4ub(color.r, color.g, color.b, color.a);
                    rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
                    rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
                    angle += stepLength;
                }
            }
            // And now the remaining 4 lines
            for(int i = 0; i < 8; i += 2)
            {
                rlColor4ub(color.r, color.g, color.b, color.a);
                rlVertex2f(point[i].x, point[i].y);
                rlVertex2f(point[i + 1].x, point[i + 1].y);
            }
        rlEnd();
    }
}

// Draw a triangle
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
{
#if defined(SUPPORT_QUADS_DRAW_MODE)
    rlEnableTexture(GetShapesTexture().id);

    rlBegin(RL_QUADS);
        rlColor4ub(color.r, color.g, color.b, color.a);

        rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
        rlVertex2f(v1.x, v1.y);

        rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
        rlVertex2f(v2.x, v2.y);

        rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
        rlVertex2f(v2.x, v2.y);

        rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
        rlVertex2f(v3.x, v3.y);
    rlEnd();

    rlDisableTexture();
#else
    rlBegin(RL_TRIANGLES);
        rlColor4ub(color.r, color.g, color.b, color.a);
        rlVertex2f(v1.x, v1.y);
        rlVertex2f(v2.x, v2.y);
        rlVertex2f(v3.x, v3.y);
    rlEnd();
#endif
}

// Draw a triangle using lines
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
{
    rlBegin(RL_LINES);
        rlColor4ub(color.r, color.g, color.b, color.a);
        rlVertex2f(v1.x, v1.y);
        rlVertex2f(v2.x, v2.y);

        rlVertex2f(v2.x, v2.y);
        rlVertex2f(v3.x, v3.y);

        rlVertex2f(v3.x, v3.y);
        rlVertex2f(v1.x, v1.y);
    rlEnd();
}

// Draw a triangle fan defined by points
// NOTE: First point provided is shared by all triangles
void DrawTriangleFan(Vector2 *points, int pointsCount, Color color)
{
    if (pointsCount >= 3)
    {
        if (rlCheckBufferLimit((pointsCount - 2)*4)) rlglDraw();

        rlEnableTexture(GetShapesTexture().id);
        rlBegin(RL_QUADS);
            rlColor4ub(color.r, color.g, color.b, color.a);

            for (int i = 1; i < pointsCount - 1; i++)
            {
                rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
                rlVertex2f(points[0].x, points[0].y);

                rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
                rlVertex2f(points[i].x, points[i].y);

                rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
                rlVertex2f(points[i + 1].x, points[i + 1].y);

                rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
                rlVertex2f(points[i + 1].x, points[i + 1].y);
            }
        rlEnd();
        rlDisableTexture();
    }
}

// Draw a regular polygon of n sides (Vector version)
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color)
{
    if (sides < 3) sides = 3;

    if (rlCheckBufferLimit(4*(360/sides))) rlglDraw();

    rlPushMatrix();
        rlTranslatef(center.x, center.y, 0.0f);
        rlRotatef(rotation, 0.0f, 0.0f, 1.0f);

#if defined(SUPPORT_QUADS_DRAW_MODE)
        rlEnableTexture(GetShapesTexture().id);

        rlBegin(RL_QUADS);
            for (int i = 0; i < 360; i += 360/sides)
            {
                rlColor4ub(color.r, color.g, color.b, color.a);

                rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
                rlVertex2f(0, 0);

                rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
                rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius);

                rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
                rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius);

                rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
                rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius);
            }
        rlEnd();
        rlDisableTexture();
#else
        rlBegin(RL_TRIANGLES);
            for (int i = 0; i < 360; i += 360/sides)
            {
                rlColor4ub(color.r, color.g, color.b, color.a);

                rlVertex2f(0, 0);
                rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius);
                rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius);
            }
        rlEnd();
#endif
    rlPopMatrix();
}

// Define default texture used to draw shapes
void SetShapesTexture(Texture2D texture, Rectangle source)
{
    texShapes = texture;
    recTexShapes = source;
}

//----------------------------------------------------------------------------------
// Module Functions Definition - Collision Detection functions
//----------------------------------------------------------------------------------

// Check if point is inside rectangle
bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
{
    bool collision = false;

    if ((point.x >= rec.x) && (point.x <= (rec.x + rec.width)) && (point.y >= rec.y) && (point.y <= (rec.y + rec.height))) collision = true;

    return collision;
}

// Check if point is inside circle
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius)
{
    return CheckCollisionCircles(point, 0, center, radius);
}

// Check if point is inside a triangle defined by three points (p1, p2, p3)
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3)
{
    bool collision = false;

    float alpha = ((p2.y - p3.y)*(point.x - p3.x) + (p3.x - p2.x)*(point.y - p3.y)) /
                  ((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y));

    float beta = ((p3.y - p1.y)*(point.x - p3.x) + (p1.x - p3.x)*(point.y - p3.y)) /
                 ((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y));

    float gamma = 1.0f - alpha - beta;

    if ((alpha > 0) && (beta > 0) & (gamma > 0)) collision = true;

    return collision;
}

// Check collision between two rectangles
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2)
{
    bool collision = false;

    if ((rec1.x <= (rec2.x + rec2.width) && (rec1.x + rec1.width) >= rec2.x) &&
        (rec1.y <= (rec2.y + rec2.height) && (rec1.y + rec1.height) >= rec2.y)) collision = true;

    return collision;
}

// Check collision between two circles
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2)
{
    bool collision = false;

    float dx = center2.x - center1.x;      // X distance between centers
    float dy = center2.y - center1.y;      // Y distance between centers

    float distance = sqrtf(dx*dx + dy*dy); // Distance between centers

    if (distance <= (radius1 + radius2)) collision = true;

    return collision;
}

// Check collision between circle and rectangle
// NOTE: Reviewed version to take into account corner limit case
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
{
    int recCenterX = (int)(rec.x + rec.width/2.0f);
    int recCenterY = (int)(rec.y + rec.height/2.0f);

    float dx = (float)fabs(center.x - recCenterX);
    float dy = (float)fabs(center.y - recCenterY);

    if (dx > (rec.width/2.0f + radius)) { return false; }
    if (dy > (rec.height/2.0f + radius)) { return false; }

    if (dx <= (rec.width/2.0f)) { return true; }
    if (dy <= (rec.height/2.0f)) { return true; }

    float cornerDistanceSq = (dx - rec.width/2.0f)*(dx - rec.width/2.0f) +
                             (dy - rec.height/2.0f)*(dy - rec.height/2.0f);

    return (cornerDistanceSq <= (radius*radius));
}

// Get collision rectangle for two rectangles collision
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
{
    Rectangle retRec = { 0, 0, 0, 0 };

    if (CheckCollisionRecs(rec1, rec2))
    {
        float dxx = (float)fabs(rec1.x - rec2.x);
        float dyy = (float)fabs(rec1.y - rec2.y);

        if (rec1.x <= rec2.x)
        {
            if (rec1.y <= rec2.y)
            {
                retRec.x = rec2.x;
                retRec.y = rec2.y;
                retRec.width = rec1.width - dxx;
                retRec.height = rec1.height - dyy;
            }
            else
            {
                retRec.x = rec2.x;
                retRec.y = rec1.y;
                retRec.width = rec1.width - dxx;
                retRec.height = rec2.height - dyy;
            }
        }
        else
        {
            if (rec1.y <= rec2.y)
            {
                retRec.x = rec1.x;
                retRec.y = rec2.y;
                retRec.width = rec2.width - dxx;
                retRec.height = rec1.height - dyy;
            }
            else
            {
                retRec.x = rec1.x;
                retRec.y = rec1.y;
                retRec.width = rec2.width - dxx;
                retRec.height = rec2.height - dyy;
            }
        }

        if (rec1.width > rec2.width)
        {
            if (retRec.width >= rec2.width) retRec.width = rec2.width;
        }
        else
        {
            if (retRec.width >= rec1.width) retRec.width = rec1.width;
        }

        if (rec1.height > rec2.height)
        {
            if (retRec.height >= rec2.height) retRec.height = rec2.height;
        }
        else
        {
           if (retRec.height >= rec1.height) retRec.height = rec1.height;
        }
    }

    return retRec;
}

//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------

// Cubic easing in-out
// NOTE: Required for DrawLineBezier()
static float EaseCubicInOut(float t, float b, float c, float d)
{
    if ((t /= 0.5f*d) < 1)
        return 0.5f*c*t*t*t + b;
    t -= 2;
    return 0.5f*c*(t*t*t + 2.0f) + b;
}

// Get texture to draw shapes (RAII)
static Texture2D GetShapesTexture(void)
{
    if (texShapes.id <= 0)
    {
#if defined(SUPPORT_FONT_TEXTURE)
        texShapes = GetFontDefault().texture;           // Use font texture white character
        Rectangle rec = GetFontDefault().chars[95].rec;
        // NOTE: We setup a 1px padding on char rectangle to avoid texture bleeding on MSAA filtering
        recTexShapes = (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 };
#else
        texShapes = GetTextureDefault();                // Use default white texture
        recTexShapes = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
#endif
    }

    return texShapes;
}
