diff --git a/release/html5/libraylib.bc b/release/html5/libraylib.bc
index 5a26136be..6b0b4edc5 100644
Binary files a/release/html5/libraylib.bc and b/release/html5/libraylib.bc differ
diff --git a/release/html5/raylib.h b/release/html5/raylib.h
index fee6aa910..ef393f63a 100644
--- a/release/html5/raylib.h
+++ b/release/html5/raylib.h
@@ -1,42 +1,44 @@
/**********************************************************************************************
*
-* raylib 1.5.0 (www.raylib.com)
+* raylib 1.6.0 (www.raylib.com)
*
* A simple and easy-to-use library to learn videogames programming
*
* Features:
* Library written in plain C code (C99)
-* Uses C# PascalCase/camelCase notation
+* Uses PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* Multiple textures support, including compressed formats and mipmaps generation
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
-* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
-* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
+* Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
+* Audio loading and playing with streaming support and mixing channels [audio]
* VR stereo rendering support with configurable HMD device parameters
* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
* Custom color palette for fancy visuals on raywhite background
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
+* Complete binding for LUA [rlua]
*
-* Used external libs:
-* GLFW3 (www.glfw.org) for window/context management and input
-* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP)
-* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
-* stb_image_write (Sean Barret) for image writting (PNG)
-* stb_vorbis (Sean Barret) for ogg audio loading
-* stb_truetype (Sean Barret) for ttf fonts loading
-* jar_xm (Joshua Reisenauer) for XM audio module loading
-* jar_mod (Joshua Reisenauer) for MOD audio module loading
-* OpenAL Soft for audio device/context management
-* tinfl for data decompression (DEFLATE algorithm)
+* External libs:
+* GLFW3 (www.glfw.org) for window/context management and input [core]
+* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
+* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
+* stb_image_write (Sean Barret) for image writting (PNG) [utils]
+* stb_truetype (Sean Barret) for ttf fonts loading [text]
+* stb_vorbis (Sean Barret) for ogg audio loading [audio]
+* jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
+* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
+* dr_flac (David Reid) for FLAC audio file loading [audio]
+* OpenAL Soft for audio device/context management [audio]
+* tinfl for data decompression (DEFLATE algorithm) [utils]
*
* Some design decisions:
* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte)
-* One custom default font is loaded automatically when InitWindow()
+* One custom default font could be loaded automatically when InitWindow() [core]
* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
-* If using OpenGL 3.3 or ES2, two default shaders are loaded automatically (internally defined)
+* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined)
*
* -- LICENSE --
*
@@ -77,15 +79,19 @@
#define PLATFORM_DESKTOP
#endif
-#if defined(PLATFORM_ANDROID)
- typedef struct android_app; // Define android_app struct (android_native_app_glue.h)
+#if defined(_WIN32) && defined(BUILDING_DLL)
+ #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL
+#elif defined(_WIN32) && defined(RAYLIB_DLL)
+ #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 DLL
+#else
+ #define RLAPI // We are building or using raylib as a static library (or Linux shared library)
#endif
//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
#ifndef PI
- #define PI 3.14159265358979323846
+ #define PI 3.14159265358979323846f
#endif
#define DEG2RAD (PI/180.0f)
@@ -93,11 +99,12 @@
// raylib Config Flags
#define FLAG_FULLSCREEN_MODE 1
-#define FLAG_SHOW_LOGO 2
-#define FLAG_SHOW_MOUSE_CURSOR 4
-#define FLAG_CENTERED_MODE 8
-#define FLAG_MSAA_4X_HINT 16
-#define FLAG_VSYNC_HINT 32
+#define FLAG_RESIZABLE_WINDOW 2
+#define FLAG_SHOW_LOGO 4
+#define FLAG_SHOW_MOUSE_CURSOR 8
+#define FLAG_CENTERED_MODE 16
+#define FLAG_MSAA_4X_HINT 32
+#define FLAG_VSYNC_HINT 64
// Keyboard Function Keys
#define KEY_SPACE 32
@@ -165,15 +172,18 @@
#define KEY_Y 89
#define KEY_Z 90
+#if defined(PLATFORM_ANDROID)
+ // Android Physical Buttons
+ #define KEY_BACK 4
+ #define KEY_MENU 82
+ #define KEY_VOLUME_UP 24
+ #define KEY_VOLUME_DOWN 25
+#endif
+
// Mouse Buttons
#define MOUSE_LEFT_BUTTON 0
-#if defined(PLATFORM_WEB)
- #define MOUSE_RIGHT_BUTTON 2
- #define MOUSE_MIDDLE_BUTTON 1
-#else
- #define MOUSE_RIGHT_BUTTON 1
- #define MOUSE_MIDDLE_BUTTON 2
-#endif
+#define MOUSE_RIGHT_BUTTON 1
+#define MOUSE_MIDDLE_BUTTON 2
// Touch points registered
#define MAX_TOUCH_POINTS 2
@@ -181,21 +191,35 @@
// Gamepad Number
#define GAMEPAD_PLAYER1 0
#define GAMEPAD_PLAYER2 1
-#define GAMEPAD_PLAYER3 2 // Not supported
-#define GAMEPAD_PLAYER4 3 // Not supported
+#define GAMEPAD_PLAYER3 2
+#define GAMEPAD_PLAYER4 3
-// Gamepad Buttons
-// NOTE: Adjusted for a PS3 USB Controller
-#define GAMEPAD_BUTTON_A 2
-#define GAMEPAD_BUTTON_B 1
-#define GAMEPAD_BUTTON_X 3
-#define GAMEPAD_BUTTON_Y 4
-#define GAMEPAD_BUTTON_R1 7
-#define GAMEPAD_BUTTON_R2 5
-#define GAMEPAD_BUTTON_L1 6
-#define GAMEPAD_BUTTON_L2 8
-#define GAMEPAD_BUTTON_SELECT 9
-#define GAMEPAD_BUTTON_START 10
+// Gamepad Buttons/Axis
+
+// PS3 USB Controller Buttons
+#define GAMEPAD_PS3_BUTTON_TRIANGLE 0
+#define GAMEPAD_PS3_BUTTON_CIRCLE 1
+#define GAMEPAD_PS3_BUTTON_CROSS 2
+#define GAMEPAD_PS3_BUTTON_SQUARE 3
+#define GAMEPAD_PS3_BUTTON_L1 6
+#define GAMEPAD_PS3_BUTTON_R1 7
+#define GAMEPAD_PS3_BUTTON_L2 4
+#define GAMEPAD_PS3_BUTTON_R2 5
+#define GAMEPAD_PS3_BUTTON_START 8
+#define GAMEPAD_PS3_BUTTON_SELECT 9
+#define GAMEPAD_PS3_BUTTON_UP 24
+#define GAMEPAD_PS3_BUTTON_RIGHT 25
+#define GAMEPAD_PS3_BUTTON_DOWN 26
+#define GAMEPAD_PS3_BUTTON_LEFT 27
+#define GAMEPAD_PS3_BUTTON_PS 12
+
+// PS3 USB Controller Axis
+#define GAMEPAD_PS3_AXIS_LEFT_X 0
+#define GAMEPAD_PS3_AXIS_LEFT_Y 1
+#define GAMEPAD_PS3_AXIS_RIGHT_X 2
+#define GAMEPAD_PS3_AXIS_RIGHT_Y 5
+#define GAMEPAD_PS3_AXIS_L2 3 // [1..-1] (pressure-level)
+#define GAMEPAD_PS3_AXIS_R2 4 // [1..-1] (pressure-level)
// Xbox360 USB Controller Buttons
#define GAMEPAD_XBOX_BUTTON_A 0
@@ -206,62 +230,67 @@
#define GAMEPAD_XBOX_BUTTON_RB 5
#define GAMEPAD_XBOX_BUTTON_SELECT 6
#define GAMEPAD_XBOX_BUTTON_START 7
+#define GAMEPAD_XBOX_BUTTON_UP 10
+#define GAMEPAD_XBOX_BUTTON_RIGHT 11
+#define GAMEPAD_XBOX_BUTTON_DOWN 12
+#define GAMEPAD_XBOX_BUTTON_LEFT 13
+#define GAMEPAD_XBOX_BUTTON_HOME 8
+// Xbox360 USB Controller Axis
+// NOTE: For Raspberry Pi, axis must be reconfigured
#if defined(PLATFORM_RPI)
- #define GAMEPAD_XBOX_AXIS_DPAD_X 7
- #define GAMEPAD_XBOX_AXIS_DPAD_Y 6
- #define GAMEPAD_XBOX_AXIS_RIGHT_X 3
- #define GAMEPAD_XBOX_AXIS_RIGHT_Y 4
- #define GAMEPAD_XBOX_AXIS_LT 2
- #define GAMEPAD_XBOX_AXIS_RT 5
+ #define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right)
+ #define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [-1..1] (up->down)
+ #define GAMEPAD_XBOX_AXIS_RIGHT_X 3 // [-1..1] (left->right)
+ #define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 // [-1..1] (up->down)
+ #define GAMEPAD_XBOX_AXIS_LT 2 // [-1..1] (pressure-level)
+ #define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level)
#else
- #define GAMEPAD_XBOX_BUTTON_UP 10
- #define GAMEPAD_XBOX_BUTTON_DOWN 12
- #define GAMEPAD_XBOX_BUTTON_LEFT 13
- #define GAMEPAD_XBOX_BUTTON_RIGHT 11
- #define GAMEPAD_XBOX_AXIS_RIGHT_X 4
- #define GAMEPAD_XBOX_AXIS_RIGHT_Y 3
- #define GAMEPAD_XBOX_AXIS_LT_RT 2
+ #define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right)
+ #define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [1..-1] (up->down)
+ #define GAMEPAD_XBOX_AXIS_RIGHT_X 2 // [-1..1] (left->right)
+ #define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 // [1..-1] (up->down)
+ #define GAMEPAD_XBOX_AXIS_LT 4 // [-1..1] (pressure-level)
+ #define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level)
#endif
-#define GAMEPAD_XBOX_AXIS_LEFT_X 0
-#define GAMEPAD_XBOX_AXIS_LEFT_Y 1
-
-// Android Physic Buttons
-#define ANDROID_BACK 4
-#define ANDROID_MENU 82
-#define ANDROID_VOLUME_UP 24
-#define ANDROID_VOLUME_DOWN 25
+// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
+// Plain structures in C++ (without constructors) can be initialized from { } initializers.
+#ifdef __cplusplus
+ #define CLITERAL
+#else
+ #define CLITERAL (Color)
+#endif
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
-#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
-#define GRAY (Color){ 130, 130, 130, 255 } // Gray
-#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
-#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
-#define GOLD (Color){ 255, 203, 0, 255 } // Gold
-#define ORANGE (Color){ 255, 161, 0, 255 } // Orange
-#define PINK (Color){ 255, 109, 194, 255 } // Pink
-#define RED (Color){ 230, 41, 55, 255 } // Red
-#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
-#define GREEN (Color){ 0, 228, 48, 255 } // Green
-#define LIME (Color){ 0, 158, 47, 255 } // Lime
-#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
-#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
-#define BLUE (Color){ 0, 121, 241, 255 } // Blue
-#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
-#define PURPLE (Color){ 200, 122, 255, 255 } // Purple
-#define VIOLET (Color){ 135, 60, 190, 255 } // Violet
-#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
-#define BEIGE (Color){ 211, 176, 131, 255 } // Beige
-#define BROWN (Color){ 127, 106, 79, 255 } // Brown
-#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
+#define LIGHTGRAY CLITERAL{ 200, 200, 200, 255 } // Light Gray
+#define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray
+#define DARKGRAY CLITERAL{ 80, 80, 80, 255 } // Dark Gray
+#define YELLOW CLITERAL{ 253, 249, 0, 255 } // Yellow
+#define GOLD CLITERAL{ 255, 203, 0, 255 } // Gold
+#define ORANGE CLITERAL{ 255, 161, 0, 255 } // Orange
+#define PINK CLITERAL{ 255, 109, 194, 255 } // Pink
+#define RED CLITERAL{ 230, 41, 55, 255 } // Red
+#define MAROON CLITERAL{ 190, 33, 55, 255 } // Maroon
+#define GREEN CLITERAL{ 0, 228, 48, 255 } // Green
+#define LIME CLITERAL{ 0, 158, 47, 255 } // Lime
+#define DARKGREEN CLITERAL{ 0, 117, 44, 255 } // Dark Green
+#define SKYBLUE CLITERAL{ 102, 191, 255, 255 } // Sky Blue
+#define BLUE CLITERAL{ 0, 121, 241, 255 } // Blue
+#define DARKBLUE CLITERAL{ 0, 82, 172, 255 } // Dark Blue
+#define PURPLE CLITERAL{ 200, 122, 255, 255 } // Purple
+#define VIOLET CLITERAL{ 135, 60, 190, 255 } // Violet
+#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 } // Dark Purple
+#define BEIGE CLITERAL{ 211, 176, 131, 255 } // Beige
+#define BROWN CLITERAL{ 127, 106, 79, 255 } // Brown
+#define DARKBROWN CLITERAL{ 76, 63, 47, 255 } // Dark Brown
-#define WHITE (Color){ 255, 255, 255, 255 } // White
-#define BLACK (Color){ 0, 0, 0, 255 } // Black
-#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent)
-#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
-#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
+#define WHITE CLITERAL{ 255, 255, 255, 255 } // White
+#define BLACK CLITERAL{ 0, 0, 0, 255 } // Black
+#define BLANK CLITERAL{ 0, 0, 0, 0 } // Blank (Transparent)
+#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta
+#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo)
//----------------------------------------------------------------------------------
// Types and Structures Definition
@@ -278,9 +307,6 @@
#endif
#endif
-// byte type
-typedef unsigned char byte;
-
// Vector2 type
typedef struct Vector2 {
float x;
@@ -397,7 +423,7 @@ typedef struct Mesh {
// Shader type (generic shader)
typedef struct Shader {
unsigned int id; // Shader program id
-
+
// Vertex attributes locations (default locations)
int vertexLoc; // Vertex attribute location point (default-location = 0)
int texcoordLoc; // Texcoord attribute location point (default-location = 1)
@@ -408,8 +434,10 @@ typedef struct Shader {
// Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
- int tintColorLoc; // Diffuse color uniform location point (fragment shader)
-
+ int colDiffuseLoc; // Diffuse color uniform location point (fragment shader)
+ int colAmbientLoc; // Ambient color uniform location point (fragment shader)
+ int colSpecularLoc; // Specular color uniform location point (fragment shader)
+
// Texture map locations (generic for any kind of map)
int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
@@ -423,11 +451,11 @@ typedef struct Material {
Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc)
Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
-
+
Color colDiffuse; // Diffuse color
Color colAmbient; // Ambient color
Color colSpecular; // Specular color
-
+
float glossiness; // Glossiness level (Ranges from 0 to 1000)
} Material;
@@ -443,14 +471,14 @@ typedef struct LightData {
unsigned int id; // Light unique id
bool enabled; // Light enabled
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
-
+
Vector3 position; // Light position
- Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
+ Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
float radius; // Light attenuation radius light intensity reduced with distance (world distance)
-
+
Color diffuse; // Light diffuse color
float intensity; // Light intensity level
-
+
float coneAngle; // Light cone max angle: LIGHT_SPOT
} LightData, *Light;
@@ -463,21 +491,38 @@ typedef struct Ray {
Vector3 direction; // Ray direction
} Ray;
-// Sound source type
-typedef struct Sound {
- unsigned int source; // Sound audio source id
- unsigned int buffer; // Sound audio buffer id
-} Sound;
-
// Wave type, defines audio wave data
typedef struct Wave {
+ unsigned int sampleCount; // Number of samples
+ unsigned int sampleRate; // Frequency (samples per second)
+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+ unsigned int channels; // Number of channels (1-mono, 2-stereo)
void *data; // Buffer data pointer
- unsigned int dataSize; // Data size in bytes
- unsigned int sampleRate; // Samples per second to be played
- short bitsPerSample; // Sample size in bits
- short channels;
} Wave;
+// Sound source type
+typedef struct Sound {
+ unsigned int source; // OpenAL audio source id
+ unsigned int buffer; // OpenAL audio buffer id
+ int format; // OpenAL audio format specifier
+} Sound;
+
+// Music type (file streaming from memory)
+// NOTE: Anything longer than ~10 seconds should be streamed
+typedef struct MusicData *Music;
+
+// Audio stream type
+// NOTE: Useful to create custom audio streams not bound to a specific file
+typedef struct AudioStream {
+ unsigned int sampleRate; // Frequency (samples per second)
+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+ unsigned int channels; // Number of channels (1-mono, 2-stereo)
+
+ int format; // OpenAL audio format specifier
+ unsigned int source; // OpenAL audio source id
+ unsigned int buffers[2]; // OpenAL audio buffers (double buffering)
+} AudioStream;
+
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
@@ -501,6 +546,21 @@ typedef enum {
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} TextureFormat;
+// Texture parameters: filter mode
+// NOTE 1: Filtering considers mipmaps if available in the texture
+// NOTE 2: Filter is accordingly set for minification and magnification
+typedef enum {
+ FILTER_POINT = 0, // No filter, just pixel aproximation
+ FILTER_BILINEAR, // Linear filtering
+ FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
+ FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
+ FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
+ FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
+} TextureFilterMode;
+
+// Texture parameters: wrap mode
+typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode;
+
// Color blending modes (pre-defined)
typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
@@ -520,20 +580,14 @@ typedef enum {
GESTURE_PINCH_OUT = 512
} Gestures;
-// Touch action (fingers or mouse)
-typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
-
-// Gesture events
-// NOTE: MAX_TOUCH_POINTS fixed to 2
-typedef struct GestureEvent {
- int touchAction;
- int pointCount;
- int pointerId[MAX_TOUCH_POINTS];
- Vector2 position[MAX_TOUCH_POINTS];
-} GestureEvent;
-
// Camera system modes
-typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
+typedef enum {
+ CAMERA_CUSTOM = 0,
+ CAMERA_FREE,
+ CAMERA_ORBITAL,
+ CAMERA_FIRST_PERSON,
+ CAMERA_THIRD_PERSON
+} CameraMode;
// Head Mounted Display devices
typedef enum {
@@ -561,352 +615,362 @@ extern "C" { // Prevents name mangling of functions
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
-void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics
+RLAPI void InitWindow(int width, int height, void *state); // Init Android Activity and OpenGL Graphics (struct android_app)
#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
-void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
+RLAPI void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
#endif
-void CloseWindow(void); // Close Window and Terminate Context
-bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
-bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
-void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
-int GetScreenWidth(void); // Get current screen width
-int GetScreenHeight(void); // Get current screen height
+RLAPI void CloseWindow(void); // Close Window and Terminate Context
+RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
+RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
+RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
+RLAPI int GetScreenWidth(void); // Get current screen width
+RLAPI int GetScreenHeight(void); // Get current screen height
-void ShowCursor(void); // Shows cursor
-void HideCursor(void); // Hides cursor
-bool IsCursorHidden(void); // Returns true if cursor is not visible
-void EnableCursor(void); // Enables cursor
-void DisableCursor(void); // Disables cursor
+#if !defined(PLATFORM_ANDROID)
+RLAPI void ShowCursor(void); // Shows cursor
+RLAPI void HideCursor(void); // Hides cursor
+RLAPI bool IsCursorHidden(void); // Returns true if cursor is not visible
+RLAPI void EnableCursor(void); // Enables cursor
+RLAPI void DisableCursor(void); // Disables cursor
+#endif
-void ClearBackground(Color color); // Sets Background Color
-void BeginDrawing(void); // Setup drawing canvas to start drawing
-void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
+RLAPI void ClearBackground(Color color); // Sets Background Color
+RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing
+RLAPI void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
-void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
-void End2dMode(void); // Ends 2D mode custom camera usage
-void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
-void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
-void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
-void EndTextureMode(void); // Ends drawing to render texture
+RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
+RLAPI void End2dMode(void); // Ends 2D mode custom camera usage
+RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
+RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
+RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
+RLAPI void EndTextureMode(void); // Ends drawing to render texture
-Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
-Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
-Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
+RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
+RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
-void SetTargetFPS(int fps); // Set target FPS (maximum)
-float GetFPS(void); // Returns current FPS
-float GetFrameTime(void); // Returns time in seconds for one frame
+RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
+RLAPI float GetFPS(void); // Returns current FPS
+RLAPI float GetFrameTime(void); // Returns time in seconds for one frame
-Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
-int GetHexValue(Color color); // Returns hexadecimal value for a Color
-float *ColorToFloat(Color color); // Converts Color to float array and normalizes
-float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
-float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
+RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
+RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color
+RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes
+RLAPI float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
+RLAPI float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
-int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
-Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
+RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
+RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
-void SetConfigFlags(char flags); // Setup some window configuration flags
-void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
+RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags
+RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
-bool IsFileDropped(void); // Check if a file have been dropped into window
-char **GetDroppedFiles(int *count); // Retrieve dropped files into window
-void ClearDroppedFiles(void); // Clear dropped files paths buffer
+RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window
+RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window
+RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer
-void StorageSaveValue(int position, int value); // Storage save integer value (to defined position)
-int StorageLoadValue(int position); // Storage load integer value (from defined position)
+RLAPI void StorageSaveValue(int position, int value); // Storage save integer value (to defined position)
+RLAPI int StorageLoadValue(int position); // Storage load integer value (from defined position)
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
-bool IsKeyPressed(int key); // Detect if a key has been pressed once
-bool IsKeyDown(int key); // Detect if a key is being pressed
-bool IsKeyReleased(int key); // Detect if a key has been released once
-bool IsKeyUp(int key); // Detect if a key is NOT being pressed
-int GetKeyPressed(void); // Get latest key pressed
-void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
+RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
+RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
+RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
+RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed
+RLAPI int GetKeyPressed(void); // Get latest key pressed
+RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
-bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
-float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
-bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
-bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
-bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
-bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
-#endif
+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
-bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
-bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
-bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
-bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
-int GetMouseX(void); // Returns mouse position X
-int GetMouseY(void); // Returns mouse position Y
-Vector2 GetMousePosition(void); // Returns mouse position XY
-void SetMousePosition(Vector2 position); // Set mouse position XY
-int GetMouseWheelMove(void); // Returns mouse wheel movement Y
+RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
+RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
+RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
+RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
+RLAPI int GetMouseX(void); // Returns mouse position X
+RLAPI int GetMouseY(void); // Returns mouse position Y
+RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
+RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY
+RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
-int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
-int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
-Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
-
-#if defined(PLATFORM_ANDROID)
-bool IsButtonPressed(int button); // Detect if an android physic button has been pressed
-bool IsButtonDown(int button); // Detect if an android physic button is being pressed
-bool IsButtonReleased(int button); // Detect if an android physic button has been released
-#endif
+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)
//------------------------------------------------------------------------------------
-void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
-bool IsGestureDetected(int gesture); // Check if a gesture have been detected
-void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
-void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
-
-int GetTouchPointsCount(void); // Get touch points count
-int GetGestureDetected(void); // Get latest detected gesture
-float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
-Vector2 GetGestureDragVector(void); // Get gesture drag vector
-float GetGestureDragAngle(void); // Get gesture drag angle
-Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
-float GetGesturePinchAngle(void); // Get gesture pinch angle
+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)
//------------------------------------------------------------------------------------
-void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
-void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
-void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
+RLAPI void SetCameraMode(Camera, int mode); // Set camera mode (multiple camera modes available)
+RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
-void SetCameraPosition(Vector3 position); // Set internal camera position
-void SetCameraTarget(Vector3 target); // Set internal camera target
-void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
-
-void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
-void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
-void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
-
-void SetCameraMoveControls(int frontKey, int backKey,
- int leftKey, int rightKey,
- int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
-void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
+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)
//------------------------------------------------------------------------------------
-void DrawPixel(int posX, int posY, Color color); // Draw a pixel
-void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
-void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
-void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
-void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
-void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
-void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
-void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
-void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
-void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
-void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
-void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
-void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
-void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
-void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
-void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
-void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
-void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
+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 DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
+RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
+RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
+RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
+RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
+RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
+RLAPI void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
+RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
+RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
+RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
+RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
+RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
+RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
+RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
-bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
-bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
-bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
-Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
-bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
-bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
-bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
+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 LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
-Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
-Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
-Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
-Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
-Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
-Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
-Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
-RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
-void UnloadImage(Image image); // Unload image from CPU memory (RAM)
-void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
-void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
-Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
-Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
-void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
-void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
-void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
-Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
-void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
-void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
-void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
-Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
-Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
-void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
-void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
-void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
-void ImageFlipVertical(Image *image); // Flip image vertically
-void ImageFlipHorizontal(Image *image); // Flip image horizontally
-void ImageColorTint(Image *image, Color color); // Modify image color: tint
-void ImageColorInvert(Image *image); // Modify image color: invert
-void ImageColorGrayscale(Image *image); // Modify image color: grayscale
-void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
-void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
-void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
-void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
+RLAPI Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
+RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
+RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
+RLAPI Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
+RLAPI Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
+RLAPI Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
+RLAPI Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
+RLAPI Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
+RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
+RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
+RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
+RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
+RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
+RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
+RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
+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 ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
+RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
+RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
+RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
+RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
+RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
+RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
+RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
+RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
+RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
+RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
+RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
+RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
+RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
+RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
+RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
+RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
+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
-void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
-void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
-void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
-void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
-void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
+RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
+RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
+RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
+RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
+RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
float rotation, Color tint);
//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
-SpriteFont GetDefaultFont(void); // Get the default SpriteFont
-SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
-void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
+RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont
+RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
+RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters
+RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
-void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
-void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
- int fontSize, int spacing, Color tint);
-int MeasureText(const char *text, int fontSize); // Measure string width for default font
-Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
+RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
+RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
+ float fontSize, int spacing, Color tint);
+RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
+RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing); // Measure string size for SpriteFont
-void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
-const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
-const char *SubText(const char *text, int position, int length); // Get a piece of a text string
+RLAPI void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
+RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
+RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
-void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
-void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
-void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
-void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured
-void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
-void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
-void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
-void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
-void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
-void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
-void DrawRay(Ray ray, Color color); // Draw a ray line
-void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
-void DrawGizmo(Vector3 position); // Draw simple gizmo
-void DrawLight(Light light); // Draw light in 3D world
-void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
-void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
+RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
+RLAPI void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
+RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
+RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
+RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
+RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
+RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
+RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
+RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
+RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
+RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
+RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
+RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
+RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
+RLAPI void DrawLight(Light light); // Draw light in 3D world
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
-Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
-Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
-Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
-Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
-Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
-void UnloadModel(Model model); // Unload 3d model from memory
+RLAPI Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
+RLAPI Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
+RLAPI Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
+RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
+RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
+RLAPI void UnloadModel(Model model); // Unload 3d model from memory
-Material LoadMaterial(const char *fileName); // Load material data (from file)
-Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
-Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
-void UnloadMaterial(Material material); // Unload material textures from VRAM
+RLAPI Material LoadMaterial(const char *fileName); // Load material data (.MTL)
+RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
+RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
+RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM
-void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
-void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
-void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
-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
-void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
+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)
-void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
-void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
+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
+
+RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
+RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
+RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
+RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
+RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
+RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
+RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
-BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
-bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
-bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
-bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
-bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
-bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
-bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
-Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
- // NOTE: Return the normal vector of the impacted surface
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
-Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
-void UnloadShader(Shader shader); // Unload a custom shader from memory
+RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
+RLAPI void UnloadShader(Shader shader); // Unload a custom shader from memory
-Shader GetDefaultShader(void); // Get default shader
-Shader GetStandardShader(void); // Get standard shader
-Texture2D GetDefaultTexture(void); // Get default texture
+RLAPI Shader GetDefaultShader(void); // Get default shader
+RLAPI Shader GetStandardShader(void); // Get standard shader
+RLAPI Texture2D GetDefaultTexture(void); // Get default texture
-int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
-void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
-void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
-void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
+RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
+RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
+RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
+RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
-void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
-void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
+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)
-void BeginShaderMode(Shader shader); // Begin custom shader drawing
-void EndShaderMode(void); // End custom shader drawing (use default shader)
-void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
-void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
+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)
-Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
-void DestroyLight(Light light); // Destroy a light and take it out of the list
+RLAPI Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
+RLAPI void DestroyLight(Light light); // Destroy a light and take it out of the list
//------------------------------------------------------------------------------------
// VR experience Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
-void InitVrDevice(int vdDevice); // Init VR device
-void CloseVrDevice(void); // Close VR device
-void UpdateVrTracking(void); // Update VR tracking (position and orientation)
-void BeginVrDrawing(void); // Begin VR drawing configuration
-void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
-bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
-void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
+RLAPI void InitVrDevice(int vdDevice); // Init VR device
+RLAPI void CloseVrDevice(void); // Close VR device
+RLAPI bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
+RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running
+RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
+RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
-void InitAudioDevice(void); // Initialize audio device and context
-void CloseAudioDevice(void); // Close the audio device and context (and music stream)
-bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
+RLAPI void InitAudioDevice(void); // Initialize audio device and context
+RLAPI void CloseAudioDevice(void); // Close the audio device and context (and music stream)
+RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
-Sound LoadSound(char *fileName); // Load sound to memory
-Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
-Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
-void UnloadSound(Sound sound); // Unload sound
-void PlaySound(Sound sound); // Play a sound
-void PauseSound(Sound sound); // Pause a sound
-void StopSound(Sound sound); // Stop playing a sound
-bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
-void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
-void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
+RLAPI Wave LoadWave(const char *fileName); // Load wave data from file into RAM
+RLAPI Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from float array data (32bit)
+RLAPI Sound LoadSound(const char *fileName); // Load sound to memory
+RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
+RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
+RLAPI void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data
+RLAPI void UnloadWave(Wave wave); // Unload wave data
+RLAPI void UnloadSound(Sound sound); // Unload sound
+RLAPI void PlaySound(Sound sound); // Play a sound
+RLAPI void PauseSound(Sound sound); // Pause a sound
+RLAPI void ResumeSound(Sound sound); // Resume a paused sound
+RLAPI void StopSound(Sound sound); // Stop playing a sound
+RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
+RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
+RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
+RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
+RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
+RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
+RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
+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 (open stream)
+RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
+RLAPI void StopMusicStream(Music music); // Stop music playing (close stream)
+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 float GetMusicTimeLength(Music music); // Get music time length (in seconds)
+RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
-int PlayMusicStream(int index, char *fileName); // Start music playing (open stream)
-void UpdateMusicStream(int index); // Updates buffers for music streaming
-void StopMusicStream(int index); // Stop music playing (close stream)
-void PauseMusicStream(int index); // Pause music playing
-void ResumeMusicStream(int index); // Resume playing paused music
-bool IsMusicPlaying(int index); // Check if music is playing
-void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
-void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
-float GetMusicTimeLength(int index); // Get current music time length (in seconds)
-float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
-int GetMusicStreamCount(void); // Get number of streams loaded
+RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
+ unsigned int sampleSize,
+ unsigned int channels); // Init audio stream (to stream audio pcm data)
+RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data
+RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
+RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
+RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
+RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
+RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
+RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
#ifdef __cplusplus
}