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Update vendor:raylib to raylib 5.5

lxmcf vor 9 Monaten
Ursprung
Commit
9f1e3862b5

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vendor/raylib/linux/libraylib.a


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vendor/raylib/linux/libraylib.so

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-libraylib.so.500

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vendor/raylib/linux/libraylib.so


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vendor/raylib/linux/libraylib.so.5.0.0


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vendor/raylib/linux/libraylib.so.5.5.0


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vendor/raylib/linux/libraylib.so.500

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-libraylib.so.5.0.0

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vendor/raylib/linux/libraylib.so.550


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vendor/raylib/macos-arm64/libraygui.a


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vendor/raylib/macos-arm64/libraygui.dylib


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vendor/raylib/macos-arm64/libraylib.5.0.0.dylib


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vendor/raylib/macos-arm64/libraylib.500.dylib

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-libraylib.5.0.0.dylib

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vendor/raylib/macos-arm64/libraylib.a


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vendor/raylib/macos-arm64/libraylib.dylib

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-libraylib.5.0.0.dylib

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vendor/raylib/macos/libraylib.5.0.0.dylib


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vendor/raylib/macos/libraylib.5.5.0.dylib


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vendor/raylib/macos/libraylib.500.dylib

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-libraylib.5.0.0.dylib

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vendor/raylib/macos/libraylib.550.dylib


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vendor/raylib/macos/libraylib.a


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vendor/raylib/macos/libraylib.dylib

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-libraylib.5.0.0.dylib

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vendor/raylib/macos/libraylib.dylib


+ 230 - 202
vendor/raylib/raylib.odin

@@ -1,25 +1,25 @@
 /*
-Package vendor:raylib implements bindings for version 5.0 of the raylib library (https://www.raylib.com/)
+Package vendor:raylib implements bindings for version 5.5 of the raylib library (https://www.raylib.com/)
 
 	*********************************************************************************************
 	*
-	*   raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
+	*   raylib v5.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
 	*
 	*   FEATURES:
 	*       - NO external dependencies, all required libraries included with raylib
 	*       - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
 	*                        MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
 	*       - Written in plain C code (C99) in PascalCase/camelCase notation
-	*       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
+	*       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile)
 	*       - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
-	*       - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
+	*       - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts)
 	*       - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
 	*       - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
 	*       - Flexible Materials system, supporting classic maps and PBR maps
-	*       - Animated 3D models supported (skeletal bones animation) (IQM)
+	*       - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF)
 	*       - Shaders support, including Model shaders and Postprocessing shaders
 	*       - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
-	*       - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
+	*       - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, QOA, XM, MOD)
 	*       - VR stereo rendering with configurable HMD device parameters
 	*       - Bindings to multiple programming languages available!
 	*
@@ -30,29 +30,35 @@ Package vendor:raylib implements bindings for version 5.0 of the raylib library
 	*       - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
 	*
 	*   DEPENDENCIES (included):
-	*       [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
-	*       [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
+	*       [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
+	*       [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input
+	*       [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading
 	*       [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
 	*
 	*   OPTIONAL DEPENDENCIES (included):
 	*       [rcore] msf_gif (Miles Fogle) for GIF recording
 	*       [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
 	*       [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
+	*       [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation
+	*       [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
 	*       [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
 	*       [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
-	*       [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
+	*       [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms
+	*       [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
 	*       [rtext] stb_truetype (Sean Barret) for ttf fonts loading
 	*       [rtext] stb_rect_pack (Sean Barret) for rectangles packing
 	*       [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
 	*       [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
 	*       [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
-	*       [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
+	*       [rmodels] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
+	*       [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX)
 	*       [raudio] dr_wav (David Reid) for WAV audio file loading
 	*       [raudio] dr_flac (David Reid) for FLAC audio file loading
 	*       [raudio] dr_mp3 (David Reid) for MP3 audio file loading
 	*       [raudio] stb_vorbis (Sean Barret) for OGG audio loading
 	*       [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
 	*       [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
+	*       [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
 	*
 	*
 	*   LICENSE: zlib/libpng
@@ -60,7 +66,7 @@ Package vendor:raylib implements bindings for version 5.0 of the raylib library
 	*   raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
 	*   BSD-like license that allows static linking with closed source software:
 	*
-	*   Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
+	*   Copyright (c) 2013-2024 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.
@@ -110,27 +116,25 @@ when ODIN_OS == .Windows {
 		// multiple copies of raylib.so, but since these bindings are for
 		// particular version of the library, I better specify it. Ideally,
 		// though, it's best specified in terms of major (.so.4)
-		"linux/libraylib.so.500" when RAYLIB_SHARED else "linux/libraylib.a",
+		"linux/libraylib.so.550" when RAYLIB_SHARED else "linux/libraylib.a",
 		"system:dl",
 		"system:pthread",
 	}
 } else when ODIN_OS == .Darwin {
 	foreign import lib {
-		"macos" +
-			("-arm64" when ODIN_ARCH == .arm64 else "") +
-			"/libraylib" + (".500.dylib" when RAYLIB_SHARED else ".a"),
+		"macos/libraylib.550.dylib" when RAYLIB_SHARED else "libraylib.a",
 		"system:Cocoa.framework",
 		"system:OpenGL.framework",
 		"system:IOKit.framework",
-	}
+	} 
 } else {
 	foreign import lib "system:raylib"
 }
 
 VERSION_MAJOR :: 5
-VERSION_MINOR :: 0
+VERSION_MINOR :: 5
 VERSION_PATCH :: 0
-VERSION :: "5.0"
+VERSION :: "5.5"
 
 PI :: 3.14159265358979323846 
 DEG2RAD :: PI/180.0
@@ -298,6 +302,8 @@ Mesh :: struct {
 	animNormals:  [^]f32,         // Animated normals (after bones transformations)
 	boneIds:      [^]u8,          // Vertex bone ids, up to 4 bones influence by vertex (skinning)
 	boneWeights:  [^]f32,         // Vertex bone weight, up to 4 bones influence by vertex (skinning)
+	boneMatrices: [^]Matrix,      // Bones animated transformation matrices
+    boneCount:    c.int,          // Number of bones
 
 	// OpenGL identifiers
 	vaoId: u32,                   // OpenGL Vertex Array Object id
@@ -365,7 +371,7 @@ ModelAnimation :: struct {
 // Ray type (useful for raycast)
 Ray :: struct {
 	position:  Vector3,           // Ray position (origin)
-	direction: Vector3,           // Ray direction
+	direction: Vector3,           // Ray direction (normalized)
 }
 
 // RayCollision, ray hit information
@@ -619,7 +625,7 @@ KeyboardKey :: enum c.int {
 	KP_EQUAL        = 336,            // Key: Keypad =
 	// Android key buttons
 	BACK            = 4,              // Key: Android back button
-	MENU            = 82,             // Key: Android menu button
+	MENU            = 5,              // Key: Android menu button
 	VOLUME_UP       = 24,             // Key: Android volume up button
 	VOLUME_DOWN     = 25,             // Key: Android volume down button
 }
@@ -658,12 +664,12 @@ GamepadButton :: enum c.int {
 	LEFT_FACE_DOWN,                   // Gamepad left DPAD down button
 	LEFT_FACE_LEFT,                   // Gamepad left DPAD left button
 	RIGHT_FACE_UP,                    // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
-	RIGHT_FACE_RIGHT,                 // Gamepad right button right (i.e. PS3: Square, Xbox: X)
+	RIGHT_FACE_RIGHT,                 // Gamepad right button right (i.e. PS3: Circle, Xbox: B)
 	RIGHT_FACE_DOWN,                  // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
-	RIGHT_FACE_LEFT,                  // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
+	RIGHT_FACE_LEFT,                  // Gamepad right button left (i.e. PS3: Square, Xbox: X)
 	LEFT_TRIGGER_1,                   // Gamepad top/back trigger left (first), it could be a trailing button
 	LEFT_TRIGGER_2,                   // Gamepad top/back trigger left (second), it could be a trailing button
-	RIGHT_TRIGGER_1,                  // Gamepad top/back trigger right (one), it could be a trailing button
+	RIGHT_TRIGGER_1,                  // Gamepad top/back trigger right (first), it could be a trailing button
 	RIGHT_TRIGGER_2,                  // Gamepad top/back trigger right (second), it could be a trailing button
 	MIDDLE_LEFT,                      // Gamepad center buttons, left one (i.e. PS3: Select)
 	MIDDLE,                           // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
@@ -726,6 +732,9 @@ ShaderLocationIndex :: enum c.int {
 	MAP_IRRADIANCE,                   // Shader location: samplerCube texture: irradiance
 	MAP_PREFILTER,                    // Shader location: samplerCube texture: prefilter
 	MAP_BRDF,                         // Shader location: sampler2d texture: brdf
+    VERTEX_BONEIDS,                   // Shader location: vertex attribute: boneIds
+    VERTEX_BONEWEIGHTS,               // Shader location: vertex attribute: boneWeights
+    BONE_MATRICES                     // Shader location: array of matrices uniform: boneMatrices
 }
 
 
@@ -799,7 +808,6 @@ CubemapLayout :: enum c.int {
 	LINE_HORIZONTAL,                  // Layout is defined by an horizontal line with faces
 	CROSS_THREE_BY_FOUR,              // Layout is defined by a 3x4 cross with cubemap faces
 	CROSS_FOUR_BY_THREE,              // Layout is defined by a 4x3 cross with cubemap faces
-	PANORAMA,                         // Layout is defined by a panorama image (equirectangular map)
 }
 
 // Font type, defines generation method
@@ -839,11 +847,11 @@ Gestures :: distinct bit_set[Gesture; c.uint]
 
 // Camera system modes
 CameraMode :: enum c.int {
-	CUSTOM = 0,                       // Custom camera
-	FREE,                             // Free camera
-	ORBITAL,                          // Orbital camera
-	FIRST_PERSON,                     // First person camera
-	THIRD_PERSON,                     // Third person camera
+	CUSTOM = 0,              // Camera custom, controlled by user (UpdateCamera() does nothing)
+	FREE,                    // Camera free mode
+	ORBITAL,                 // Camera orbital, around target, zoom supported
+	FIRST_PERSON,            // Camera first person
+	THIRD_PERSON             // Camera third person
 }
 
 // Camera projection
@@ -860,7 +868,7 @@ NPatchLayout :: enum c.int {
 }
 
 // Callbacks to hook some internal functions
-// WARNING: This callbacks are intended for advance users
+// WARNING: This callbacks are intended for advanced users
 TraceLogCallback     :: #type proc "c" (logLevel: TraceLogLevel, text: cstring, args: ^c.va_list)       // Logging: Redirect trace log messages
 LoadFileDataCallback :: #type proc "c"(fileName: cstring, dataSize: ^c.int) -> [^]u8                    // FileIO: Load binary data
 SaveFileDataCallback :: #type proc "c" (fileName: cstring, data: rawptr, dataSize: c.int) -> bool       // FileIO: Save binary data
@@ -888,36 +896,36 @@ foreign lib {
 	CloseWindow              :: proc() ---                                      // Close window and unload OpenGL context
 	IsWindowReady            :: proc() -> bool  ---                             // Check if window has been initialized successfully
 	IsWindowFullscreen       :: proc() -> bool  ---                             // Check if window is currently fullscreen
-	IsWindowHidden           :: proc() -> bool  ---                             // Check if window is currently hidden (only PLATFORM_DESKTOP)
-	IsWindowMinimized        :: proc() -> bool  ---                             // Check if window is currently minimized (only PLATFORM_DESKTOP)
-	IsWindowMaximized        :: proc() -> bool  ---                             // Check if window is currently maximized (only PLATFORM_DESKTOP)
-	IsWindowFocused          :: proc() -> bool  ---                             // Check if window is currently focused (only PLATFORM_DESKTOP)
+	IsWindowHidden           :: proc() -> bool  ---                             // Check if window is currently hidden
+	IsWindowMinimized        :: proc() -> bool  ---                             // Check if window is currently minimized
+	IsWindowMaximized        :: proc() -> bool  ---                             // Check if window is currently maximized
+	IsWindowFocused          :: proc() -> bool  ---                             // Check if window is currently focused
 	IsWindowResized          :: proc() -> bool  ---                             // Check if window has been resized last frame
 	IsWindowState            :: proc(flags: ConfigFlags) -> bool  ---           // Check if one specific window flag is enabled
-	SetWindowState           :: proc(flags: ConfigFlags) ---                    // Set window configuration state using flags (only PLATFORM_DESKTOP)
+	SetWindowState           :: proc(flags: ConfigFlags) ---                    // Set window configuration state using flags
 	ClearWindowState         :: proc(flags: ConfigFlags) ---                    // Clear window configuration state flags
-	ToggleFullscreen         :: proc() ---                                      // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
-	ToggleBorderlessWindowed :: proc() ---                                      // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
-	MaximizeWindow           :: proc() ---                                      // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
-	MinimizeWindow           :: proc() ---                                      // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
-	RestoreWindow            :: proc() ---                                      // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
-	SetWindowIcon            :: proc(image: Image) ---                          // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
-	SetWindowIcons           :: proc(images: [^]Image, count: c.int) ---        // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
-	SetWindowTitle           :: proc(title: cstring) ---                        // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
-	SetWindowPosition        :: proc(x, y: c.int) ---                           // Set window position on screen (only PLATFORM_DESKTOP)
+	ToggleFullscreen         :: proc() ---                                      // Toggle window state: fullscreen/windowed
+	ToggleBorderlessWindowed :: proc() ---                                      // Toggle window state: borderless windowed
+	MaximizeWindow           :: proc() ---                                      // Set window state: maximized, if resizable
+	MinimizeWindow           :: proc() ---                                      // Set window state: minimized, if resizable
+	RestoreWindow            :: proc() ---                                      // Set window state: not minimized/maximized
+	SetWindowIcon            :: proc(image: Image) ---                          // Set icon for window (single image, RGBA 32bit,)
+	SetWindowIcons           :: proc(images: [^]Image, count: c.int) ---        // Set icon for window (multiple images, RGBA 32bit,)
+	SetWindowTitle           :: proc(title: cstring) ---                        // Set title for window
+	SetWindowPosition        :: proc(x, y: c.int) ---                           // Set window position on screen
 	SetWindowMonitor         :: proc(monitor: c.int) ---                        // Set monitor for the current window
 	SetWindowMinSize         :: proc(width, height: c.int) ---                  // Set window minimum dimensions (for WINDOW_RESIZABLE)
 	SetWindowMaxSize         :: proc(width, height: c.int) ---                  // Set window maximum dimensions (for WINDOW_RESIZABLE)
 	SetWindowSize            :: proc(width, height: c.int) ---                  // Set window dimensions
-	SetWindowOpacity         :: proc(opacity: f32) ---                          // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
-	SetWindowFocused         :: proc() ---                                      // Set window focused (only PLATFORM_DESKTOP)
+	SetWindowOpacity         :: proc(opacity: f32) ---                          // Set window opacity [0.0f..1.0f]
+	SetWindowFocused         :: proc() ---                                      // Set window focused
 	GetWindowHandle          :: proc() -> rawptr ---                            // Get native window handle
 	GetScreenWidth           :: proc() -> c.int ---                             // Get current screen width
 	GetScreenHeight          :: proc() -> c.int ---                             // Get current screen height
 	GetRenderWidth           :: proc() -> c.int ---                             // Get current render width (it considers HiDPI)
 	GetRenderHeight          :: proc() -> c.int ---                             // Get current render height (it considers HiDPI)
 	GetMonitorCount          :: proc() -> c.int ---                             // Get number of connected monitors
-	GetCurrentMonitor        :: proc() -> c.int ---                             // Get current connected monitor
+	GetCurrentMonitor        :: proc() -> c.int ---                             // Get current monitor where window is placed
 	GetMonitorPosition       :: proc(monitor: c.int) -> Vector2 ---             // Get specified monitor position
 	GetMonitorWidth          :: proc(monitor: c.int) -> c.int ---               // Get specified monitor width (current video mode used by monitor)
 	GetMonitorHeight         :: proc(monitor: c.int) -> c.int ---               // Get specified monitor height (current video mode used by monitor)
@@ -929,6 +937,7 @@ foreign lib {
 	GetMonitorName           :: proc(monitor: c.int) -> cstring ---             // Get the human-readable, UTF-8 encoded name of the specified monitor
 	SetClipboardText         :: proc(text: cstring) ---                         // Set clipboard text content
 	GetClipboardText         :: proc() -> cstring ---                           // Get clipboard text content
+	GetClipboardImage        :: proc() -> Image ---                             // Get clipboard image content
 	EnableEventWaiting       :: proc() ---                                      // Enable waiting for events on EndDrawing(), no automatic event polling
 	DisableEventWaiting      :: proc() ---                                      // Disable waiting for events on EndDrawing(), automatic events polling
 
@@ -982,7 +991,7 @@ foreign lib {
 
 	LoadShader              :: proc(vsFileName, fsFileName: cstring) -> Shader ---                                                        // Load shader from files and bind default locations
 	LoadShaderFromMemory    :: proc(vsCode, fsCode: cstring) -> Shader ---                                                                // Load shader from code strings and bind default locations
-	IsShaderReady           :: proc(shader: Shader) -> bool ---                                                                           // Check if a shader is ready
+	IsShaderValid           :: proc(shader: Shader) -> bool ---                                                                           // Check if a shader is valid (loaded on GPU)
 	GetShaderLocation       :: proc(shader: Shader, uniformName: cstring) -> c.int ---                                                    // Get shader uniform location
 	GetShaderLocationAttrib :: proc(shader: Shader, attribName: cstring)  -> c.int ---                                                    // Get shader attribute location
 
@@ -995,14 +1004,15 @@ foreign lib {
 
 	// Screen-space-related functions
 
-	GetMouseRay        :: proc(mousePosition: Vector2, camera: Camera) -> Ray ---                      // Get a ray trace from mouse position
-	GetCameraMatrix    :: proc(camera: Camera) -> Matrix ---                                           // Get camera transform matrix (view matrix)
-	GetCameraMatrix2D  :: proc(camera: Camera2D) -> Matrix ---                                         // Get camera 2d transform matrix
-	GetWorldToScreen   :: proc(position: Vector3, camera: Camera) -> Vector2 ---                       // Get the screen space position for a 3d world space position
-	GetScreenToWorld2D :: proc(position: Vector2, camera: Camera2D) -> Vector2 ---                     // Get the world space position for a 2d camera screen space position
-	GetWorldToScreenEx :: proc(position: Vector3, camera: Camera, width, height: c.int) -> Vector2 --- // Get size position for a 3d world space position
-	GetWorldToScreen2D :: proc(position: Vector2, camera: Camera2D) -> Vector2 ---                     // Get the screen space position for a 2d camera world space position
-
+	GetScreenToWorldRay   :: proc(position: Vector2, camera: Camera) -> Ray ---                                  // Get a ray trace from screen position (i.e mouse)
+	GetScreenToWorldRayEx :: proc(position: Vector2, camera: Camera, width: c.int, height: c.int) ->Ray ---      // Get a ray trace from screen position (i.e mouse) in a viewport
+	GetWorldToScreen      :: proc(position: Vector3, camera: Camera) -> Vector2 ---                              // Get the screen space position for a 3d world space position
+	GetWorldToScreenEx    :: proc(position: Vector3, camera: Camera, width: c.int, height: c.int) -> Vector2 --- // Get size position for a 3d world space position
+	GetWorldToScreen2D    :: proc(position: Vector2, camera: Camera2D) -> Vector2 ---                            // Get the screen space position for a 2d camera world space position
+	GetScreenToWorld2D    :: proc(position: Vector2, camera: Camera2D) -> Vector2 ---                            // Get the world space position for a 2d camera screen space position
+	GetCameraMatrix       :: proc(camera: Camera) -> Matrix ---                                                  // Get camera transform matrix (view matrix)
+	GetCameraMatrix2D     :: proc(camera: Camera2D) -> Matrix ---                                                // Get camera 2d transform matrix
+	
 	// Timing-related functions
 
 	SetTargetFPS :: proc(fps: c.int) --- // Set target FPS (maximum)
@@ -1030,7 +1040,7 @@ foreign lib {
 	MemRealloc       :: proc(ptr: rawptr, size: c.uint) -> rawptr ---                           // Internal memory reallocator
 
 	// Set custom callbacks
-	// WARNING: Callbacks setup is intended for advance users
+	// WARNING: Callbacks setup is intended for advanced users
 
 	SetTraceLogCallback     :: proc(callback: TraceLogCallback) ---     // Set custom trace log
 	SetLoadFileDataCallback :: proc(callback: LoadFileDataCallback) --- // Set custom file binary data loader
@@ -1061,10 +1071,12 @@ foreign lib {
 	GetPrevDirectoryPath    :: proc(dirPath: cstring) -> cstring ---                                           // Get previous directory path for a given path (uses static string)
 	GetWorkingDirectory     :: proc() -> cstring ---                                                           // Get current working directory (uses static string)
 	GetApplicationDirectory :: proc() -> cstring ---                                                           // Get the directory of the running application (uses static string)
+	MakeDirectory           :: proc(dirPath: cstring) -> c.int ---                                             // Create directories (including full path requested), returns 0 on success
 	ChangeDirectory         :: proc(dir: cstring) -> bool ---                                                  // Change working directory, return true on success
 	IsPathFile              :: proc(path: cstring) -> bool ---                                                 // Check if a given path is a file or a directory
+	IsFileNameValid         :: proc (fileName: cstring) -> bool ---                                            // Check if fileName is valid for the platform/OS
 	LoadDirectoryFiles      :: proc(dirPath: cstring) -> FilePathList ---                                      // Load directory filepaths
-	LoadDirectoryFilesEx    :: proc(basePath: cstring, filter: cstring, scanSubdirs: bool) -> FilePathList --- // Load directory filepaths with extension filtering and recursive directory scan
+	LoadDirectoryFilesEx    :: proc(basePath: cstring, filter: cstring, scanSubdirs: bool) -> FilePathList --- // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
 	UnloadDirectoryFiles    :: proc(files: FilePathList) ---                                                   // Unload filepaths
 	IsFileDropped           :: proc() -> bool ---                                                              // Check if a file has been dropped into window
 	LoadDroppedFiles        :: proc() -> FilePathList ---                                                      // Load dropped filepaths
@@ -1077,11 +1089,15 @@ foreign lib {
 	DecompressData   :: proc(compData: rawptr, compDataSize: c.int, dataSize:     ^c.int) -> [^]byte ---       // Decompress data (DEFLATE algorithm), memory must be MemFree()
 	EncodeDataBase64 :: proc(data: rawptr,     dataSize: c.int,     outputSize:   ^c.int) -> [^]byte ---       // Encode data to Base64 string, memory must be MemFree()
 	DecodeDataBase64 :: proc(data: rawptr,     outputSize: ^c.int) -> [^]byte ---                              // Decode Base64 string data, memory must be MemFree()
+	ComputeCRC32     :: proc(data: rawptr,     dataSize: c.int) -> c.uint ---                                  // Compute CRC32 hash code
+	ComputeMD5       :: proc (data: rawptr,    dataSize: c.int) -> [^]c.uint ---                               // Compute MD5 hash code, returns static int[4] (16 bytes)
+	ComputeSHA1      :: proc(data: rawptr,     dataSize: c.int) -> [^]c.uint ---                               // Compute SHA1 hash code, returns static int[5] (20 bytes)
 
+	
 	// Automation events functionality
 
 	LoadAutomationEventList       :: proc(fileName: cstring) -> AutomationEventList ---             // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
-	UnloadAutomationEventList     :: proc(list: ^AutomationEventList) ---                       	// Unload automation events list from file
+	UnloadAutomationEventList     :: proc(list: AutomationEventList) ---                        	// Unload automation events list from file
 	ExportAutomationEventList     :: proc(list: AutomationEventList, fileName: cstring) -> bool --- // Export automation events list as text file
 	SetAutomationEventList        :: proc(list: ^AutomationEventList) ---                        	// Set automation event list to record to
 	SetAutomationEventBaseFrame   :: proc(frame: c.int) ---                                         // Set automation event internal base frame to start recording
@@ -1096,7 +1112,7 @@ foreign lib {
 	// Input-related functions: keyboard
 
 	IsKeyPressed   	   :: proc(key: KeyboardKey) -> bool --- // Detect if a key has been pressed once
-	IsKeyPressedRepeat :: proc(key: KeyboardKey) -> bool --- // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
+	IsKeyPressedRepeat :: proc(key: KeyboardKey) -> bool --- // Check if a key has been pressed again
 	IsKeyDown      	   :: proc(key: KeyboardKey) -> bool --- // Detect if a key is being pressed
 	IsKeyReleased  	   :: proc(key: KeyboardKey) -> bool --- // Detect if a key has been released once
 	IsKeyUp        	   :: proc(key: KeyboardKey) -> bool --- // Detect if a key is NOT being pressed
@@ -1106,27 +1122,25 @@ foreign lib {
 
 	// Input-related functions: gamepads
 
-	IsGamepadAvailable       :: proc(gamepad: c.int) -> bool ---                        // Check if a gamepad is available
-	GetGamepadName           :: proc(gamepad: c.int) -> cstring ---                     // Get gamepad internal name id
-	IsGamepadButtonPressed   :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button has been pressed once
-	IsGamepadButtonDown      :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button is being pressed
-	IsGamepadButtonReleased  :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button has been released once
-	IsGamepadButtonUp        :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button is NOT being pressed
-	GetGamepadButtonPressed  :: proc() -> GamepadButton ---                             // Get the last gamepad button pressed
-	GetGamepadAxisCount      :: proc(gamepad: c.int) -> c.int ---                       // Get gamepad axis count for a gamepad
-	GetGamepadAxisMovement   :: proc(gamepad: c.int, axis: GamepadAxis) -> f32 ---      // Get axis movement value for a gamepad axis
-	SetGamepadMappings       :: proc(mappings: cstring) -> c.int ---                    // Set internal gamepad mappings (SDL_GameControllerDB)
+	IsGamepadAvailable       :: proc(gamepad: c.int) -> bool ---                                         // Check if a gamepad is available
+	GetGamepadName           :: proc(gamepad: c.int) -> cstring ---                                      // Get gamepad internal name id
+	IsGamepadButtonPressed   :: proc(gamepad: c.int, button: GamepadButton) -> bool ---                  // Check if a gamepad button has been pressed once
+	IsGamepadButtonDown      :: proc(gamepad: c.int, button: GamepadButton) -> bool ---                  // Check if a gamepad button is being pressed
+	IsGamepadButtonReleased  :: proc(gamepad: c.int, button: GamepadButton) -> bool ---                  // Check if a gamepad button has been released once
+	IsGamepadButtonUp        :: proc(gamepad: c.int, button: GamepadButton) -> bool ---                  // Check if a gamepad button is NOT being pressed
+	GetGamepadButtonPressed  :: proc() -> GamepadButton ---                                              // Get the last gamepad button pressed
+	GetGamepadAxisCount      :: proc(gamepad: c.int) -> c.int ---                                        // Get gamepad axis count for a gamepad
+	GetGamepadAxisMovement   :: proc(gamepad: c.int, axis: GamepadAxis) -> f32 ---                       // Get axis movement value for a gamepad axis
+	SetGamepadMappings       :: proc(mappings: cstring) -> c.int ---                                     // Set internal gamepad mappings (SDL_GameControllerDB)
+	SetGamepadVibration      :: proc(gamepad: c.int, leftMotor: f32, rightMotor: f32, duration: f32) --- // Set gamepad vibration for both motors (duration in seconds)
 
+	
 	// Input-related functions: mouse
 
 	IsMouseButtonPressed  :: proc(button: MouseButton) -> bool ---    // Detect if a mouse button has been pressed once
 	IsMouseButtonDown     :: proc(button: MouseButton) -> bool ---    // Detect if a mouse button is being pressed
 	IsMouseButtonReleased :: proc(button: MouseButton) -> bool ---    // Detect if a mouse button has been released once
-
-	when VERSION != "5.0" {
-		#panic("IsMouseButtonUp was broken in Raylib 5.0 but should be fixed in Raylib > 5.0. Remove this panic and the when block around it and also remove the workaround version of IsMouseButtonUp just after the end of the 'foreign lib {' block.")
-		IsMouseButtonUp       :: proc(button: MouseButton) -> bool ---
-	}
+	IsMouseButtonUp       :: proc(button: MouseButton) -> bool ---
 	
 	GetMouseX             :: proc() -> c.int ---                      // Returns mouse position X
 	GetMouseY             :: proc() -> c.int ---                      // Returns mouse position Y
@@ -1152,10 +1166,9 @@ foreign lib {
 	//------------------------------------------------------------------------------------
 
 	SetGesturesEnabled     :: proc(flags: Gestures) ---          // Enable a set of gestures using flags
-	// IsGestureDetected      :: proc(gesture: Gesture) -> bool --- // Check if a gesture have been detected
 
 	GetGestureDetected     :: proc() -> Gestures ---             // Get latest detected gesture
-	GetGestureHoldDuration :: proc() -> f32 ---                  // Get gesture hold time in milliseconds
+	GetGestureHoldDuration :: proc() -> f32 ---                  // Get gesture hold time in seconds
 	GetGestureDragVector   :: proc() -> Vector2 ---              // Get gesture drag vector
 	GetGestureDragAngle    :: proc() -> f32 ---                  // Get gesture drag angle
 	GetGesturePinchVector  :: proc() -> Vector2 ---              // Get gesture pinch delta
@@ -1175,46 +1188,50 @@ foreign lib {
 	// NOTE: It can be useful when using basic shapes and one single font,
 	// defining a font char white rectangle would allow drawing everything in a single draw call
 
-	SetShapesTexture :: proc(texture: Texture2D, source: Rectangle) ---
+	SetShapesTexture :: proc(texture: Texture2D, source: Rectangle) ---     // Set texture and rectangle to be used on shapes drawing
+	GetShapesTexture :: proc() -> Texture2D ---                             // Get texture that is used for shapes drawing
+	GetShapesTextureRectangle :: proc() -> Rectangle ---                    // Get texture source rectangle that is used for shapes drawing
 
+	
 	// Basic shapes drawing functions
 
-	DrawPixel                 :: proc(posX, posY: c.int, color: Color) ---                                                                          // Draw a pixel
-	DrawPixelV                :: proc(position: Vector2, color: Color) ---                                                                          // Draw a pixel (Vector version)
-	DrawLine                  :: proc(startPosX, startPosY, endPosX, endPosY: c.int, color: Color) ---                                              // Draw a line
-	DrawLineV                 :: proc(startPos, endPos: Vector2, color: Color) ---                                                                  // Draw a line (using gl lines)
-	DrawLineEx                :: proc(startPos, endPos: Vector2, thick: f32, color: Color) ---                                                      // Draw a line (using triangles/quads)
-	DrawLineStrip             :: proc(points: [^]Vector2, pointCount: c.int, color: Color) ---                                                      // Draw lines sequence (using gl lines)
-	DrawLineBezier            :: proc(startPos, endPos: Vector2, thick: f32, color: Color) ---                                                      // Draw line segment cubic-bezier in-out interpolation
-	DrawCircle                :: proc(centerX, centerY: c.int, radius: f32, color: Color) ---                                                       // Draw a color-filled circle
-	DrawCircleSector          :: proc(center: Vector2, radius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) ---                   // Draw a piece of a circle
-	DrawCircleSectorLines     :: proc(center: Vector2, radius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) ---                   // Draw circle sector outline
-	DrawCircleGradient        :: proc(centerX, centerY: c.int, radius: f32, color1, color2: Color) ---                                              // Draw a gradient-filled circle
-	DrawCircleV               :: proc(center: Vector2, radius: f32, color: Color) ---                                                               // Draw a color-filled circle (Vector version)
-	DrawCircleLines           :: proc(centerX, centerY: c.int, radius: f32, color: Color) ---                                                       // Draw circle outline
-	DrawCircleLinesV          :: proc(center: Vector2, radius: f32, color: Color) ---                                                               // Draw circle outline (Vector version)
-	DrawEllipse               :: proc(centerX, centerY: c.int, radiusH, radiusV: f32, color: Color) ---                                             // Draw ellipse
-	DrawEllipseLines          :: proc(centerX, centerY: c.int, radiusH, radiusV: f32, color: Color) ---                                             // Draw ellipse outline
-	DrawRing                  :: proc(center: Vector2, innerRadius, outerRadius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw ring
-	DrawRingLines             :: proc(center: Vector2, innerRadius, outerRadius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw ring outline
-	DrawRectangle             :: proc(posX, posY: c.int, width, height: c.int, color: Color) ---                                                    // Draw a color-filled rectangle
-	DrawRectangleV            :: proc(position: Vector2, size: Vector2, color: Color) ---                                                           // Draw a color-filled rectangle (Vector version)
-	DrawRectangleRec          :: proc(rec: Rectangle, color: Color) ---                                                                             // Draw a color-filled rectangle
-	DrawRectanglePro          :: proc(rec: Rectangle, origin: Vector2, rotation: f32, color: Color) ---                                             // Draw a color-filled rectangle with pro parameters
-	DrawRectangleGradientV    :: proc(posX, posY: c.int, width, height: c.int, color1, color2: Color) ---                                           // Draw a vertical-gradient-filled rectangle
-	DrawRectangleGradientH    :: proc(posX, posY: c.int, width, height: c.int, color1, color2: Color) ---                                           // Draw a horizontal-gradient-filled rectangle
-	DrawRectangleGradientEx   :: proc(rec: Rectangle, col1, col2, col3, col4: Color) ---                                                            // Draw a gradient-filled rectangle with custom vertex colors
-	DrawRectangleLines        :: proc(posX, posY: c.int, width, height: c.int, color: Color) ---                                                    // Draw rectangle outline
-	DrawRectangleLinesEx      :: proc(rec: Rectangle, lineThick: f32, color: Color) ---                                                             // Draw rectangle outline with extended parameters
-	DrawRectangleRounded      :: proc(rec: Rectangle, roundness: f32, segments: c.int, color: Color) ---                                            // Draw rectangle with rounded edges
-	DrawRectangleRoundedLines :: proc(rec: Rectangle, roundness: f32, segments: c.int, lineThick: f32, color: Color) ---                            // Draw rectangle with rounded edges outline
-	DrawTriangle              :: proc(v1, v2, v3: Vector2, color: Color) ---                                                                        // Draw a color-filled triangle (vertex in counter-clockwise order!)
-	DrawTriangleLines         :: proc(v1, v2, v3: Vector2, color: Color) ---                                                                        // Draw triangle outline (vertex in counter-clockwise order!)
-	DrawTriangleFan           :: proc(points: [^]Vector2, pointCount: c.int, color: Color) ---                                                      // Draw a triangle fan defined by points (first vertex is the center)
-	DrawTriangleStrip         :: proc(points: [^]Vector2, pointCount: c.int, color: Color) ---                                                      // Draw a triangle strip defined by points
-	DrawPoly                  :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, color: Color) ---                                  // Draw a regular polygon (Vector version)
-	DrawPolyLines             :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, color: Color) ---                                  // Draw a polygon outline of n sides
-	DrawPolyLinesEx           :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, lineThick: f32, color: Color) ---                  // Draw a polygon outline of n sides with extended parameters
+	DrawPixel                   :: proc(posX, posY: c.int, color: Color) ---                                                                          // Draw a pixel using geometry [Can be slow, use with care]
+	DrawPixelV                  :: proc(position: Vector2, color: Color) ---                                                                          // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
+	DrawLine                    :: proc(startPosX, startPosY, endPosX, endPosY: c.int, color: Color) ---                                              // Draw a line
+	DrawLineV                   :: proc(startPos, endPos: Vector2, color: Color) ---                                                                  // Draw a line (using gl lines)
+	DrawLineEx                  :: proc(startPos, endPos: Vector2, thick: f32, color: Color) ---                                                      // Draw a line (using triangles/quads)
+	DrawLineStrip               :: proc(points: [^]Vector2, pointCount: c.int, color: Color) ---                                                      // Draw lines sequence (using gl lines)
+	DrawLineBezier              :: proc(startPos, endPos: Vector2, thick: f32, color: Color) ---                                                      // Draw line segment cubic-bezier in-out interpolation
+	DrawCircle                  :: proc(centerX, centerY: c.int, radius: f32, color: Color) ---                                                       // Draw a color-filled circle
+	DrawCircleSector            :: proc(center: Vector2, radius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) ---                   // Draw a piece of a circle
+	DrawCircleSectorLines       :: proc(center: Vector2, radius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) ---                   // Draw circle sector outline
+	DrawCircleGradient          :: proc(centerX, centerY: c.int, radius: f32, inner, outer: Color) ---                                                // Draw a gradient-filled circle
+	DrawCircleV                 :: proc(center: Vector2, radius: f32, color: Color) ---                                                               // Draw a color-filled circle (Vector version)
+	DrawCircleLines             :: proc(centerX, centerY: c.int, radius: f32, color: Color) ---                                                       // Draw circle outline
+	DrawCircleLinesV            :: proc(center: Vector2, radius: f32, color: Color) ---                                                               // Draw circle outline (Vector version)
+	DrawEllipse                 :: proc(centerX, centerY: c.int, radiusH, radiusV: f32, color: Color) ---                                             // Draw ellipse
+	DrawEllipseLines            :: proc(centerX, centerY: c.int, radiusH, radiusV: f32, color: Color) ---                                             // Draw ellipse outline
+	DrawRing                    :: proc(center: Vector2, innerRadius, outerRadius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw ring
+	DrawRingLines               :: proc(center: Vector2, innerRadius, outerRadius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw ring outline
+	DrawRectangle               :: proc(posX, posY: c.int, width, height: c.int, color: Color) ---                                                    // Draw a color-filled rectangle
+	DrawRectangleV              :: proc(position: Vector2, size: Vector2, color: Color) ---                                                           // Draw a color-filled rectangle (Vector version)
+	DrawRectangleRec            :: proc(rec: Rectangle, color: Color) ---                                                                             // Draw a color-filled rectangle
+	DrawRectanglePro            :: proc(rec: Rectangle, origin: Vector2, rotation: f32, color: Color) ---                                             // Draw a color-filled rectangle with pro parameters
+	DrawRectangleGradientV      :: proc(posX, posY: c.int, width, height: c.int, top, bottom: Color) ---                                              // Draw a vertical-gradient-filled rectangle
+	DrawRectangleGradientH      :: proc(posX, posY: c.int, width, height: c.int, left, right: Color) ---                                              // Draw a horizontal-gradient-filled rectangle
+	DrawRectangleGradientEx     :: proc(rec: Rectangle, topLeft, bottomLeft, topRight, bottomRight: Color) ---                                        // Draw a gradient-filled rectangle with custom vertex colors
+	DrawRectangleLines          :: proc(posX, posY: c.int, width, height: c.int, color: Color) ---                                                    // Draw rectangle outline
+	DrawRectangleLinesEx        :: proc(rec: Rectangle, lineThick: f32, color: Color) ---                                                             // Draw rectangle outline with extended parameters
+	DrawRectangleRounded        :: proc(rec: Rectangle, roundness: f32, segments: c.int, color: Color) ---                                            // Draw rectangle with rounded edges
+	DrawRectangleRoundedLines   :: proc(rec: Rectangle, roundness: f32, segments: c.int, lineThick: f32, color: Color) ---                            // Draw rectangle lines with rounded edges
+	DrawRectangleRoundedLinesEx :: proc(rec: Rectangle, roundness: f32, segments: c.int, lineThick: f32, color: Color) ---                            // Draw rectangle with rounded edges outline
+	DrawTriangle                :: proc(v1, v2, v3: Vector2, color: Color) ---                                                                        // Draw a color-filled triangle (vertex in counter-clockwise order!)
+	DrawTriangleLines           :: proc(v1, v2, v3: Vector2, color: Color) ---                                                                        // Draw triangle outline (vertex in counter-clockwise order!)
+	DrawTriangleFan             :: proc(points: [^]Vector2, pointCount: c.int, color: Color) ---                                                      // Draw a triangle fan defined by points (first vertex is the center)
+	DrawTriangleStrip           :: proc(points: [^]Vector2, pointCount: c.int, color: Color) ---                                                      // Draw a triangle strip defined by points
+	DrawPoly                    :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, color: Color) ---                                  // Draw a regular polygon (Vector version)
+	DrawPolyLines               :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, color: Color) ---                                  // Draw a polygon outline of n sides
+	DrawPolyLinesEx             :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, lineThick: f32, color: Color) ---                  // Draw a polygon outline of n sides with extended parameters
 
 	// Splines drawing functions
 	DrawSplineLinear                 :: proc(points: [^]Vector2, pointCount: c.int, thick: f32, color: Color) --- // Draw spline: Linear, minimum 2 points
@@ -1238,12 +1255,13 @@ foreign lib {
 	CheckCollisionRecs          :: proc(rec1, rec2: Rectangle) -> bool ---                                                                          // Check collision between two rectangles
 	CheckCollisionCircles       :: proc(center1: Vector2, radius1: f32, center2: Vector2, radius2: f32) -> bool ---                                 // Check collision between two circles
 	CheckCollisionCircleRec     :: proc(center: Vector2, radius: f32, rec: Rectangle) -> bool ---                                                   // Check collision between circle and rectangle
+	CheckCollisionCircleLine    :: proc(center: Vector2, radius: f32, p1, p2: Vector2) -> bool ---                                                  // Check if circle collides with a line created betweeen two points [p1] and [p2]
 	CheckCollisionPointRec      :: proc(point: Vector2, rec: Rectangle) -> bool ---                                                                 // Check if point is inside rectangle
 	CheckCollisionPointCircle   :: proc(point, center: Vector2, radius: f32) -> bool ---                                                            // Check if point is inside circle
 	CheckCollisionPointTriangle :: proc(point: Vector2, p1, p2, p3: Vector2) -> bool ---                                                            // Check if point is inside a triangle
+	CheckCollisionPointLine     :: proc(point: Vector2, p1, p2: Vector2, threshold: c.int) -> bool ---                                              // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
 	CheckCollisionPointPoly     :: proc(point: Vector2, points: [^]Vector2, pointCount: c.int) -> bool ---                                          // Check if point is within a polygon described by array of vertices
 	CheckCollisionLines         :: proc(startPos1, endPos1, startPos2, endPos2: Vector2, collisionPoint: [^]Vector2) -> bool ---                    // Check the collision between two lines defined by two points each, returns collision point by reference
-	CheckCollisionPointLine     :: proc(point: Vector2, p1, p2: Vector2, threshold: c.int) -> bool ---                                              // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
 	GetCollisionRec             :: proc(rec1, rec2: Rectangle) -> Rectangle ---                                                                     // Get collision rectangle for two rectangles collision
 
 
@@ -1251,18 +1269,18 @@ foreign lib {
 	// Image loading functions
 	// NOTE: These functions do not require GPU access
 
-	LoadImage            :: proc(fileName: cstring) -> Image ---                                                               // Load image from file into CPU memory (RAM)
-	LoadImageRaw         :: proc(fileName: cstring, width, height: c.int, format: PixelFormat, headerSize: c.int) -> Image --- // Load image from RAW file data
-	LoadImageSvg         :: proc(fileNameOrString: cstring, width, height: c.int) -> Image ---                                 // Load image from SVG file data or string with specified size
-	LoadImageAnim        :: proc(fileName: cstring, frames: ^c.int) -> Image ---                                               // Load image sequence from file (frames appended to image.data)
-	LoadImageFromMemory  :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int) -> Image ---                            // Load image from memory buffer, fileType refers to extension: i.e. '.png'
-	LoadImageFromTexture :: proc(texture: Texture2D) -> Image ---                                                              // Load image from GPU texture data
-	LoadImageFromScreen  :: proc() -> Image ---                                                                                // Load image from screen buffer and (screenshot)
-	IsImageReady         :: proc(image: Image) -> bool ---                                                                     // Check if an image is ready
-	UnloadImage          :: proc(image: Image) ---                                                                             // Unload image from CPU memory (RAM)
-	ExportImage          :: proc(image: Image, fileName: cstring) -> bool ---                                                  // Export image data to file, returns true on success
-	ExportImageToMemory  :: proc(image: Image, fileType: cstring, fileSize: ^c.int) -> rawptr ---                              // Export image to memory buffer
-	ExportImageAsCode    :: proc(image: Image, fileName: cstring) -> bool ---                                                  // Export image as code file defining an array of bytes, returns true on success
+	LoadImage               :: proc(fileName: cstring) -> Image ---                                                               // Load image from file into CPU memory (RAM)
+	LoadImageRaw            :: proc(fileName: cstring, width, height: c.int, format: PixelFormat, headerSize: c.int) -> Image --- // Load image from RAW file data
+	LoadImageAnim           :: proc(fileName: cstring, frames: ^c.int) -> Image ---                                               // Load image sequence from file (frames appended to image.data)
+	LoadImageAnimFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int, frames: ^c.int) -> Image ---            // Load image sequence from memory buffer
+	LoadImageFromMemory     :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int) -> Image ---                            // Load image from memory buffer, fileType refers to extension: i.e. '.png'
+	LoadImageFromTexture    :: proc(texture: Texture2D) -> Image ---                                                              // Load image from GPU texture data
+	LoadImageFromScreen     :: proc() -> Image ---                                                                                // Load image from screen buffer and (screenshot)
+	IsImageValid            :: proc(image: Image) -> bool ---                                                                     // Check if an image is ready
+	UnloadImage             :: proc(image: Image) ---                                                                             // Unload image from CPU memory (RAM)
+	ExportImage             :: proc(image: Image, fileName: cstring) -> bool ---                                                  // Export image data to file, returns true on success
+	ExportImageToMemory     :: proc(image: Image, fileType: cstring, fileSize: ^c.int) -> rawptr ---                              // Export image to memory buffer
+	ExportImageAsCode       :: proc(image: Image, fileName: cstring) -> bool ---                                                  // Export image as code file defining an array of bytes, returns true on success
 
 	// Image generation functions
 
@@ -1278,40 +1296,42 @@ foreign lib {
 
 	// Image manipulation functions
 
-	ImageCopy             :: proc(image: Image) -> Image ---                                                                   // Create an image duplicate (useful for transformations)
-	ImageFromImage        :: proc(image: Image, rec: Rectangle) -> Image ---                                                   // Create an image from another image piece
-	ImageText             :: proc(text: cstring, fontSize: c.int, color: Color) -> Image ---                                   // Create an image from text (default font)
-	ImageTextEx           :: proc(font: Font, text: cstring, fontSize: f32, spacing: f32, tint: Color) -> Image ---            // Create an image from text (custom sprite font)
-	ImageFormat           :: proc(image: ^Image, newFormat: PixelFormat) ---                                                   // Convert image data to desired format
-	ImageToPOT            :: proc(image: ^Image, fill: Color) ---                                                              // Convert image to POT (power-of-two)
-	ImageCrop             :: proc(image: ^Image, crop: Rectangle) ---                                                          // Crop an image to a defined rectangle
-	ImageAlphaCrop        :: proc(image: ^Image, threshold: f32) ---                                                           // Crop image depending on alpha value
-	ImageAlphaClear       :: proc(image: ^Image, color: Color, threshold: f32) ---                                             // Clear alpha channel to desired color
-	ImageAlphaMask        :: proc(image: ^Image, alphaMask: Image) ---                                                         // Apply alpha mask to image
-	ImageAlphaPremultiply :: proc(image: ^Image) ---                                                                           // Premultiply alpha channel
-	ImageBlurGaussian     :: proc(image: ^Image, blurSize: c.int) ---                                                          // Apply Gaussian blur using a box blur approximation
-	ImageResize           :: proc(image: ^Image, newWidth,  newHeight: c.int) ---                                              // Resize image (Bicubic scaling algorithm)
-	ImageResizeNN         :: proc(image: ^Image, newWidth,  newHeight: c.int) ---                                              // Resize image (Nearest-Neighbor scaling algorithm)
-	ImageResizeCanvas     :: proc(image: ^Image, newWidth,  newHeight: c.int, offsetX, offsetY: c.int, fill: Color) ---        // Resize canvas and fill with color
-	ImageMipmaps          :: proc(image: ^Image) ---                                                                           // Compute all mipmap levels for a provided image
-	ImageDither           :: proc(image: ^Image, rBpp, gBpp, bBpp, aBpp: c.int) ---                                            // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
-	ImageFlipVertical     :: proc(image: ^Image) ---                                                                           // Flip image vertically
-	ImageFlipHorizontal   :: proc(image: ^Image) ---                                                                           // Flip image horizontally
-	ImageRotate           :: proc(image: ^Image, degrees: c.int) ---                                                           // Rotate image by input angle in degrees( -359 to 359)
-	ImageRotateCW         :: proc(image: ^Image) ---                                                                           // Rotate image clockwise 90deg
-	ImageRotateCCW        :: proc(image: ^Image) ---                                                                           // Rotate image counter-clockwise 90deg
-	ImageColorTint        :: proc(image: ^Image, color: Color) ---                                                             // Modify image color: tint
-	ImageColorInvert      :: proc(image: ^Image) ---                                                                           // Modify image color: invert
-	ImageColorGrayscale   :: proc(image: ^Image) ---                                                                           // Modify image color: grayscale
-	ImageColorContrast    :: proc(image: ^Image, contrast: f32) ---                                                            // Modify image color: contrast (-100 to 100)
-	ImageColorBrightness  :: proc(image: ^Image, brightness: c.int) ---                                                        // Modify image color: brightness (-255 to 255)
-	ImageColorReplace     :: proc(image: ^Image, color, replace: Color) ---                                                    // Modify image color: replace color
-	LoadImageColors       :: proc(image: Image) -> [^]Color ---                                                                // Load color data from image as a Color array (RGBA - 32bit)
-	LoadImagePalette      :: proc(image: Image, maxPaletteSize: c.int, colorCount: ^c.int) -> [^]Color ---                     // Load colors palette from image as a Color array (RGBA - 32bit)
-	UnloadImageColors     :: proc(colors: [^]Color) ---                                                                        // Unload color data loaded with LoadImageColors()
-	UnloadImagePalette    :: proc(colors: [^]Color) ---                                                                        // Unload colors palette loaded with LoadImagePalette()
-	GetImageAlphaBorder   :: proc(image: Image, threshold: f32) -> Rectangle ---                                               // Get image alpha border rectangle
-	GetImageColor         :: proc(image: Image, x, y: c.int) -> Color ---                                                      // Get image pixel color at (x, y) position
+	ImageCopy              :: proc(image: Image) -> Image ---                                                                   // Create an image duplicate (useful for transformations)
+	ImageFromImage         :: proc(image: Image, rec: Rectangle) -> Image ---                                                   // Create an image from another image piece
+	ImageFromChannel       :: proc(image: Image, selectedChannel: c.int) -> Image ---                                           // Create an image from a selected channel of another image (GRAYSCALE)
+	ImageText              :: proc(text: cstring, fontSize: c.int, color: Color) -> Image ---                                   // Create an image from text (default font)
+	ImageTextEx            :: proc(font: Font, text: cstring, fontSize: f32, spacing: f32, tint: Color) -> Image ---            // Create an image from text (custom sprite font)
+	ImageFormat            :: proc(image: ^Image, newFormat: PixelFormat) ---                                                   // Convert image data to desired format
+	ImageToPOT             :: proc(image: ^Image, fill: Color) ---                                                              // Convert image to POT (power-of-two)
+	ImageCrop              :: proc(image: ^Image, crop: Rectangle) ---                                                          // Crop an image to a defined rectangle
+	ImageAlphaCrop         :: proc(image: ^Image, threshold: f32) ---                                                           // Crop image depending on alpha value
+	ImageAlphaClear        :: proc(image: ^Image, color: Color, threshold: f32) ---                                             // Clear alpha channel to desired color
+	ImageAlphaMask         :: proc(image: ^Image, alphaMask: Image) ---                                                         // Apply alpha mask to image
+	ImageAlphaPremultiply  :: proc(image: ^Image) ---                                                                           // Premultiply alpha channel
+	ImageBlurGaussian      :: proc(image: ^Image, blurSize: c.int) ---                                                          // Apply Gaussian blur using a box blur approximation
+	ImageKernelConvolution :: proc(image: ^Image, kernel: [^]f32, kernelSize: c.int) ---                                        // Apply custom square convolution kernel to image
+	ImageResize           :: proc(image: ^Image, newWidth,  newHeight: c.int) ---                                               // Resize image (Bicubic scaling algorithm)
+	ImageResizeNN         :: proc(image: ^Image, newWidth,  newHeight: c.int) ---                                               // Resize image (Nearest-Neighbor scaling algorithm)
+	ImageResizeCanvas     :: proc(image: ^Image, newWidth,  newHeight: c.int, offsetX, offsetY: c.int, fill: Color) ---         // Resize canvas and fill with color
+	ImageMipmaps          :: proc(image: ^Image) ---                                                                            // Compute all mipmap levels for a provided image
+	ImageDither           :: proc(image: ^Image, rBpp, gBpp, bBpp, aBpp: c.int) ---                                             // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
+	ImageFlipVertical     :: proc(image: ^Image) ---                                                                            // Flip image vertically
+	ImageFlipHorizontal   :: proc(image: ^Image) ---                                                                            // Flip image horizontally
+	ImageRotate           :: proc(image: ^Image, degrees: c.int) ---                                                            // Rotate image by input angle in degrees( -359 to 359)
+	ImageRotateCW         :: proc(image: ^Image) ---                                                                            // Rotate image clockwise 90deg
+	ImageRotateCCW        :: proc(image: ^Image) ---                                                                            // Rotate image counter-clockwise 90deg
+	ImageColorTint        :: proc(image: ^Image, color: Color) ---                                                              // Modify image color: tint
+	ImageColorInvert      :: proc(image: ^Image) ---                                                                            // Modify image color: invert
+	ImageColorGrayscale   :: proc(image: ^Image) ---                                                                            // Modify image color: grayscale
+	ImageColorContrast    :: proc(image: ^Image, contrast: f32) ---                                                             // Modify image color: contrast (-100 to 100)
+	ImageColorBrightness  :: proc(image: ^Image, brightness: c.int) ---                                                         // Modify image color: brightness (-255 to 255)
+	ImageColorReplace     :: proc(image: ^Image, color, replace: Color) ---                                                     // Modify image color: replace color
+	LoadImageColors       :: proc(image: Image) -> [^]Color ---                                                                 // Load color data from image as a Color array (RGBA - 32bit)
+	LoadImagePalette      :: proc(image: Image, maxPaletteSize: c.int, colorCount: ^c.int) -> [^]Color ---                      // Load colors palette from image as a Color array (RGBA - 32bit)
+	UnloadImageColors     :: proc(colors: [^]Color) ---                                                                         // Unload color data loaded with LoadImageColors()
+	UnloadImagePalette    :: proc(colors: [^]Color) ---                                                                         // Unload colors palette loaded with LoadImagePalette()
+	GetImageAlphaBorder   :: proc(image: Image, threshold: f32) -> Rectangle ---                                                // Get image alpha border rectangle
+	GetImageColor         :: proc(image: Image, x, y: c.int) -> Color ---                                                       // Get image pixel color at (x, y) position
 
 	// Image drawing functions
 	// NOTE: Image software-rendering functions (CPU)
@@ -1321,6 +1341,7 @@ foreign lib {
 	ImageDrawPixelV         :: proc(dst: ^Image, position: Vector2, color: Color) ---                                                        // Draw pixel within an image (Vector version)
 	ImageDrawLine           :: proc(dst: ^Image, startPosX, startPosY, endPosX, endPosY: c.int, color: Color) ---                            // Draw line within an image
 	ImageDrawLineV          :: proc(dst: ^Image, start, end: Vector2, color: Color) ---                                                      // Draw line within an image (Vector version)
+	ImageDrawLineEx         :: proc(dst: ^Image, start, end: Vector2, thick: c.int, color: Color) ---                                        // Draw a line defining thickness within an image
 	ImageDrawCircle         :: proc(dst: ^Image, centerX, centerY: c.int, radius: c.int, color: Color) ---                                   // Draw a filled circle within an image
 	ImageDrawCircleV        :: proc(dst: ^Image, center: Vector2, radius: c.int, color: Color) ---                                           // Draw a filled circle within an image (Vector version)
 	ImageDrawCircleLines    :: proc(dst: ^Image, centerX, centerY: c.int, radius: c.int, color: Color) ---                                   // Draw circle outline within an image
@@ -1329,6 +1350,11 @@ foreign lib {
 	ImageDrawRectangleV     :: proc(dst: ^Image, position, size: Vector2, color: Color) ---                                                  // Draw rectangle within an image (Vector version)
 	ImageDrawRectangleRec   :: proc(dst: ^Image, rec: Rectangle, color: Color) ---                                                           // Draw rectangle within an image
 	ImageDrawRectangleLines :: proc(dst: ^Image, rec: Rectangle, thick: c.int, color: Color) ---                                             // Draw rectangle lines within an image
+	ImageDrawTriangle       :: proc(dst: ^Image, v1, v2, v3: Vector2, color: Color) ---                                                      // Draw triangle within an image
+	ImageDrawTriangleEx     :: proc(dst: ^Image, v1, v2, v3: Vector2, c1, c2, c3: Color) ---                                                 // Draw triangle with interpolated colors within an image
+	ImageDrawTriangleLines  :: proc(dst: ^Image, v1, v2, v3: Vector2, color: Color) ---                                                      // Draw triangle outline within an image
+	ImageDrawTriangleFan    :: proc(dst: ^Image, points: [^]Vector2, pointCount: c.int, color: Color) ---                                    // Draw a triangle fan defined by points within an image (first vertex is the center)
+	ImageDrawTriangleStrip  :: proc(dst: ^Image, points: [^]Vector2, pointCount: c.int, color: Color) ---                                    // Draw a triangle strip defined by points within an image
 	ImageDraw               :: proc(dst: ^Image, src: Image, srcRec, dstRec: Rectangle, tint: Color) ---                                     // Draw a source image within a destination image (tint applied to source)
 	ImageDrawText           :: proc(dst: ^Image, text: cstring, posX, posY: c.int, fontSize: c.int, color: Color) ---                        // Draw text (using default font) within an image (destination)
 	ImageDrawTextEx         :: proc(dst: ^Image, font: Font, text: cstring, position: Vector2, fontSize: f32, spacing: f32, tint: Color) --- // Draw text (custom sprite font) within an image (destination)
@@ -1340,9 +1366,9 @@ foreign lib {
 	LoadTextureFromImage :: proc(image: Image) -> Texture2D ---                             // Load texture from image data
 	LoadTextureCubemap   :: proc(image: Image, layout: CubemapLayout) -> TextureCubemap --- // Load cubemap from image, multiple image cubemap layouts supported
 	LoadRenderTexture    :: proc(width, height: c.int) -> RenderTexture2D ---               // Load texture for rendering (framebuffer)
-	IsTextureReady       :: proc(texture: Texture2D) -> bool ---                            // Check if a texture is ready
+	IsTextureValid       :: proc(texture: Texture2D) -> bool ---                            // Check if a texture is valid
 	UnloadTexture        :: proc(texture: Texture2D) ---                                    // Unload texture from GPU memory (VRAM)
-	IsRenderTextureReady :: proc(target: RenderTexture2D) -> bool  ---                      // Check if a render texture is ready
+	IsRenderTextureValid :: proc(target: RenderTexture2D) -> bool  ---                      // Check if a render texture is valid
 	UnloadRenderTexture  :: proc(target: RenderTexture2D) ---                               // Unload render texture from GPU memory (VRAM)
 	UpdateTexture        :: proc(texture: Texture2D, pixels: rawptr) ---                    // Update GPU texture with new data
 	UpdateTextureRec     :: proc(texture: Texture2D, rec: Rectangle, pixels: rawptr) ---    // Update GPU texture rectangle with new data
@@ -1362,9 +1388,11 @@ foreign lib {
 	DrawTextureNPatch :: proc(texture: Texture2D, nPatchInfo: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: f32, tint: Color) --- // Draws a texture (or part of it) that stretches or shrinks nicely
 
 	// Color/pixel related functions
-
+	
+	@(deprecated="Prefer col1 == col2")
+	ColorIsEqual        :: proc(col1, col2: Color) ---                                  // Check if two colors are equal
 	Fade                :: proc(color: Color, alpha: f32) -> Color ---                  // Get color with alpha applied, alpha goes from 0.0f to 1.0f
-	ColorToInt          :: proc(color: Color) -> c.uint ---                             // Get hexadecimal value for a Color
+	ColorToInt          :: proc(color: Color) -> c.uint ---                             // Get hexadecimal value for a Color (0xRRGGBBAA)
 	ColorNormalize      :: proc(color: Color) -> Vector4 ---                            // Get Color normalized as float [0..1]
 	ColorFromNormalized :: proc(normalized: Vector4) -> Color ---                       // Get Color from normalized values [0..1]
 	ColorToHSV          :: proc(color: Color) -> Vector3 ---                            // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
@@ -1374,6 +1402,7 @@ foreign lib {
 	ColorContrast       :: proc(color: Color, contrast: f32) -> Color ---               // Get color with contrast correction, contrast values between -1.0f and 1.0f
 	ColorAlpha          :: proc(color: Color, alpha: f32) -> Color ---                  // Get color with alpha applied, alpha goes from 0.0f to 1.0f
 	ColorAlphaBlend     :: proc(dst, src, tint: Color) -> Color ---                     // Get src alpha-blended into dst color with tint
+	ColorLerp           :: proc(color1, color2: Color, factor: f32) -> Color ---        // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
 	GetColor            :: proc(hexValue: c.uint) -> Color ---                          // Get Color structure from hexadecimal value
 	GetPixelColor       :: proc(srcPtr: rawptr, format: PixelFormat) -> Color ---       // Get Color from a source pixel pointer of certain format
 	SetPixelColor       :: proc(dstPtr: rawptr, color: Color, format: PixelFormat) ---  // Set color formatted into destination pixel pointer
@@ -1390,12 +1419,12 @@ foreign lib {
 
 	GetFontDefault     :: proc() -> Font ---                                                                                                                  		   // Get the default Font
 	LoadFont           :: proc(fileName: cstring) -> Font ---                                                                                                 		   // Load font from file into GPU memory (VRAM)
-	LoadFontEx         :: proc(fileName: cstring, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int) -> Font ---                                                     // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
+	LoadFontEx         :: proc(fileName: cstring, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int) -> Font ---                                             // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
 	LoadFontFromImage  :: proc(image: Image, key: Color, firstChar: rune) -> Font ---                                                                         		   // Load font from Image (XNA style)
-	LoadFontFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int) -> Font ---      	           // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
-	IsFontReady        :: proc(font: Font) -> bool ---                                                                                                        		   // Check if a font is ready
-	LoadFontData       :: proc(fileData: rawptr, dataSize: c.int, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int, type: FontType) -> [^]GlyphInfo --- 	           // Load font data for further use
-	GenImageFontAtlas  :: proc(glyphs: [^]GlyphInfo, glyphRecs: ^[^]Rectangle, codepointCount: c.int, fontSize: c.int, padding: c.int, packMethod: c.int) -> Image ---         // Generate image font atlas using chars info
+	LoadFontFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int) -> Font ---      	   // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
+	IsFontValid        :: proc(font: Font) -> bool ---                                                                                                        		   // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
+	LoadFontData       :: proc(fileData: rawptr, dataSize: c.int, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int, type: FontType) -> [^]GlyphInfo --- 	   // Load font data for further use
+	GenImageFontAtlas  :: proc(glyphs: [^]GlyphInfo, glyphRecs: ^[^]Rectangle, codepointCount: c.int, fontSize: c.int, padding: c.int, packMethod: c.int) -> Image --- // Generate image font atlas using chars info
 	UnloadFontData     :: proc(glyphs: [^]GlyphInfo, glyphCount: c.int) ---                                                                                    		   // Unload font chars info data (RAM)
 	UnloadFont         :: proc(font: Font) ---                                                                                                                		   // Unload font from GPU memory (VRAM)
 	ExportFontAsCode   :: proc(font: Font, fileName: cstring) -> bool ---                                                                                     		   // Export font as code file, returns true on success
@@ -1449,7 +1478,11 @@ foreign lib {
 	TextToUpper   :: proc(text: cstring) -> cstring ---                                          // Get upper case version of provided string
 	TextToLower   :: proc(text: cstring) -> cstring ---                                          // Get lower case version of provided string
 	TextToPascal  :: proc(text: cstring) -> cstring ---                                          // Get Pascal case notation version of provided string
+	TextToSnake   :: proc(text: cstring) -> cstring ---                                          // Get Snake case notation version of provided string
+	TextToCamel   :: proc(text: cstring) -> cstring ---                                          // Get Camel case notation version of provided string
+
 	TextToInteger :: proc(text: cstring) -> c.int ---                                            // Get integer value from text (negative values not supported)
+	TextToFloat   :: proc(text: cstring) -> f32 ---                                              // Get float value from text (negative values not supported)
 
 
 	//------------------------------------------------------------------------------------
@@ -1488,20 +1521,22 @@ foreign lib {
 
 	LoadModel           :: proc(fileName: cstring) -> Model ---  // Load model from files (meshes and materials)
 	LoadModelFromMesh   :: proc(mesh: Mesh) -> Model ---         // Load model from generated mesh (default material)
-	IsModelReady        :: proc(model: Model) -> bool ---        // Check if a model is ready
+	IsModelValid        :: proc(model: Model) -> bool ---        // Check if a model is valid (loaded in GPU, VAO/VBOs)
 	UnloadModel         :: proc(model: Model) ---                // Unload model (including meshes) from memory (RAM and/or VRAM)
 	GetModelBoundingBox :: proc(model: Model) -> BoundingBox --- // Compute model bounding box limits (considers all meshes)
 
 	// Model drawing functions
 
-	DrawModel        :: proc(model: Model, position: Vector3, scale: f32, tint: Color) ---                                                                                          // Draw a model (with texture if set)
-	DrawModelEx      :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) ---                                           // Draw a model with extended parameters
-	DrawModelWires   :: proc(model: Model, position: Vector3, scale: f32, tint: Color) ---                                                                                          // Draw a model wires (with texture if set)
-	DrawModelWiresEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) ---                                           // Draw a model wires (with texture if set) with extended parameters
-	DrawBoundingBox  :: proc(box: BoundingBox, color: Color) ---                                                                                                                    // Draw bounding box (wires)
-	DrawBillboard    :: proc(camera: Camera, texture: Texture2D, position: Vector3, size: f32, tint: Color) ---                                                                     // Draw a billboard texture
-	DrawBillboardRec :: proc(camera: Camera, texture: Texture2D, source: Rectangle, position: Vector3, size: Vector2, tint: Color) ---                                              // Draw a billboard texture defined by source
-	DrawBillboardPro :: proc(camera: Camera, texture: Texture2D, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: f32, tint: Color) --- // Draw a billboard texture defined by source and rotation
+	DrawModel         :: proc(model: Model, position: Vector3, scale: f32, tint: Color) ---                                                                                          // Draw a model (with texture if set)
+	DrawModelEx       :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) ---                                           // Draw a model with extended parameters
+	DrawModelWires    :: proc(model: Model, position: Vector3, scale: f32, tint: Color) ---                                                                                          // Draw a model wires (with texture if set)
+	DrawModelWiresEx  :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) ---                                           // Draw a model wires (with texture if set) with extended parameters
+	DrawModelPoints   :: proc(model: Model, position: Vector3, scale: f32, tint: Color) ---                                                                                          // Draw a model as points
+	DrawModelPointsEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) ---                                           // Draw a model as points with extended parameters
+	DrawBoundingBox   :: proc(box: BoundingBox, color: Color) ---                                                                                                                    // Draw bounding box (wires)
+	DrawBillboard     :: proc(camera: Camera, texture: Texture2D, position: Vector3, scale: f32, tint: Color) ---                                                                    // Draw a billboard texture
+	DrawBillboardRec  :: proc(camera: Camera, texture: Texture2D, source: Rectangle, position: Vector3, size: Vector2, tint: Color) ---                                              // Draw a billboard texture defined by source
+	DrawBillboardPro  :: proc(camera: Camera, texture: Texture2D, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: f32, tint: Color) --- // Draw a billboard texture defined by source and rotation
 
 	// Mesh management functions
 
@@ -1510,9 +1545,10 @@ foreign lib {
 	UnloadMesh         :: proc(mesh: Mesh) ---                                                                // Unload mesh data from CPU and GPU
 	DrawMesh           :: proc(mesh: Mesh, material: Material, transform: Matrix) ---                         // Draw a 3d mesh with material and transform
 	DrawMeshInstanced  :: proc(mesh: Mesh, material: Material, transforms: [^]Matrix, instances: c.int) ---   // Draw multiple mesh instances with material and different transforms
-	ExportMesh         :: proc(mesh: Mesh, fileName: cstring) -> bool ---                                     // Export mesh data to file, returns true on success
 	GetMeshBoundingBox :: proc(mesh: Mesh) -> BoundingBox ---                                                 // Compute mesh bounding box limits
 	GenMeshTangents    :: proc(mesh: ^Mesh) ---                                                               // Compute mesh tangents
+	ExportMesh         :: proc(mesh: Mesh, fileName: cstring) -> bool ---                                     // Export mesh data to file, returns true on success
+	ExportMeshAsCode   :: proc(mesh: Mesh, fileName: cstring) -> bool ---                                     // Export mesh as code file (.h) defining multiple arrays of vertex attributes
 
 	// Mesh generation functions
 
@@ -1532,18 +1568,19 @@ foreign lib {
 
 	LoadMaterials         :: proc(fileName: cstring, materialCount: ^c.int) -> [^]Material ---            // Load materials from model file
 	LoadMaterialDefault   :: proc() -> Material ---                                                       // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
-	IsMaterialReady       :: proc(material: Material) -> bool ---                                         // Check if a material is ready
+	IsMaterialValid       :: proc(material: Material) -> bool ---                                         // Check if a material is valid (shader assigned, map textures loaded in GPU)
 	UnloadMaterial        :: proc(material: Material) ---                                                 // Unload material from GPU memory (VRAM)
 	SetMaterialTexture    :: proc(material: ^Material, mapType: MaterialMapIndex, texture: Texture2D) --- // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
 	SetModelMeshMaterial  :: proc(model: ^Model, meshId: c.int, materialId: c.int) ---                    // Set material for a mesh
 
 	// Model animations loading/unloading functions
 
-	LoadModelAnimations   :: proc(fileName: cstring, animCount: ^c.int) -> [^]ModelAnimation ---  // Load model animations from file
-	UpdateModelAnimation  :: proc(model: Model, anim: ModelAnimation, frame: c.int) ---           // Update model animation pose
-	UnloadModelAnimation  :: proc(anim: ModelAnimation) ---                                       // Unload animation data
-	UnloadModelAnimations :: proc(animations: [^]ModelAnimation, animCount: c.int) ---            // Unload animation array data
-	IsModelAnimationValid :: proc(model: Model, anim: ModelAnimation) -> bool ---                 // Check model animation skeleton match
+	LoadModelAnimations       :: proc(fileName: cstring, animCount: ^c.int) -> [^]ModelAnimation ---  // Load model animations from file
+	UpdateModelAnimation      :: proc(model: Model, anim: ModelAnimation, frame: c.int) ---           // Update model animation pose (CPU)
+	UpdateModelAnimationBones :: proc(model: Model, anim: ModelAnimation, frame: c.int) ---           // Update model animation mesh bone matrices (GPU skinning)
+	UnloadModelAnimation      :: proc(anim: ModelAnimation) ---                                       // Unload animation data
+	UnloadModelAnimations     :: proc(animations: [^]ModelAnimation, animCount: c.int) ---            // Unload animation array data
+	IsModelAnimationValid     :: proc(model: Model, anim: ModelAnimation) -> bool ---                 // Check model animation skeleton match
 
 	// Collision detection functions
 
@@ -1572,11 +1609,11 @@ foreign lib {
 
 	LoadWave           :: proc(fileName: cstring) -> Wave ---                                    // Load wave data from file
 	LoadWaveFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int) -> Wave --- // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
-	IsWaveReady        :: proc(wave: Wave) -> bool ---                                           // Checks if wave data is ready
+	IsWaveValid        :: proc(wave: Wave) -> bool ---                                           // Checks if wave data is // Checks if wave data is valid (data loaded and parameters)
 	LoadSound          :: proc(fileName: cstring) -> Sound ---                                   // Load sound from file
 	LoadSoundFromWave  :: proc(wave: Wave) -> Sound ---                                          // Load sound from wave data
 	LoadSoundAlias	   :: proc(source: Sound) -> Sound ---                                       // Create a new sound that shares the same sample data as the source sound, does not own the sound data
-	IsSoundReady       :: proc(sound: Sound) -> bool ---                                         // Checks if a sound is ready
+	IsSoundValid       :: proc(sound: Sound) -> bool ---                                         // Checks if a sound is valid (data loaded and buffers initialized)
 	UpdateSound        :: proc(sound: Sound, data: rawptr, frameCount: c.int) ---                // Update sound buffer with new data
 	UnloadWave         :: proc(wave: Wave) ---                                                   // Unload wave data
 	UnloadSound        :: proc(sound: Sound) ---                                                 // Unload sound
@@ -1595,7 +1632,7 @@ foreign lib {
 	SetSoundPitch     :: proc(sound: Sound, pitch: f32) ---                                    // Set pitch for a sound (1.0 is base level)
 	SetSoundPan       :: proc(sound: Sound, pan: f32) ---                                      // Set pan for a sound (0.5 is center)
 	WaveCopy          :: proc(wave: Wave) -> Wave ---                                          // Copy a wave to a new wave
-	WaveCrop          :: proc(wave: ^Wave, initSample, finalSample: c.int) ---                 // Crop a wave to defined samples range
+	WaveCrop          :: proc(wave: ^Wave, initFrame, finalFrame: c.int) ---                   // Crop a wave to defined samples range
 	WaveFormat        :: proc(wave: ^Wave, sampleRate, sampleSize: c.int, channels: c.int) --- // Convert wave data to desired format
 	LoadWaveSamples   :: proc(wave: Wave) -> [^]f32 ---                                        // Load samples data from wave as a 32bit float data array
 	UnloadWaveSamples :: proc(samples: [^]f32) ---                                             // Unload samples data loaded with LoadWaveSamples()
@@ -1605,7 +1642,7 @@ foreign lib {
 
 	LoadMusicStream           :: proc(fileName: cstring) -> Music ---                                // Load music stream from file
 	LoadMusicStreamFromMemory :: proc(fileType: cstring, data: rawptr, dataSize: c.int) -> Music --- // Load music stream from data
-	IsMusicReady              :: proc(music: Music) -> bool ---                                      // Checks if a music stream is ready
+	IsMusicValid              :: proc(music: Music) -> bool ---                                      // Checks if a music stream is valid (context and buffers initialized)
 	UnloadMusicStream         :: proc(music: Music) ---                                              // Unload music stream
 	PlayMusicStream           :: proc(music: Music) ---                                              // Start music playing
 	IsMusicStreamPlaying      :: proc(music: Music) -> bool ---                                      // Check if music is playing
@@ -1623,7 +1660,7 @@ foreign lib {
 	// AudioStream management functions
 
 	LoadAudioStream                 :: proc(sampleRate, sampleSize: c.uint, channels: c.uint) -> AudioStream --- // Load audio stream (to stream raw audio pcm data)
-	IsAudioStreamReady              :: proc(stream: AudioStream) -> bool ---                                     // Checks if an audio stream is ready
+	IsAudioStreamValid              :: proc(stream: AudioStream) -> bool ---                                     // Checks if an audio stream is valid (buffers initialized)
 	UnloadAudioStream               :: proc(stream: AudioStream) ---                                             // Unload audio stream and free memory
 	UpdateAudioStream               :: proc(stream: AudioStream, data: rawptr, frameCount: c.int) ---            // Update audio stream buffers with data
 	IsAudioStreamProcessed          :: proc(stream: AudioStream) -> bool ---                                     // Check if any audio stream buffers requires refill
@@ -1638,22 +1675,13 @@ foreign lib {
 	SetAudioStreamBufferSizeDefault :: proc(size: c.int) ---                                                     // Default size for new audio streams
 	SetAudioStreamCallback          :: proc(stream: AudioStream, callback: AudioCallback) ---                    // Audio thread callback to request new data
 
-	AttachAudioStreamProcessor :: proc(stream: AudioStream, processor: AudioCallback) --- // Attach audio stream processor to stream, receives the samples as <float>s
+	AttachAudioStreamProcessor :: proc(stream: AudioStream, processor: AudioCallback) --- // Attach audio stream processor to stream, receives the samples as 'float'
 	DetachAudioStreamProcessor :: proc(stream: AudioStream, processor: AudioCallback) --- // Detach audio stream processor from stream
 
-	AttachAudioMixedProcessor :: proc(processor: AudioCallback) --- // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
+	AttachAudioMixedProcessor :: proc(processor: AudioCallback) --- // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
 	DetachAudioMixedProcessor :: proc(processor: AudioCallback) --- // Detach audio stream processor from the entire audio pipeline
 }
 
-// Workaround for broken IsMouseButtonUp in Raylib 5.0.
-when VERSION == "5.0" {
-	IsMouseButtonUp :: proc "c" (button: MouseButton) -> bool {
-		return !IsMouseButtonDown(button)
-	}
-} else {
-	#panic("Remove this this when block and everything inside it for Raylib > 5.0. It's just here to fix a bug in Raylib 5.0. See IsMouseButtonUp inside 'foreign lib {' block.")
-}
-
 //  Check if a gesture have been detected
 IsGestureDetected :: proc "c" (gesture: Gesture) -> bool {
 	@(default_calling_convention="c")

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vendor/raylib/windows/raylib.dll


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vendor/raylib/windows/raylib.lib


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vendor/raylib/windows/raylibdll.lib