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Batch of 9 new shapes examples!

Some examples included in this batch require the included libraries: `easings.h` and `raygui.h`. Examples included:

 - shapes_bouncing_ball
 - shapes_collision_area
 - shapes_following_eyes
 - shapes_draw_circle_sector (requires raygui.h)
 - shapes_draw_rectangle_rounded (requires raygui.h)
 - shapes_draw_ring (requires raygui.h)
 - shapes_easings_ball_anim (requires easings.h)
 - shapes_easings_box_anim (requires easings.h)
 - shapes_easings_rectangle_array (requires easings.h)
Ray 6 anos atrás
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examples/shapes/easings.h

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+/*******************************************************************************************
+*
+*   raylib easings (header only file)
+*   
+*   Useful easing functions for values animation
+*
+*   This header uses:
+*       #define EASINGS_STATIC_INLINE       // Inlines all functions code, so it runs faster.
+*                                           // This requires lots of memory on system.
+*   How to use:
+*   The four inputs t,b,c,d are defined as follows:
+*   t = current time (in any unit measure, but same unit as duration)
+*   b = starting value to interpolate
+*   c = the total change in value of b that needs to occur
+*   d = total time it should take to complete (duration)
+*
+*   Example:
+*
+*   int currentTime = 0;
+*   int duration = 100;
+*   float startPositionX = 0.0f;
+*   float finalPositionX = 30.0f;
+*   float currentPositionX = startPositionX;
+*
+*   while (currentPositionX < finalPositionX)
+*   {
+*       currentPositionX = EaseSineIn(currentTime, startPositionX, finalPositionX - startPositionX, duration);
+*       currentTime++;
+*   }
+*
+*   A port of Robert Penner's easing equations to C (http://robertpenner.com/easing/)
+*
+*   Robert Penner License
+*   ---------------------------------------------------------------------------------
+*   Open source under the BSD License. 
+*
+*   Copyright (c) 2001 Robert Penner. All rights reserved.
+*
+*   Redistribution and use in source and binary forms, with or without modification, 
+*   are permitted provided that the following conditions are met:
+*
+*       - Redistributions of source code must retain the above copyright notice, 
+*         this list of conditions and the following disclaimer.
+*       - Redistributions in binary form must reproduce the above copyright notice, 
+*         this list of conditions and the following disclaimer in the documentation 
+*         and/or other materials provided with the distribution.
+*       - Neither the name of the author nor the names of contributors may be used 
+*         to endorse or promote products derived from this software without specific 
+*         prior written permission.
+*
+*   THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND 
+*   ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 
+*   WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 
+*   IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, 
+*   INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, 
+*   BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 
+*   DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF 
+*   LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE 
+*   OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED 
+*   OF THE POSSIBILITY OF SUCH DAMAGE.
+*   ---------------------------------------------------------------------------------
+*
+*   Copyright (c) 2015 Ramon Santamaria
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef EASINGS_H
+#define EASINGS_H
+
+#define EASINGS_STATIC_INLINE     // NOTE: By default, compile functions as static inline
+
+#if defined(EASINGS_STATIC_INLINE)
+    #define EASEDEF static inline
+#else
+    #define EASEDEF extern
+#endif
+
+#include <math.h>       // Required for: sin(), cos(), sqrt(), pow()
+
+#ifndef PI
+    #define PI 3.14159265358979323846f //Required as PI is not always defined in math.h
+#endif
+
+#ifdef __cplusplus
+extern "C" {            // Prevents name mangling of functions
+#endif
+
+// Linear Easing functions
+EASEDEF float EaseLinearNone(float t, float b, float c, float d) { return (c*t/d + b); }
+EASEDEF float EaseLinearIn(float t, float b, float c, float d) { return (c*t/d + b); }
+EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d + b); }
+EASEDEF float EaseLinearInOut(float t,float b, float c, float d) { return (c*t/d + b); }
+
+// Sine Easing functions
+EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cos(t/d*(PI/2)) + c + b); }
+EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sin(t/d*(PI/2)) + b); }
+EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2*(cos(PI*t/d) - 1) + b); }
+
+// Circular Easing functions
+EASEDEF float EaseCircIn(float t, float b, float c, float d) { return (-c*(sqrt(1 - (t/=d)*t) - 1) + b); }
+EASEDEF float EaseCircOut(float t, float b, float c, float d) { return (c*sqrt(1 - (t=t/d-1)*t) + b); }
+EASEDEF float EaseCircInOut(float t, float b, float c, float d) 
+{
+    if ((t/=d/2) < 1) return (-c/2*(sqrt(1 - t*t) - 1) + b);
+    return (c/2*(sqrt(1 - t*(t-=2)) + 1) + b);
+}
+
+// Cubic Easing functions
+EASEDEF float EaseCubicIn(float t, float b, float c, float d) { return (c*(t/=d)*t*t + b); }
+EASEDEF float EaseCubicOut(float t, float b, float c, float d) { return (c*((t=t/d-1)*t*t + 1) + b); }
+EASEDEF float EaseCubicInOut(float t, float b, float c, float d) 
+{ 
+    if ((t/=d/2) < 1) return (c/2*t*t*t + b);
+    return (c/2*((t-=2)*t*t + 2) + b);
+}
+
+// Quadratic Easing functions
+EASEDEF float EaseQuadIn(float t, float b, float c, float d) { return (c*(t/=d)*t + b); }
+EASEDEF float EaseQuadOut(float t, float b, float c, float d) { return (-c*(t/=d)*(t-2) + b); }
+EASEDEF float EaseQuadInOut(float t, float b, float c, float d) 
+{
+    if ((t/=d/2) < 1) return (((c/2)*(t*t)) + b);
+    return (-c/2*(((t-2)*(--t)) - 1) + b);
+}
+
+// Exponential Easing functions
+EASEDEF float EaseExpoIn(float t, float b, float c, float d) { return (t == 0) ? b : (c*pow(2, 10*(t/d - 1)) + b); }
+EASEDEF float EaseExpoOut(float t, float b, float c, float d) { return (t == d) ? (b + c) : (c*(-pow(2, -10*t/d) + 1) + b);    }
+EASEDEF float EaseExpoInOut(float t, float b, float c, float d) 
+{
+    if (t == 0) return b;
+    if (t == d) return (b + c);
+    if ((t/=d/2) < 1) return (c/2*pow(2, 10*(t - 1)) + b);
+    
+    return (c/2*(-pow(2, -10*--t) + 2) + b);
+}
+
+// Back Easing functions
+EASEDEF float EaseBackIn(float t, float b, float c, float d) 
+{
+    float s = 1.70158f;
+    float postFix = t/=d;
+    return (c*(postFix)*t*((s + 1)*t - s) + b);
+}
+
+EASEDEF float EaseBackOut(float t, float b, float c, float d)
+{    
+    float s = 1.70158f;
+    return (c*((t=t/d-1)*t*((s + 1)*t + s) + 1) + b);
+}
+
+EASEDEF float EaseBackInOut(float t, float b, float c, float d)
+{
+    float s = 1.70158f;
+    if ((t/=d/2) < 1) return (c/2*(t*t*(((s*=(1.525f)) + 1)*t - s)) + b);
+    
+    float postFix = t-=2;
+    return (c/2*((postFix)*t*(((s*=(1.525f)) + 1)*t + s) + 2) + b);
+}
+
+// Bounce Easing functions
+EASEDEF float EaseBounceOut(float t, float b, float c, float d) 
+{
+    if ((t/=d) < (1/2.75f)) 
+    {
+        return (c*(7.5625f*t*t) + b);
+    } 
+    else if (t < (2/2.75f)) 
+    {
+        float postFix = t-=(1.5f/2.75f);
+        return (c*(7.5625f*(postFix)*t + 0.75f) + b);
+    } 
+    else if (t < (2.5/2.75)) 
+    {
+        float postFix = t-=(2.25f/2.75f);
+        return (c*(7.5625f*(postFix)*t + 0.9375f) + b);
+    } 
+    else 
+    {
+        float postFix = t-=(2.625f/2.75f);
+        return (c*(7.5625f*(postFix)*t + 0.984375f) + b);
+    }
+}
+
+EASEDEF float EaseBounceIn(float t, float b, float c, float d) { return (c - EaseBounceOut(d-t, 0, c, d) + b); }
+EASEDEF float EaseBounceInOut(float t, float b, float c, float d) 
+{
+    if (t < d/2) return (EaseBounceIn(t*2, 0, c, d)*0.5f + b);
+    else return (EaseBounceOut(t*2-d, 0, c, d)*0.5f + c*0.5f + b);
+}
+
+// Elastic Easing functions
+EASEDEF float EaseElasticIn(float t, float b, float c, float d) 
+{
+    if (t == 0) return b;
+    if ((t/=d) == 1) return (b + c);
+    
+    float p = d*0.3f;
+    float a = c; 
+    float s = p/4;
+    float postFix = a*pow(2, 10*(t-=1));
+    
+    return (-(postFix*sin((t*d-s)*(2*PI)/p )) + b);
+}
+
+EASEDEF float EaseElasticOut(float t, float b, float c, float d)
+{
+    if (t == 0) return b;
+    if ((t/=d) == 1) return (b + c);
+    
+    float p = d*0.3f;
+    float a = c; 
+    float s = p/4;
+    
+    return (a*pow(2,-10*t)*sin((t*d-s)*(2*PI)/p) + c + b);    
+}
+
+EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
+{
+    if (t == 0) return b;
+    if ((t/=d/2) == 2) return (b + c);
+    
+    float p = d*(0.3f*1.5f);
+    float a = c;
+    float s = p/4;
+
+    if (t < 1) 
+    {
+        float postFix = a*pow(2, 10*(t-=1));
+        return -0.5f*(postFix*sin((t*d-s)*(2*PI)/p)) + b;
+    }
+    
+    float postFix = a*pow(2, -10*(t-=1));
+    
+    return (postFix*sin((t*d-s)*(2*PI)/p)*0.5f + c + b);
+}
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // EASINGS_H

+ 3306 - 0
examples/shapes/raygui.h

@@ -0,0 +1,3306 @@
+/*******************************************************************************************
+*
+*   raygui v2.0-dev - A simple and easy-to-use immedite-mode-gui library
+*
+*   DESCRIPTION:
+*
+*   raygui is a tools-dev-focused immediate-mode-gui library based on raylib but also possible
+*   to be used as a standalone library, as long as input and drawing functions are provided.
+*
+*   Basic controls provided:
+*
+*       - WindowBox
+*       - GroupBox
+*       - Line
+*       - Panel
+*       - Label
+*       - Button
+*       - LabelButton   --> Label
+*       - ImageButton   --> Button
+*       - ImageButtonEx --> Button
+*       - Toggle
+*       - ToggleGroup   --> Toggle
+*       - CheckBox
+*       - ComboBox
+*       - DropdownBox
+*       - TextBox
+*       - TextBoxMulti
+*       - ValueBox      --> TextBox
+*       - Spinner       --> Button, ValueBox
+*       - Slider
+*       - SliderBar     --> Slider
+*       - ProgressBar
+*       - StatusBar
+*       - ScrollPanel
+*       - ListView      --> ListElement
+*       - ColorPicker   --> ColorPanel, ColorBarHue
+*       - MessageBox
+*       - DummyRec
+*       - ScrollBar
+*       - Grid
+*
+*   It also provides a set of functions for styling the controls based on its properties (size, color).
+*
+*   CONFIGURATION:
+*
+*   #define RAYGUI_IMPLEMENTATION
+*       Generates the implementation of the library into the included file.
+*       If not defined, the library is in header only mode and can be included in other headers
+*       or source files without problems. But only ONE file should hold the implementation.
+*
+*   #define RAYGUI_STATIC (defined by default)
+*       The generated implementation will stay private inside implementation file and all
+*       internal symbols and functions will only be visible inside that file.
+*
+*   #define RAYGUI_STANDALONE
+*       Avoid raylib.h header inclusion in this file. Data types defined on raylib are defined
+*       internally in the library and input management and drawing functions must be provided by
+*       the user (check library implementation for further details).
+*
+*   #define RAYGUI_RICONS_SUPPORT
+*       Includes ricons.h header defining a set of 128 icons (binary format) to be used on
+*       multiple controls and following raygui styles
+*
+*   VERSIONS HISTORY:
+*       2.0 (xx-Dec-2018) Complete review of new controls, redesigned style system
+*       1.9 (01-May-2018) Lot of rework and redesign! Lots of new controls!
+*       1.5 (21-Jun-2017) Working in an improved styles system
+*       1.4 (15-Jun-2017) Rewritten all GUI functions (removed useless ones)
+*       1.3 (12-Jun-2017) Redesigned styles system
+*       1.1 (01-Jun-2017) Complete review of the library
+*       1.0 (07-Jun-2016) Converted to header-only by Ramon Santamaria.
+*       0.9 (07-Mar-2016) Reviewed and tested by Albert Martos, Ian Eito, Sergio Martinez and Ramon Santamaria.
+*       0.8 (27-Aug-2015) Initial release. Implemented by Kevin Gato, Daniel Nicolás and Ramon Santamaria.
+*
+*   CONTRIBUTORS:
+*       Ramon Santamaria:   Supervision, review, redesign, update and maintenance...
+*       Sergio Martinez:    Review, testing (2015) and redesign of multiple controls (2018)
+*       Adria Arranz:       Testing and Implementation of additional controls (2018)
+*       Jordi Jorba:        Testing and Implementation of additional controls (2018)
+*       Albert Martos:      Review and testing of the library (2015)
+*       Ian Eito:           Review and testing of the library (2015)
+*       Kevin Gato:         Initial implementation of basic components (2014)
+*       Daniel Nicolas:     Initial implementation of basic components (2014)
+*
+*
+*   LICENSE: zlib/libpng
+*
+*   Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef RAYGUI_H
+#define RAYGUI_H
+
+#define RAYGUI_VERSION  "2.0-dev"
+
+#if !defined(RAYGUI_STANDALONE)
+    #include "raylib.h"
+#endif
+
+#if defined(RAYGUI_IMPLEMENTATION)
+    #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
+        #define RAYGUIDEF __declspec(dllexport) extern  // We are building raygui as a Win32 shared library (.dll).
+    #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
+        #define RAYGUIDEF __declspec(dllimport)         // We are using raygui as a Win32 shared library (.dll)
+    #else
+        #ifdef __cplusplus
+            #define RAYGUIDEF extern "C"    // Functions visible from other files (no name mangling of functions in C++)
+        #else
+            #define RAYGUIDEF extern        // Functions visible from other files
+        #endif
+    #endif
+#elif defined(RAYGUI_STATIC)
+    #define RAYGUIDEF static                // Functions just visible to module including this file
+#endif
+
+#include <stdlib.h>                         // Required for: atoi()
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#define VALIGN_OFFSET(h)         ((int)h%2)     // Vertical alignment for pixel perfect
+
+#define TEXTEDIT_CURSOR_BLINK_FRAMES    20      // Text edit controls cursor blink timming
+
+#define NUM_CONTROLS                    13      // Number of standard controls
+#define NUM_PROPS_DEFAULT               16      // Number of standard properties
+#define NUM_PROPS_EXTENDED               8      // Number of extended properties
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+// NOTE: Some types are required for RAYGUI_STANDALONE usage
+//----------------------------------------------------------------------------------
+#if defined(RAYGUI_STANDALONE)
+    #ifndef __cplusplus
+    // Boolean type
+        #ifndef true
+            typedef enum { false, true } bool;
+        #endif
+    #endif
+
+    // Vector2 type
+    typedef struct Vector2 {
+        float x;
+        float y;
+    } Vector2;
+
+    // Vector3 type
+    typedef struct Vector3 {
+        float x;
+        float y;
+        float z;
+    } Vector3;
+
+    // Color type, RGBA (32bit)
+    typedef struct Color {
+        unsigned char r;
+        unsigned char g;
+        unsigned char b;
+        unsigned char a;
+    } Color;
+
+    // Rectangle type
+    typedef struct Rectangle {
+        int x;
+        int y;
+        int width;
+        int height;
+    } Rectangle;
+    
+    // Texture2D type
+    typedef struct Texture2D { } Texture2D;
+    
+    // Font type
+    typedef struct Font { } Font;
+#endif
+
+// Gui global state enum
+typedef enum {
+    GUI_STATE_NORMAL = 0,
+    GUI_STATE_FOCUSED,
+    GUI_STATE_PRESSED,
+    GUI_STATE_DISABLED,
+} GuiControlState;
+
+// Gui global text alignment
+typedef enum {
+    GUI_TEXT_ALIGN_LEFT = 0,
+    GUI_TEXT_ALIGN_CENTER,
+    GUI_TEXT_ALIGN_RIGHT,
+} GuiTextAlignment;
+
+// Gui standard controls
+typedef enum {
+    DEFAULT = 0,
+    LABEL,          // LABELBUTTON
+    BUTTON,         // IMAGEBUTTON
+    TOGGLE,         // TOGGLEGROUP
+    SLIDER,         // SLIDERBAR
+    PROGRESSBAR,
+    CHECKBOX,
+    COMBOBOX,
+    DROPDOWNBOX,
+    TEXTBOX,        // VALUEBOX, SPINNER, TEXTBOXMULTI -> TODO: Probably they should not be dependant on TEXTBOX style!
+    LISTVIEW,
+    COLORPICKER,
+    SCROLLBAR
+} GuiControlStandard;
+
+// Gui default properties for every control
+typedef enum {
+    BORDER_COLOR_NORMAL = 0,
+    BASE_COLOR_NORMAL,
+    TEXT_COLOR_NORMAL,
+    BORDER_COLOR_FOCUSED,
+    BASE_COLOR_FOCUSED,
+    TEXT_COLOR_FOCUSED,
+    BORDER_COLOR_PRESSED,
+    BASE_COLOR_PRESSED,
+    TEXT_COLOR_PRESSED,
+    BORDER_COLOR_DISABLED,
+    BASE_COLOR_DISABLED,
+    TEXT_COLOR_DISABLED,
+    BORDER_WIDTH,
+    INNER_PADDING,
+    TEXT_ALIGNMENT,
+    RESERVED02
+} GuiControlProperty;
+
+// Gui extended properties depending on control type
+// NOTE: We reserve a fixed size of additional properties per control (8)
+
+// Default properties
+typedef enum {
+    TEXT_SIZE = 16,
+    TEXT_SPACING,
+    LINE_COLOR,
+    //LINE_THICK,
+    BACKGROUND_COLOR,
+} GuiDefaultProperty;
+
+// Label
+//typedef enum { } GuiLabelProperty;
+
+// Button
+//typedef enum { } GuiButtonProperty;
+
+// Toggle / ToggleGroup
+typedef enum {
+    GROUP_PADDING = 16,
+} GuiToggleProperty;
+
+// Slider / SliderBar
+typedef enum {
+    SLIDER_WIDTH = 16,
+    TEXT_PADDING
+} GuiSliderProperty;
+
+// ProgressBar
+//typedef enum { } GuiProgressBarProperty;
+
+// TextBox / TextBoxMulti / ValueBox / Spinner
+typedef enum {
+    MULTILINE_PADDING = 16,
+    SPINNER_BUTTON_WIDTH,
+    SPINNER_BUTTON_PADDING,
+    SPINNER_BUTTON_BORDER_WIDTH
+} GuiTextBoxProperty;
+
+// CheckBox
+typedef enum {
+    CHECK_TEXT_PADDING = 16
+} GuiCheckBoxProperty;
+
+// ComboBox
+typedef enum {
+    SELECTOR_WIDTH = 16,
+    SELECTOR_PADDING
+} GuiComboBoxProperty;
+
+// DropdownBox
+typedef enum {
+    ARROW_RIGHT_PADDING = 16,
+} GuiDropdownBoxProperty;
+
+// ColorPicker
+typedef enum {
+    COLOR_SELECTOR_SIZE = 16,
+    BAR_WIDTH,                  // Lateral bar width
+    BAR_PADDING,                // Lateral bar separation from panel
+    BAR_SELECTOR_HEIGHT,        // Lateral bar selector height
+    BAR_SELECTOR_PADDING        // Lateral bar selector outer padding
+} GuiColorPickerProperty;
+
+// ListView
+typedef enum {
+    ELEMENTS_HEIGHT = 16,
+    ELEMENTS_PADDING,
+    SCROLLBAR_WIDTH,
+    SCROLLBAR_SIDE,             // This property defines vertical scrollbar side (SCROLLBAR_LEFT_SIDE or SCROLLBAR_RIGHT_SIDE)
+} GuiListViewProperty;
+
+// ScrollBar
+typedef enum {
+    ARROWS_SIZE = 16,
+    SLIDER_PADDING,
+    SLIDER_SIZE,
+    SCROLL_SPEED,
+    SHOW_SPINNER_BUTTONS
+} GuiScrollBarProperty;
+
+// ScrollBar side
+typedef enum {
+    SCROLLBAR_LEFT_SIDE = 0,
+    SCROLLBAR_RIGHT_SIDE
+} GuiScrollBarSide;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+
+// Global gui modification functions
+RAYGUIDEF void GuiEnable(void);                                         // Enable gui controls (global state)
+RAYGUIDEF void GuiDisable(void);                                        // Disable gui controls (global state)
+RAYGUIDEF void GuiLock(void);                                           // Lock gui controls (global state)
+RAYGUIDEF void GuiUnlock(void);                                         // Unlock gui controls (global state)
+RAYGUIDEF void GuiState(int state);                                     // Set gui state (global state)
+RAYGUIDEF void GuiFont(Font font);                                      // Set gui custom font (global state)
+RAYGUIDEF void GuiFade(float alpha);                                    // Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f
+
+// Style set/get functions
+RAYGUIDEF void GuiSetStyle(int control, int property, int value);       // Set one style property
+RAYGUIDEF int GuiGetStyle(int control, int property);                   // Get one style property
+
+// Container/separator controls, useful for controls organization
+RAYGUIDEF bool GuiWindowBox(Rectangle bounds, const char *text);                                        // Window Box control, shows a window that can be closed
+RAYGUIDEF void GuiGroupBox(Rectangle bounds, const char *text);                                         // Group Box control with title name
+RAYGUIDEF void GuiLine(Rectangle bounds, const char *text);                                             // Line separator control, could contain text
+RAYGUIDEF void GuiPanel(Rectangle bounds);                                                              // Panel control, useful to group controls
+RAYGUIDEF Rectangle GuiScrollPanel(Rectangle bounds, Rectangle content, Vector2 *scroll);               // Scroll Panel control
+
+// Basic controls set
+RAYGUIDEF void GuiLabel(Rectangle bounds, const char *text);                                            // Label control, shows text
+RAYGUIDEF bool GuiButton(Rectangle bounds, const char *text);                                           // Button control, returns true when clicked
+RAYGUIDEF bool GuiLabelButton(Rectangle bounds, const char *text);                                      // Label button control, show true when clicked
+RAYGUIDEF bool GuiImageButton(Rectangle bounds, Texture2D texture);                                     // Image button control, returns true when clicked
+RAYGUIDEF bool GuiImageButtonEx(Rectangle bounds, Texture2D texture, Rectangle texSource, const char *text);        // Image button extended control, returns true when clicked
+RAYGUIDEF bool GuiToggle(Rectangle bounds, const char *text, bool active);                              // Toggle Button control, returns true when active
+RAYGUIDEF int GuiToggleGroup(Rectangle bounds, const char *text, int active);                           // Toggle Group control, returns active toggle index
+RAYGUIDEF bool GuiCheckBox(Rectangle bounds, const char *text, bool checked);                           // Check Box control, returns true when active
+RAYGUIDEF int GuiComboBox(Rectangle bounds, const char *text, int active);                              // Combo Box control, returns selected item index
+RAYGUIDEF bool GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode);          // Dropdown Box control, returns selected item
+RAYGUIDEF bool GuiSpinner(Rectangle bounds, int *value, int minValue, int maxValue, bool editMode);     // Spinner control, returns selected value
+RAYGUIDEF bool GuiValueBox(Rectangle bounds, int *value, int minValue, int maxValue, bool editMode);    // Value Box control, updates input text with numbers
+RAYGUIDEF bool GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode);                   // Text Box control, updates input text
+RAYGUIDEF bool GuiTextBoxMulti(Rectangle bounds, char *text, int textSize, bool editMode);              // Text Box control with multiple lines
+RAYGUIDEF float GuiSlider(Rectangle bounds, const char *text, float value, float minValue, float maxValue, bool showValue);       // Slider control, returns selected value
+RAYGUIDEF float GuiSliderBar(Rectangle bounds, const char *text, float value, float minValue, float maxValue, bool showValue);    // Slider Bar control, returns selected value
+RAYGUIDEF float GuiProgressBar(Rectangle bounds, const char *text, float value, float minValue, float maxValue, bool showValue);  // Progress Bar control, shows current progress value
+RAYGUIDEF void GuiStatusBar(Rectangle bounds, const char *text);                                        // Status Bar control, shows info text
+RAYGUIDEF void GuiDummyRec(Rectangle bounds, const char *text);                                         // Dummy control for placeholders
+RAYGUIDEF int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue);                    // Scroll Bar control
+
+// Advance controls set
+RAYGUIDEF bool GuiListView(Rectangle bounds, const char *text, int *active, int *scrollIndex, bool editMode);       // List View control, returns selected list element index
+RAYGUIDEF bool GuiListViewEx(Rectangle bounds, const char **text, int count, int *enabled, int *active, int *focus, int *scrollIndex, bool editMode); // List View with extended parameters
+RAYGUIDEF int GuiMessageBox(Rectangle bounds, const char *windowTitle, const char *message, const char *buttons);   // Message Box control, displays a message
+RAYGUIDEF Color GuiColorPicker(Rectangle bounds, Color color);                                          // Color Picker control
+RAYGUIDEF Vector2 GuiGrid(Rectangle bounds, float spacing, int subdivs);                                // Grid
+
+// Styles loading functions
+RAYGUIDEF void GuiLoadStyle(const char *fileName);              // Load style file (.rgs)
+RAYGUIDEF void GuiLoadStyleProps(const int *props, int count);  // Load style properties from array
+RAYGUIDEF void GuiLoadStyleDefault(void);                       // Load style default over global style
+RAYGUIDEF void GuiUpdateStyleComplete(void);                    // Updates full style properties set with default values
+
+/*
+typedef GuiStyle (unsigned int *)
+RAYGUIDEF GuiStyle LoadGuiStyle(const char *fileName);          // Load style from file (.rgs)
+RAYGUIDEF void UnloadGuiStyle(GuiStyle style);                  // Unload style
+*/
+
+RAYGUIDEF const char *GuiIconText(int iconId, const char *text); // Get text with icon id prepended
+
+#endif // RAYGUI_H
+
+
+/***********************************************************************************
+*
+*   RAYGUI IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(RAYGUI_IMPLEMENTATION)
+
+#if defined(RAYGUI_RICONS_SUPPORT)
+    #if defined(RAYGUI_STANDALONE)
+        #define RICONS_STANDALONE
+    #endif
+    
+    #define RICONS_IMPLEMENTATION
+    #include "ricons.h"     // Required for: raygui icons
+#endif
+
+#include <stdio.h>          // Required for: FILE, fopen(), fclose(), fprintf(), feof(), fscanf(), vsprintf()
+#include <string.h>         // Required for: strlen() on GuiTextBox()
+
+#if defined(RAYGUI_STANDALONE)
+    #include <stdarg.h>     // Required for: va_list, va_start(), vfprintf(), va_end()
+#endif
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+//...
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+// Gui control property style element
+typedef enum { BORDER = 0, BASE, TEXT, OTHER } GuiPropertyElement;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static GuiControlState guiState = GUI_STATE_NORMAL;
+
+static Font guiFont = { 0 };            // NOTE: Highly coupled to raylib
+static bool guiLocked = false;
+static float guiAlpha = 1.0f;
+
+// Global gui style array (allocated on heap by default)
+// NOTE: In raygui we manage a single int array with all the possible style properties.
+// When a new style is loaded, it loads over the global style... but default gui style
+// could always be recovered with GuiLoadStyleDefault()
+static unsigned int guiStyle[NUM_CONTROLS*(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED)] = { 0 };
+static bool guiStyleLoaded = false;
+
+//----------------------------------------------------------------------------------
+// Standalone Mode Functions Declaration
+//
+// NOTE: raygui depend on some raylib input and drawing functions
+// To use raygui as standalone library, below functions must be defined by the user
+//----------------------------------------------------------------------------------
+#if defined(RAYGUI_STANDALONE)
+
+#define KEY_RIGHT           262
+#define KEY_LEFT            263
+#define KEY_DOWN            264
+#define KEY_UP              265
+#define KEY_BACKSPACE       259
+#define KEY_ENTER           257
+#define MOUSE_LEFT_BUTTON     0
+
+#ifdef __cplusplus
+    #define CLITERAL
+#else
+    #define CLITERAL    (Color)
+#endif
+
+#define WHITE      CLITERAL{ 255, 255, 255, 255 }   // White
+#define BLACK      CLITERAL{ 0, 0, 0, 255 }         // Black
+#define RAYWHITE   CLITERAL{ 245, 245, 245, 255 }   // My own White (raylib logo)
+#define GRAY       CLITERAL{ 130, 130, 130, 255 }   // Gray -- GuiColorBarAlpha()
+
+// raylib functions are already implemented in raygui
+//-------------------------------------------------------------------------------
+static Color GetColor(int hexValue);                // Returns a Color struct from hexadecimal value
+static int ColorToInt(Color color);                 // Returns hexadecimal value for a Color
+static Color Fade(Color color, float alpha);        // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
+static bool CheckCollisionPointRec(Vector2 point, Rectangle rec);   // Check if point is inside rectangle
+static const char *TextFormat(const char *text, ...);               // Formatting of text with variables to 'embed'
+//-------------------------------------------------------------------------------
+
+// Input required functions
+//-------------------------------------------------------------------------------
+static Vector2 GetMousePosition(void) { return (Vector2){ 0, 0 }; }
+static int GetMouseWheelMove(void) { return 0; }
+static bool IsMouseButtonDown(int button) { return false; }
+static bool IsMouseButtonPressed(int button) { return false; }
+static bool IsMouseButtonReleased(int button) { return false; }
+
+static bool IsKeyDown(int key) { return false; }
+static bool IsKeyPressed(int key) { return false; }
+static int GetKeyPressed(void) { return 0; }                     // -- GuiTextBox()
+//-------------------------------------------------------------------------------
+
+// Drawing required functions
+//-------------------------------------------------------------------------------
+static void DrawRectangle(int x, int y, int width, int height, Color color) { /* TODO */ }
+static void DrawRectangleRec(Rectangle rec, Color color) { DrawRectangle(rec.x, rec.y, rec.width, rec.height, color); }
+
+static void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color) { /* TODO */ }
+
+static void DrawRectangleLines(int x, int y, int width, int height, Color color) { /* TODO */ }             // -- GuiColorPicker()
+static void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);  // -- GuiColorPicker()
+static void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);  // -- GuiColorPicker()
+static void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4);         // -- GuiColorPicker()
+
+static void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) { /* TODO */ }                    // -- GuiDropdownBox()
+static void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color) { /* TODO */ }           // -- GuiScrollBar()
+
+static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint) { }        // -- GuiImageButtonEx()
+//-------------------------------------------------------------------------------
+
+// Text required functions
+//-------------------------------------------------------------------------------
+static Font GetFontDefault(void);   // --  GetTextWidth()
+
+static Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing) { return (Vector2){ 0.0f }; }  // Measure text size depending on font
+static void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint) {  }   // Draw text using font and additional parameters
+//-------------------------------------------------------------------------------
+
+#endif      // RAYGUI_STANDALONE
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+
+// List Element control, returns element state
+static bool GuiListElement(Rectangle bounds, const char *text, bool active, bool editMode);
+
+static Vector3 ConvertHSVtoRGB(Vector3 hsv);        // Convert color data from HSV to RGB
+static Vector3 ConvertRGBtoHSV(Vector3 rgb);        // Convert color data from RGB to HSV
+
+// Gui get text width using default font
+static int GetTextWidth(const char *text)       // TODO: GetTextSize()
+{
+    Vector2 size = { 0 };
+
+    if (guiFont.texture.id == 0) guiFont = GetFontDefault();
+
+    if ((text != NULL) && (text[0] != '\0')) size = MeasureTextEx(guiFont, text, GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SPACING));
+
+    // TODO: Consider text icon width here???
+
+    return (int)size.x;
+}
+
+// Get text bounds considering control bounds
+static Rectangle GetTextBounds(int control, Rectangle bounds)
+{
+    Rectangle textBounds = { 0 };
+
+    textBounds.x = bounds.x + GuiGetStyle(control, BORDER_WIDTH) + GuiGetStyle(control, INNER_PADDING);
+    textBounds.y = bounds.y + GuiGetStyle(control, BORDER_WIDTH) + GuiGetStyle(control, INNER_PADDING);
+    textBounds.width = bounds.width - 2*(GuiGetStyle(control, BORDER_WIDTH) + GuiGetStyle(control, INNER_PADDING));
+    textBounds.height = bounds.height - 2*(GuiGetStyle(control, BORDER_WIDTH) + GuiGetStyle(control, INNER_PADDING));
+
+    switch (control)
+    {
+        case COMBOBOX: bounds.width -= (GuiGetStyle(control, SELECTOR_WIDTH) + GuiGetStyle(control, SELECTOR_PADDING)); break;
+        case CHECKBOX: bounds.x += (bounds.width + GuiGetStyle(control, CHECK_TEXT_PADDING)); break;
+        default: break;
+    }
+    // TODO: Special cases: COMBOBOX, DROPDOWNBOX, SPINNER, LISTVIEW (scrollbar?)
+    // More special cases: CHECKBOX, SLIDER
+
+    return textBounds;
+}
+
+// Get text icon if provided and move text cursor
+static const char *GetTextIcon(const char *text, int *iconId)
+{
+#if defined(RAYGUI_RICONS_SUPPORT)
+    if (text[0] == '#')     // Maybe we have an icon!
+    {
+        char iconValue[4] = { 0 };
+
+        int i = 1;
+        for (i = 1; i < 4; i++)
+        {
+            if ((text[i] != '#') && (text[i] != '\0')) iconValue[i - 1] = text[i];
+            else break;
+        }
+
+        iconValue[3] = '\0';
+        *iconId = atoi(iconValue);
+
+        // Move text pointer after icon
+        // WARNING: If only icon provided, it could point to EOL character!
+        if (*iconId > 0) text += (i + 1);
+    }
+#endif
+
+    return text;
+}
+
+// Gui draw text using default font
+static void GuiDrawText(const char *text, Rectangle bounds, int alignment, Color tint)
+{
+    if (guiFont.texture.id == 0) guiFont = GetFontDefault();
+
+    if ((text != NULL) && (text[0] != '\0'))
+    {
+        int iconId = 0;
+        text = GetTextIcon(text, &iconId);  // Check text for icon and move cursor
+
+        // Get text position depending on alignment and iconId
+        //---------------------------------------------------------------------------------
+        #define ICON_TEXT_PADDING   4
+
+        Vector2 position = { bounds.x, bounds.y };
+
+        // NOTE: We get text size after icon been processed
+        int textWidth = GetTextWidth(text);
+        int textHeight = GuiGetStyle(DEFAULT, TEXT_SIZE);
+
+#if defined(RAYGUI_RICONS_SUPPORT)
+        if (iconId > 0)
+        {
+            textWidth += RICONS_SIZE;
+
+            // WARNING: If only icon provided, text could be pointing to eof character!
+            if ((text != NULL) && (text[0] != '\0')) textWidth += ICON_TEXT_PADDING;
+        }
+#endif
+
+        // Check guiTextAlign global variables
+        switch (alignment)
+        {
+            case GUI_TEXT_ALIGN_LEFT:
+            {
+                position.x = bounds.x;
+                position.y = bounds.y + bounds.height/2 - textHeight/2 + VALIGN_OFFSET(bounds.height);
+            } break;
+            case GUI_TEXT_ALIGN_CENTER:
+            {
+                position.x = bounds.x + bounds.width/2 - textWidth/2;
+                position.y = bounds.y + bounds.height/2 - textHeight/2 + VALIGN_OFFSET(bounds.height);
+            } break;
+            case GUI_TEXT_ALIGN_RIGHT:
+            {
+                position.x = bounds.x + bounds.width - textWidth;
+                position.y = bounds.y + bounds.height/2 - textHeight/2 + VALIGN_OFFSET(bounds.height);
+            } break;
+            default: break;
+        }
+        //---------------------------------------------------------------------------------
+
+        // Draw text (with icon if available)
+        //---------------------------------------------------------------------------------
+#if defined(RAYGUI_RICONS_SUPPORT)
+        #define ICON_TEXT_PADDING   4
+
+        if (iconId > 0)
+        {
+            // NOTE: We consider icon height, probably different than text size
+            DrawIcon(iconId, (Vector2){ position.x, bounds.y + bounds.height/2 - RICONS_SIZE/2 + VALIGN_OFFSET(bounds.height) }, 1, tint);
+            position.x += (RICONS_SIZE + ICON_TEXT_PADDING);
+        }
+#endif
+        DrawTextEx(guiFont, text, position, GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SPACING), tint);
+        //---------------------------------------------------------------------------------
+    }
+}
+
+// Split controls text into multiple strings
+// Also check for multiple columns (required by GuiToggleGroup())
+static const char **GuiTextSplit(const char *text, int *count, int *textRow);
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// Enable gui global state
+RAYGUIDEF void GuiEnable(void) { guiState = GUI_STATE_NORMAL; }
+
+// Disable gui global state
+RAYGUIDEF void GuiDisable(void) { guiState = GUI_STATE_DISABLED; }
+
+// Lock gui global state
+RAYGUIDEF void GuiLock(void) { guiLocked = true; }
+
+// Unlock gui global state
+RAYGUIDEF void GuiUnlock(void) { guiLocked = false; }
+
+// Set gui state (global state)
+RAYGUIDEF void GuiState(int state) { guiState = (GuiControlState)state; }
+
+// Define custom gui font
+RAYGUIDEF void GuiFont(Font font)
+{
+    if (font.texture.id > 0)
+    {
+        guiFont = font;
+        GuiSetStyle(DEFAULT, TEXT_SIZE, font.baseSize);
+
+        // Populate all controls with new font size
+        for (int i = 1; i < NUM_CONTROLS; i++) GuiSetStyle(i, TEXT_SIZE, GuiGetStyle(DEFAULT, TEXT_SIZE));
+
+        // NOTE: Loaded font spacing must be set manually
+        //GuiSetStyle(DEFAULT, TEXT_SPACING, 1);
+    }
+}
+
+// Set gui controls alpha global state
+RAYGUIDEF void GuiFade(float alpha)
+{
+    if (alpha < 0.0f) alpha = 0.0f;
+    else if (alpha > 1.0f) alpha = 1.0f;
+
+    guiAlpha = alpha;
+}
+
+// Set control style property value
+RAYGUIDEF void GuiSetStyle(int control, int property, int value)
+{
+    if (!guiStyleLoaded) GuiLoadStyleDefault();
+    guiStyle[control*(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED) + property] = value;
+}
+
+// Get control style property value
+RAYGUIDEF int GuiGetStyle(int control, int property)
+{
+    if (!guiStyleLoaded) GuiLoadStyleDefault();
+    return guiStyle[control*(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED) + property];
+}
+
+// Window Box control
+RAYGUIDEF bool GuiWindowBox(Rectangle bounds, const char *text)
+{
+    #define WINDOW_CLOSE_BUTTON_PADDING    2
+    #define WINDOW_STATUSBAR_HEIGHT        24
+
+    GuiControlState state = guiState;
+    bool clicked = false;
+
+    Rectangle statusBar = { bounds.x, bounds.y, bounds.width, WINDOW_STATUSBAR_HEIGHT };
+    if (bounds.height < WINDOW_STATUSBAR_HEIGHT*2) bounds.height = WINDOW_STATUSBAR_HEIGHT*2;
+
+    Rectangle buttonRec = { statusBar.x + statusBar.width - GuiGetStyle(DEFAULT, BORDER_WIDTH) - WINDOW_CLOSE_BUTTON_PADDING - 20,
+                            statusBar.y + GuiGetStyle(DEFAULT, BORDER_WIDTH) + WINDOW_CLOSE_BUTTON_PADDING, 18, 18 };
+    // Update control
+    //--------------------------------------------------------------------
+    // NOTE: Logic is directly managed by button
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+
+    // Draw window base
+    DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DEFAULT, BORDER + (state*3))), guiAlpha));
+    DrawRectangleRec((Rectangle){ bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH),
+                                  bounds.width - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2, bounds.height - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2 },
+                                  Fade(GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)), guiAlpha));
+
+    // Draw window header as status bar
+    int defaultPadding = GuiGetStyle(DEFAULT, INNER_PADDING);
+    int defaultTextAlign = GuiGetStyle(DEFAULT, TEXT_ALIGNMENT);
+    GuiSetStyle(DEFAULT, INNER_PADDING, 8);
+    GuiSetStyle(DEFAULT, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_LEFT);
+    GuiStatusBar(statusBar, text);
+    GuiSetStyle(DEFAULT, INNER_PADDING, defaultPadding);
+    GuiSetStyle(DEFAULT, TEXT_ALIGNMENT, defaultTextAlign);
+
+    // Draw window close button
+    int buttonBorder = GuiGetStyle(BUTTON, BORDER_WIDTH);
+    int buttonTextAlignment = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
+    GuiSetStyle(BUTTON, BORDER_WIDTH, 1);
+    GuiSetStyle(BUTTON, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER);
+#if defined(RAYGUI_RICONS_SUPPORT)
+    clicked = GuiButton(buttonRec, GuiIconText(RICON_CROSS_SMALL, NULL));
+#else
+    clicked = GuiButton(buttonRec, "x");
+#endif
+    GuiSetStyle(BUTTON, BORDER_WIDTH, buttonBorder);
+    GuiSetStyle(BUTTON, TEXT_ALIGNMENT, buttonTextAlignment);
+    //--------------------------------------------------------------------
+
+    return clicked;
+}
+
+// Group Box control with title name
+RAYGUIDEF void GuiGroupBox(Rectangle bounds, const char *text)
+{
+    #define GROUPBOX_LINE_THICK     1
+    #define GROUPBOX_TEXT_PADDING  10
+    #define GROUPBOX_PADDING        2
+
+    GuiControlState state = guiState;
+
+    // Draw control
+    //--------------------------------------------------------------------
+    DrawRectangle(bounds.x, bounds.y, GROUPBOX_LINE_THICK, bounds.height, Fade(GetColor(GuiGetStyle(DEFAULT, (state == GUI_STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)), guiAlpha));
+    DrawRectangle(bounds.x, bounds.y + bounds.height - 1, bounds.width, GROUPBOX_LINE_THICK, Fade(GetColor(GuiGetStyle(DEFAULT, (state == GUI_STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)), guiAlpha));
+    DrawRectangle(bounds.x + bounds.width - 1, bounds.y, GROUPBOX_LINE_THICK, bounds.height, Fade(GetColor(GuiGetStyle(DEFAULT, (state == GUI_STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)), guiAlpha));
+
+    GuiLine((Rectangle){ bounds.x, bounds.y, bounds.width, 1 }, text);
+    //--------------------------------------------------------------------
+}
+
+// Line control
+RAYGUIDEF void GuiLine(Rectangle bounds, const char *text)
+{
+    #define LINE_THICK          1
+    #define LINE_TEXT_PADDING  10
+    #define LINE_TEXT_SPACING   2
+
+    GuiControlState state = guiState;
+
+    Color color = Fade(GetColor(GuiGetStyle(DEFAULT, (state == GUI_STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)), guiAlpha);
+
+    // Draw control
+    //--------------------------------------------------------------------
+    if (text == NULL) DrawRectangle(bounds.x, bounds.y + bounds.height/2, bounds.width, 1, color);
+    else
+    {
+        Rectangle textBounds = { 0 };
+        textBounds.width = GetTextWidth(text) + 2*LINE_TEXT_SPACING;      // TODO: Consider text icon
+        textBounds.height = GuiGetStyle(DEFAULT, TEXT_SIZE);
+        textBounds.x = bounds.x + LINE_TEXT_PADDING + LINE_TEXT_SPACING;
+        textBounds.y = bounds.y - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
+
+        // Draw line with embedded text label: "--- text --------------"
+        DrawRectangle(bounds.x, bounds.y, LINE_TEXT_PADDING, 1, color);
+        GuiLabel(textBounds, text);
+        DrawRectangle(bounds.x + textBounds.width + LINE_TEXT_PADDING + 2*LINE_TEXT_SPACING, bounds.y, bounds.width - (textBounds.width + LINE_TEXT_PADDING + 2*LINE_TEXT_SPACING), 1, color);
+    }
+    //--------------------------------------------------------------------
+}
+
+// Panel control
+RAYGUIDEF void GuiPanel(Rectangle bounds)
+{
+    #define PANEL_BORDER_WIDTH   1
+
+    GuiControlState state = guiState;
+
+    // Draw control
+    //--------------------------------------------------------------------
+    DrawRectangleRec(bounds, Fade(GetColor(GuiGetStyle(DEFAULT, (state == GUI_STATE_DISABLED)? BASE_COLOR_DISABLED : BACKGROUND_COLOR)), guiAlpha));
+    DrawRectangleLinesEx(bounds, PANEL_BORDER_WIDTH, Fade(GetColor(GuiGetStyle(DEFAULT, (state == GUI_STATE_DISABLED)? BORDER_COLOR_DISABLED: LINE_COLOR)), guiAlpha));
+    //--------------------------------------------------------------------
+}
+
+// Scroll Panel control
+RAYGUIDEF Rectangle GuiScrollPanel(Rectangle bounds, Rectangle content, Vector2 *scroll)
+{
+    GuiControlState state = guiState;
+
+    Vector2 scrollPos = { 0.0f, 0.0f };
+    if (scroll != NULL) scrollPos = *scroll;
+
+    bool hasHorizontalScrollBar = (content.width > bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH))? true : false;
+    bool hasVerticalScrollBar = (content.height > bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH))? true : false;
+
+    // Recheck to account for the other scrollbar being visible
+    if (!hasHorizontalScrollBar) hasHorizontalScrollBar = (hasVerticalScrollBar && (content.width > (bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH))))? true : false;
+    if (!hasVerticalScrollBar) hasVerticalScrollBar = (hasHorizontalScrollBar && (content.height > (bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH))))? true : false;
+
+    const int horizontalScrollBarWidth = hasHorizontalScrollBar? GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH) : 0;
+    const int verticalScrollBarWidth =  hasVerticalScrollBar? GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH) : 0;
+    const Rectangle horizontalScrollBar = { ((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? bounds.x + verticalScrollBarWidth : bounds.x) + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + bounds.height - horizontalScrollBarWidth - GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - verticalScrollBarWidth - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH), horizontalScrollBarWidth };
+    const Rectangle verticalScrollBar = { ((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH) : bounds.x + bounds.width - verticalScrollBarWidth - GuiGetStyle(DEFAULT, BORDER_WIDTH)), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), verticalScrollBarWidth, bounds.height - horizontalScrollBarWidth - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) };
+
+    // Calculate view area (area without the scrollbars)
+    Rectangle view = (GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)?
+                (Rectangle){ bounds.x + verticalScrollBarWidth + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - verticalScrollBarWidth, bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - horizontalScrollBarWidth } :
+                (Rectangle){ bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - verticalScrollBarWidth, bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - horizontalScrollBarWidth };
+
+    // Clip view area to the actual content size
+    if (view.width > content.width) view.width = content.width;
+    if (view.height > content.height) view.height = content.height;
+
+    // TODO: Review!
+    const int horizontalMin = hasHorizontalScrollBar? ((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? -verticalScrollBarWidth : 0) - GuiGetStyle(DEFAULT, BORDER_WIDTH) : ((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? -verticalScrollBarWidth : 0) - GuiGetStyle(DEFAULT, BORDER_WIDTH);
+    const int horizontalMax = hasHorizontalScrollBar? content.width - bounds.width + verticalScrollBarWidth + GuiGetStyle(DEFAULT, BORDER_WIDTH) - ((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? verticalScrollBarWidth : 0) : -GuiGetStyle(DEFAULT, BORDER_WIDTH);
+    const int verticalMin = hasVerticalScrollBar? -GuiGetStyle(DEFAULT, BORDER_WIDTH) : -GuiGetStyle(DEFAULT, BORDER_WIDTH);
+    const int verticalMax = hasVerticalScrollBar? content.height - bounds.height + horizontalScrollBarWidth + GuiGetStyle(DEFAULT, BORDER_WIDTH) : -GuiGetStyle(DEFAULT, BORDER_WIDTH);
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        // Check button state
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+            else state = GUI_STATE_FOCUSED;
+
+            if (hasHorizontalScrollBar)
+            {
+                if (IsKeyDown(KEY_RIGHT)) scrollPos.x -= GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
+                if (IsKeyDown(KEY_LEFT)) scrollPos.x += GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
+            }
+
+            if (hasVerticalScrollBar)
+            {
+                if (IsKeyDown(KEY_DOWN)) scrollPos.y -= GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
+                if (IsKeyDown(KEY_UP)) scrollPos.y += GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
+            }
+            
+            scrollPos.y += GetMouseWheelMove()*20;
+        }
+    }
+
+    // Normalize scroll values
+    if (scrollPos.x > -horizontalMin) scrollPos.x = -horizontalMin;
+    if (scrollPos.x < -horizontalMax) scrollPos.x = -horizontalMax;
+    if (scrollPos.y > -verticalMin) scrollPos.y = -verticalMin;
+    if (scrollPos.y < -verticalMax) scrollPos.y = -verticalMax;
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    DrawRectangleRec(bounds, GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)));        // Draw background
+
+    // Save size of the scrollbar slider
+    const int slider = GuiGetStyle(SCROLLBAR, SLIDER_SIZE);
+
+    // Draw horizontal scrollbar if visible
+    if (hasHorizontalScrollBar)
+    {
+        // Change scrollbar slider size to show the diff in size between the content width and the widget width
+        GuiSetStyle(SCROLLBAR, SLIDER_SIZE, ((bounds.width - 2 * GuiGetStyle(DEFAULT, BORDER_WIDTH) - verticalScrollBarWidth)/content.width)*(bounds.width - 2 * GuiGetStyle(DEFAULT, BORDER_WIDTH) - verticalScrollBarWidth));
+        scrollPos.x = -GuiScrollBar(horizontalScrollBar, -scrollPos.x, horizontalMin, horizontalMax);
+    }
+
+    // Draw vertical scrollbar if visible
+    if (hasVerticalScrollBar)
+    {
+        // Change scrollbar slider size to show the diff in size between the content height and the widget height
+        GuiSetStyle(SCROLLBAR, SLIDER_SIZE, ((bounds.height - 2 * GuiGetStyle(DEFAULT, BORDER_WIDTH) - horizontalScrollBarWidth)/content.height)* (bounds.height - 2 * GuiGetStyle(DEFAULT, BORDER_WIDTH) - horizontalScrollBarWidth));
+        scrollPos.y = -GuiScrollBar(verticalScrollBar, -scrollPos.y, verticalMin, verticalMax);
+    }
+    
+    // Draw detail corner rectangle if both scroll bars are visible
+    if (hasHorizontalScrollBar && hasVerticalScrollBar) 
+    {
+        // TODO: Consider scroll bars side
+        DrawRectangle(horizontalScrollBar.x + horizontalScrollBar.width + 2, 
+                      verticalScrollBar.y + verticalScrollBar.height + 2, 
+                      horizontalScrollBarWidth - 4, verticalScrollBarWidth - 4, 
+                      Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT + (state*3))), guiAlpha));
+    }
+
+    // Set scrollbar slider size back to the way it was before
+    GuiSetStyle(SCROLLBAR, SLIDER_SIZE, slider);
+
+    // Draw scrollbar lines depending on current state
+    DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER + (state*3))), guiAlpha));
+    //--------------------------------------------------------------------
+
+    if (scroll != NULL) *scroll = scrollPos;
+
+    return view;
+}
+
+// Label control
+RAYGUIDEF void GuiLabel(Rectangle bounds, const char *text)
+{
+    GuiControlState state = guiState;
+
+    // Update control
+    //--------------------------------------------------------------------
+    // ...
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    GuiDrawText(text, GetTextBounds(LABEL, bounds), GuiGetStyle(LABEL, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LABEL, (state == GUI_STATE_DISABLED)? TEXT_COLOR_DISABLED : TEXT_COLOR_NORMAL)), guiAlpha));
+    //--------------------------------------------------------------------
+}
+
+// Button control, returns true when clicked
+RAYGUIDEF bool GuiButton(Rectangle bounds, const char *text)
+{
+    GuiControlState state = guiState;
+    bool pressed = false;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        // Check button state
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+            else state = GUI_STATE_FOCUSED;
+
+            if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) pressed = true;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    DrawRectangleLinesEx(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BORDER + (state*3))), guiAlpha));
+    DrawRectangle(bounds.x + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.y + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BASE + (state*3))), guiAlpha));
+
+    GuiDrawText(text, GetTextBounds(BUTTON, bounds), GuiGetStyle(BUTTON, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(BUTTON, TEXT + (state*3))), guiAlpha));
+    //------------------------------------------------------------------
+
+    return pressed;
+}
+
+// Label button control
+RAYGUIDEF bool GuiLabelButton(Rectangle bounds, const char *text)
+{
+    GuiControlState state = guiState;
+    bool pressed = false;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        // Check checkbox state
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+            else state = GUI_STATE_FOCUSED;
+
+            if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) pressed = true;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    GuiDrawText(text, GetTextBounds(LABEL, bounds), GuiGetStyle(LABEL, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LABEL, TEXT + (state*3))), guiAlpha));
+    //--------------------------------------------------------------------
+
+    return pressed;
+}
+
+// Image button control, returns true when clicked
+RAYGUIDEF bool GuiImageButton(Rectangle bounds, Texture2D texture)
+{
+    return GuiImageButtonEx(bounds, texture, (Rectangle){ 0, 0, texture.width, texture.height }, NULL);
+}
+
+// Image button control, returns true when clicked
+RAYGUIDEF bool GuiImageButtonEx(Rectangle bounds, Texture2D texture, Rectangle texSource, const char *text)
+{
+    GuiControlState state = guiState;
+    bool clicked = false;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        // Check button state
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+            else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) clicked = true;
+            else state = GUI_STATE_FOCUSED;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    DrawRectangleLinesEx(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BORDER + (state*3))), guiAlpha));
+    DrawRectangle(bounds.x + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.y + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BASE + (state*3))), guiAlpha));
+
+    if (text != NULL) GuiDrawText(text, GetTextBounds(BUTTON, bounds), GuiGetStyle(BUTTON, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(BUTTON, TEXT + (state*3))), guiAlpha));
+    if (texture.id > 0) DrawTextureRec(texture, texSource, (Vector2){ bounds.x + bounds.width/2 - (texSource.width + GuiGetStyle(BUTTON, INNER_PADDING)/2)/2, bounds.y + bounds.height/2 - texSource.height/2 }, Fade(GetColor(GuiGetStyle(BUTTON, TEXT + (state*3))), guiAlpha));
+    //------------------------------------------------------------------
+
+    return clicked;
+}
+
+// Toggle Button control, returns true when active
+RAYGUIDEF bool GuiToggle(Rectangle bounds, const char *text, bool active)
+{
+    GuiControlState state = guiState;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        // Check toggle button state
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+            else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
+            {
+                state = GUI_STATE_NORMAL;
+                active = !active;
+            }
+            else state = GUI_STATE_FOCUSED;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    if (state == GUI_STATE_NORMAL)
+    {
+        DrawRectangleLinesEx(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, (active? BORDER_COLOR_PRESSED : (BORDER + state*3)))), guiAlpha));
+        DrawRectangle(bounds.x + GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.y + GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, (active? BASE_COLOR_PRESSED : (BASE + state*3)))), guiAlpha));
+
+        GuiDrawText(text, GetTextBounds(TOGGLE, bounds), GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TOGGLE, (active? TEXT_COLOR_PRESSED : (TEXT + state*3)))), guiAlpha));
+    }
+    else
+    {
+        DrawRectangleLinesEx(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, BORDER + state*3)), guiAlpha));
+        DrawRectangle(bounds.x + GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.y + GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, BASE + state*3)), guiAlpha));
+
+        GuiDrawText(text, GetTextBounds(TOGGLE, bounds), GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TOGGLE, TEXT + state*3)), guiAlpha));
+    }
+    //--------------------------------------------------------------------
+
+    return active;
+}
+
+// Toggle Group control, returns toggled button index
+RAYGUIDEF int GuiToggleGroup(Rectangle bounds, const char *text, int active)
+{
+    float initBoundsX = bounds.x;
+
+    // Get substrings elements from text (elements pointers)
+    int rows[64] = { 0 };
+    int elementsCount = 0;
+    const char **elementsPtrs = GuiTextSplit(text, &elementsCount, rows);
+
+    int prevRow = rows[0];
+
+    for (int i = 0; i < elementsCount; i++)
+    {
+        if (prevRow != rows[i])
+        {
+            bounds.x = initBoundsX;
+            bounds.y += (bounds.height + GuiGetStyle(TOGGLE, GROUP_PADDING));
+            prevRow = rows[i];
+        }
+
+        if (i == active) GuiToggle(bounds, elementsPtrs[i], true);
+        else if (GuiToggle(bounds, elementsPtrs[i], false) == true) active = i;
+
+        bounds.x += (bounds.width + GuiGetStyle(TOGGLE, GROUP_PADDING));
+    }
+
+    return active;
+}
+
+// Check Box control, returns true when active
+RAYGUIDEF bool GuiCheckBox(Rectangle bounds, const char *text, bool checked)
+{
+    GuiControlState state = guiState;
+
+    Rectangle textBounds = { 0 };
+    textBounds.x = bounds.x + bounds.width + GuiGetStyle(CHECKBOX, CHECK_TEXT_PADDING);
+    textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
+    textBounds.width = GetTextWidth(text);      // TODO: Consider text icon
+    textBounds.height = GuiGetStyle(DEFAULT, TEXT_SIZE);
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        // Check checkbox state
+        if (CheckCollisionPointRec(mousePoint, (Rectangle){ bounds.x, bounds.y, bounds.width + textBounds.width + GuiGetStyle(CHECKBOX, CHECK_TEXT_PADDING), bounds.height }))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+            else state = GUI_STATE_FOCUSED;
+
+            if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) checked = !checked;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    DrawRectangleLinesEx(bounds, GuiGetStyle(CHECKBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(CHECKBOX, BORDER + (state*3))), guiAlpha));
+    if (checked) DrawRectangle(bounds.x + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING),
+                               bounds.y + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING),
+                               bounds.width - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING)),
+                               bounds.height - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING)),
+                               Fade(GetColor(GuiGetStyle(CHECKBOX, TEXT + state*3)), guiAlpha));
+
+    // NOTE: Forced left text alignment
+    GuiDrawText(text, textBounds, GUI_TEXT_ALIGN_LEFT, Fade(GetColor(GuiGetStyle(LABEL, TEXT + (state*3))), guiAlpha));
+    //--------------------------------------------------------------------
+
+    return checked;
+}
+
+// Combo Box control, returns selected item index
+RAYGUIDEF int GuiComboBox(Rectangle bounds, const char *text, int active)
+{
+    GuiControlState state = guiState;
+
+    bounds.width -= (GuiGetStyle(COMBOBOX, SELECTOR_WIDTH) + GuiGetStyle(COMBOBOX, SELECTOR_PADDING));
+
+    Rectangle selector = { bounds.x + bounds.width + GuiGetStyle(COMBOBOX, SELECTOR_PADDING),
+                           bounds.y, GuiGetStyle(COMBOBOX, SELECTOR_WIDTH), bounds.height };
+
+    // Get substrings elements from text (elements pointers, lengths and count)
+    int elementsCount = 0;
+    const char **elementsPtrs = GuiTextSplit(text, &elementsCount, NULL);
+
+    if (active < 0) active = 0;
+    else if (active > elementsCount - 1) active = elementsCount - 1;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (CheckCollisionPointRec(mousePoint, bounds) ||
+            CheckCollisionPointRec(mousePoint, selector))
+        {
+            if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+            {
+                active += 1;
+                if (active >= elementsCount) active = 0;
+            }
+
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+            else state = GUI_STATE_FOCUSED;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    // Draw combo box main
+    DrawRectangleLinesEx(bounds, GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BORDER + (state*3))), guiAlpha));
+    DrawRectangle(bounds.x + GuiGetStyle(COMBOBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(COMBOBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BASE + (state*3))), guiAlpha));
+
+    GuiDrawText(elementsPtrs[active], GetTextBounds(COMBOBOX, bounds), GuiGetStyle(COMBOBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(COMBOBOX, TEXT + (state*3))), guiAlpha));
+
+    // Draw selector using a custom button
+    // NOTE: BORDER_WIDTH and TEXT_ALIGNMENT forced values
+    GuiSetStyle(BUTTON, BORDER_WIDTH, 1);
+    int tempTextAlign = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
+    GuiSetStyle(BUTTON, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER);
+
+    GuiButton(selector, TextFormat("%i/%i", active + 1, elementsCount));
+
+    GuiSetStyle(BUTTON, TEXT_ALIGNMENT, tempTextAlign);
+    GuiSetStyle(BUTTON, BORDER_WIDTH, 2);
+    //--------------------------------------------------------------------
+
+    return active;
+}
+
+// Dropdown Box control, returns selected item
+RAYGUIDEF bool GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode)
+{
+    GuiControlState state = guiState;
+
+    // Get substrings elements from text (elements pointers, lengths and count)
+    int elementsCount = 0;
+    const char **elementsPtrs = GuiTextSplit(text, &elementsCount, NULL);
+
+    bool pressed = false;
+    int auxActive = *active;
+
+    Rectangle closeBounds = bounds;
+    Rectangle openBounds = bounds;
+
+    openBounds.height *= (elementsCount + 1);
+
+    // Update control
+    //--------------------------------------------------------------------
+    if (guiLocked && editMode) guiLocked = false;
+
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (editMode) state = GUI_STATE_PRESSED;
+
+        if (!editMode)
+        {
+            if (CheckCollisionPointRec(mousePoint, closeBounds))
+            {
+                if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+
+                if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pressed = true;
+                else state = GUI_STATE_FOCUSED;
+            }
+        }
+        else
+        {
+            if (CheckCollisionPointRec(mousePoint, closeBounds))
+            {
+                 if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pressed = true;
+            }
+            else if (!CheckCollisionPointRec(mousePoint, openBounds))
+            {
+                if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) pressed = true;
+            }
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+
+    // TODO: Review this ugly hack... DROPDOWNBOX depends on GiListElement() that uses DEFAULT_TEXT_ALIGNMENT
+    int tempTextAlign = GuiGetStyle(DEFAULT, TEXT_ALIGNMENT);
+    GuiSetStyle(DEFAULT, TEXT_ALIGNMENT, GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT));
+
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BASE_COLOR_NORMAL)), guiAlpha));
+            DrawRectangleLinesEx(bounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BORDER_COLOR_NORMAL)), guiAlpha));
+
+            GuiListElement((Rectangle){ bounds.x, bounds.y, bounds.width, bounds.height }, elementsPtrs[auxActive], false, false);
+        } break;
+        case GUI_STATE_FOCUSED:
+        {
+            GuiListElement((Rectangle){ bounds.x, bounds.y, bounds.width, bounds.height }, elementsPtrs[auxActive], false, editMode);
+        } break;
+        case GUI_STATE_PRESSED:
+        {
+            if (!editMode) GuiListElement((Rectangle){ bounds.x, bounds.y, bounds.width, bounds.height }, elementsPtrs[auxActive], true, true);
+            if (editMode)
+            {
+                GuiPanel(openBounds);
+
+                GuiListElement((Rectangle){ bounds.x, bounds.y, bounds.width, bounds.height }, elementsPtrs[auxActive], true, true);
+
+                for (int i = 0; i < elementsCount; i++)
+                {
+                    if (i == auxActive && editMode)
+                    {
+                        if (GuiListElement((Rectangle){ bounds.x, bounds.y + bounds.height*(i + 1) + GuiGetStyle(DROPDOWNBOX, INNER_PADDING), 
+                                                        bounds.width, bounds.height - GuiGetStyle(DROPDOWNBOX, INNER_PADDING) }, 
+                                                        elementsPtrs[i], true, true) == false) pressed = true;
+                    }
+                    else
+                    {
+                        if (GuiListElement((Rectangle){ bounds.x, bounds.y + bounds.height*(i+1) + GuiGetStyle(DROPDOWNBOX, INNER_PADDING), 
+                                                        bounds.width, bounds.height - GuiGetStyle(DROPDOWNBOX, INNER_PADDING) }, 
+                                                        elementsPtrs[i], false, true))
+                        {
+                            auxActive = i;
+                            pressed = true;
+                        }
+                    }
+                }
+            }
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BASE_COLOR_DISABLED)), guiAlpha));
+            DrawRectangleLinesEx(bounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BORDER_COLOR_DISABLED)), guiAlpha));
+
+            GuiListElement((Rectangle){ bounds.x, bounds.y, bounds.width, bounds.height }, elementsPtrs[auxActive], false, false);
+        } break;
+        default: break;
+    }
+
+    GuiSetStyle(DEFAULT, TEXT_ALIGNMENT, tempTextAlign);
+
+    DrawTriangle((Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING), bounds.y + bounds.height/2 - 2 },
+                 (Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING) + 5, bounds.y + bounds.height/2 - 2 + 5 },
+                 (Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING) + 10, bounds.y + bounds.height/2 - 2 }, 
+                 Fade(GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3))), guiAlpha));
+    //--------------------------------------------------------------------
+
+    *active = auxActive;
+    return pressed;
+}
+
+// Spinner control, returns selected value
+// NOTE: Requires static variables: framesCounter, valueSpeed - ERROR!
+RAYGUIDEF bool GuiSpinner(Rectangle bounds, int *value, int minValue, int maxValue, bool editMode)
+{
+    bool pressed = false;
+    int tempValue = *value;
+
+    Rectangle spinner = { bounds.x + GuiGetStyle(TEXTBOX, SPINNER_BUTTON_WIDTH) + GuiGetStyle(TEXTBOX, SPINNER_BUTTON_PADDING), bounds.y,
+                          bounds.width - 2*(GuiGetStyle(TEXTBOX, SPINNER_BUTTON_WIDTH) + GuiGetStyle(TEXTBOX, SPINNER_BUTTON_PADDING)), bounds.height };
+    Rectangle leftButtonBound = { bounds.x, bounds.y, GuiGetStyle(TEXTBOX, SPINNER_BUTTON_WIDTH), bounds.height };
+    Rectangle rightButtonBound = { bounds.x + bounds.width - GuiGetStyle(TEXTBOX, SPINNER_BUTTON_WIDTH), bounds.y, GuiGetStyle(TEXTBOX, SPINNER_BUTTON_WIDTH), bounds.height };
+
+    // Update control
+    //--------------------------------------------------------------------
+    if (!editMode)
+    {
+        if (tempValue < minValue) tempValue = minValue;
+        if (tempValue > maxValue) tempValue = maxValue;
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    pressed = GuiValueBox(spinner, &tempValue, minValue, maxValue, editMode);
+
+    // Draw value selector custom buttons
+    // NOTE: BORDER_WIDTH and TEXT_ALIGNMENT forced values
+    int tempBorderWidth = GuiGetStyle(BUTTON, BORDER_WIDTH);
+    GuiSetStyle(BUTTON, BORDER_WIDTH, GuiGetStyle(TEXTBOX, SPINNER_BUTTON_BORDER_WIDTH));
+
+    int tempTextAlign = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
+    GuiSetStyle(BUTTON, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER);
+
+#if defined(RAYGUI_RICONS_SUPPORT)
+    if (GuiButton(leftButtonBound, GuiIconText(RICON_ARROW_LEFT_FILL, NULL))) tempValue--;
+    if (GuiButton(rightButtonBound, GuiIconText(RICON_ARROW_RIGHT_FILL, NULL))) tempValue++;
+#else
+    if (GuiButton(leftButtonBound, "<")) tempValue--;
+    if (GuiButton(rightButtonBound, ">")) tempValue++;
+#endif
+
+    GuiSetStyle(BUTTON, TEXT_ALIGNMENT, tempTextAlign);
+    GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth);
+    //--------------------------------------------------------------------
+
+    *value = tempValue;
+    return pressed;
+}
+
+// Value Box control, updates input text with numbers
+// NOTE: Requires static variables: framesCounter
+RAYGUIDEF bool GuiValueBox(Rectangle bounds, int *value, int minValue, int maxValue, bool editMode)
+{
+    #define VALUEBOX_MAX_CHARS          32
+
+    static int framesCounter = 0;           // Required for blinking cursor
+
+    GuiControlState state = guiState;
+    bool pressed = false;
+
+    char text[VALUEBOX_MAX_CHARS + 1] = "\0";
+    sprintf(text, "%i", *value);
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        bool valueHasChanged = false;
+
+        if (editMode)
+        {
+            state = GUI_STATE_PRESSED;
+
+            framesCounter++;
+
+            int keyCount = strlen(text);
+
+            // Only allow keys in range [48..57]
+            if (keyCount < VALUEBOX_MAX_CHARS)
+            {
+                int maxWidth = (bounds.width - (GuiGetStyle(DEFAULT, INNER_PADDING)*2));
+                if (GetTextWidth(text) < maxWidth)
+                {
+                    int key = GetKeyPressed();
+                    if ((key >= 48) && (key <= 57))
+                    {
+                        text[keyCount] = (char)key;
+                        keyCount++;
+                        valueHasChanged = true;
+                    }
+                }
+            }
+
+            // Delete text
+            if (keyCount > 0)
+            {
+                if (IsKeyPressed(KEY_BACKSPACE))
+                {
+                    keyCount--;
+                    text[keyCount] = '\0';
+                    framesCounter = 0;
+                    if (keyCount < 0) keyCount = 0;
+                    valueHasChanged = true;
+                }
+                else if (IsKeyDown(KEY_BACKSPACE))
+                {
+                    if ((framesCounter > TEXTEDIT_CURSOR_BLINK_FRAMES) && (framesCounter%2) == 0) keyCount--;
+                    text[keyCount] = '\0';
+                    if (keyCount < 0) keyCount = 0;
+                    valueHasChanged = true;
+                }
+            }
+
+            if (valueHasChanged) *value = atoi(text);
+        }
+        else
+        {
+            if (*value > maxValue) *value = maxValue;
+            else if (*value < minValue) *value = minValue;
+        }
+
+        if (!editMode)
+        {
+            if (CheckCollisionPointRec(mousePoint, bounds))
+            {
+                state = GUI_STATE_FOCUSED;
+                if (IsMouseButtonPressed(0)) pressed = true;
+            }
+        }
+        else
+        {
+            if (IsKeyPressed(KEY_ENTER) || (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(0))) pressed = true;
+        }
+
+        if (pressed) framesCounter = 0;
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha));
+
+    if (state == GUI_STATE_PRESSED)
+    {
+        DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_FOCUSED)), guiAlpha));
+        if (editMode && ((framesCounter/20)%2 == 0)) DrawRectangle(bounds.x + GetTextWidth(text)/2 + bounds.width/2 + 2, bounds.y + GuiGetStyle(TEXTBOX, INNER_PADDING), 1, bounds.height - GuiGetStyle(TEXTBOX, INNER_PADDING)*2, Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_FOCUSED)), guiAlpha));
+    }
+    else if (state == GUI_STATE_DISABLED)
+    {
+        DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_DISABLED)), guiAlpha));
+    }
+
+    GuiDrawText(text, GetTextBounds(TEXTBOX, bounds), GuiGetStyle(TEXTBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT + (state*3))), guiAlpha));
+    //--------------------------------------------------------------------
+
+    return pressed;
+}
+
+// Text Box control, updates input text
+// NOTE 1: Requires static variables: framesCounter
+// NOTE 2: Returns if KEY_ENTER pressed (useful for data validation)
+RAYGUIDEF bool GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode)
+{
+    static int framesCounter = 0;           // Required for blinking cursor
+
+    GuiControlState state = guiState;
+    bool pressed = false;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (editMode)
+        {
+            state = GUI_STATE_PRESSED;
+            framesCounter++;
+
+            int key = GetKeyPressed();
+            int keyCount = strlen(text);
+
+            // Only allow keys in range [32..125]
+            if (keyCount < (textSize - 1))
+            {
+                int maxWidth = (bounds.width - (GuiGetStyle(DEFAULT, INNER_PADDING)*2));
+
+                if (GetTextWidth(text) < (maxWidth - GuiGetStyle(DEFAULT, TEXT_SIZE)))
+                {
+                    if (((key >= 32) && (key <= 125)) ||
+                        ((key >= 128) && (key < 255)))
+                    {
+                        text[keyCount] = (char)key;
+                        keyCount++;
+                    }
+                }
+            }
+
+            // Delete text
+            if (keyCount > 0)
+            {
+                if (IsKeyPressed(KEY_BACKSPACE))
+                {
+                    keyCount--;
+                    text[keyCount] = '\0';
+                    framesCounter = 0;
+                    if (keyCount < 0) keyCount = 0;
+                }
+                else if (IsKeyDown(KEY_BACKSPACE))
+                {
+                    if ((framesCounter > TEXTEDIT_CURSOR_BLINK_FRAMES) && (framesCounter%2) == 0) keyCount--;
+                    text[keyCount] = '\0';
+                    if (keyCount < 0) keyCount = 0;
+                }
+            }
+        }
+
+        if (!editMode)
+        {
+            if (CheckCollisionPointRec(mousePoint, bounds))
+            {
+                state = GUI_STATE_FOCUSED;
+                if (IsMouseButtonPressed(0)) pressed = true;
+            }
+        }
+        else
+        {
+            if (IsKeyPressed(KEY_ENTER) || (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(0))) pressed = true;
+        }
+
+        if (pressed) framesCounter = 0;
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha));
+
+    if (state == GUI_STATE_PRESSED)
+    {
+        DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_FOCUSED)), guiAlpha));
+        
+        // Draw blinking cursor
+        // TODO: Consider TEXTBOX TEXT_ALIGNMENT
+        if (editMode && ((framesCounter/20)%2 == 0)) DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, INNER_PADDING) + GetTextWidth(text) + 2, bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE), 1, GuiGetStyle(DEFAULT, TEXT_SIZE)*2, Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_PRESSED)), guiAlpha));
+    }
+    else if (state == GUI_STATE_DISABLED)
+    {
+        DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_DISABLED)), guiAlpha));
+    }
+
+    GuiDrawText(text, GetTextBounds(TEXTBOX, bounds), GuiGetStyle(TEXTBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT + (state*3))), guiAlpha));
+    //--------------------------------------------------------------------
+
+    return pressed;
+}
+
+// Text Box control with multiple lines
+RAYGUIDEF bool GuiTextBoxMulti(Rectangle bounds, char *text, int textSize, bool editMode)
+{
+    static int framesCounter = 0;           // Required for blinking cursor
+
+    GuiControlState state = guiState;
+    bool pressed = false;
+
+    bool textHasChange = false;
+    int currentLine = 0;
+    //const char *numChars = NULL;
+
+    // Security check because font is used directly in this control
+    if (guiFont.texture.id == 0) guiFont = GetFontDefault();
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (editMode)
+        {
+            state = GUI_STATE_PRESSED;
+
+            framesCounter++;
+
+            int keyCount = strlen(text);
+            int maxWidth = (bounds.width - (GuiGetStyle(TEXTBOX, INNER_PADDING)*2));
+            int maxHeight = (bounds.height - (GuiGetStyle(TEXTBOX, INNER_PADDING)*2));
+
+            //numChars = TextFormat("%i/%i", keyCount, textSize - 1);
+
+            // Only allow keys in range [32..125]
+            if (keyCount < (textSize - 1))
+            {
+                int key = GetKeyPressed();
+
+                if (MeasureTextEx(guiFont, text, GuiGetStyle(DEFAULT, TEXT_SIZE), 1).y < (maxHeight - GuiGetStyle(DEFAULT, TEXT_SIZE)))
+                {
+                    if (IsKeyPressed(KEY_ENTER))
+                    {
+                        text[keyCount] = '\n';
+                        keyCount++;
+                    }
+                    else if (((key >= 32) && (key <= 125)) ||
+                        ((key >= 128) && (key < 255)))
+                    {
+                        text[keyCount] = (char)key;
+                        keyCount++;
+                        textHasChange = true;
+                    }
+                }
+                else if (GetTextWidth(strrchr(text, '\n')) < (maxWidth - GuiGetStyle(DEFAULT, TEXT_SIZE)))
+                {
+                    if (((key >= 32) && (key <= 125)) ||
+                        ((key >= 128) && (key < 255)))
+                    {
+                        text[keyCount] = (char)key;
+                        keyCount++;
+                        textHasChange = true;
+                    }
+                }
+            }
+
+            // Delete text
+            if (keyCount > 0)
+            {
+                if (IsKeyPressed(KEY_BACKSPACE))
+                {
+                    keyCount--;
+                    text[keyCount] = '\0';
+                    framesCounter = 0;
+                    if (keyCount < 0) keyCount = 0;
+                    textHasChange = true;
+                }
+                else if (IsKeyDown(KEY_BACKSPACE))
+                {
+                    if ((framesCounter > TEXTEDIT_CURSOR_BLINK_FRAMES) && (framesCounter%2) == 0) keyCount--;
+                    text[keyCount] = '\0';
+                    if (keyCount < 0) keyCount = 0;
+                    textHasChange = true;
+                }
+            }
+
+            // Introduce automatic new line if necessary
+            if (textHasChange)
+            {
+                textHasChange = false;
+
+                char *lastLine = strrchr(text, '\n');
+                int maxWidth = (bounds.width - (GuiGetStyle(TEXTBOX, INNER_PADDING)*2));
+
+                if (lastLine != NULL)
+                {
+                    if (GetTextWidth(lastLine) > maxWidth)
+                    {
+                        int firstIndex = lastLine - text;
+
+                        char *lastSpace = strrchr(lastLine, 32);
+
+                        if (lastSpace != NULL)
+                        {
+                            int secondIndex = lastSpace - lastLine;
+                            text[firstIndex + secondIndex] = '\n';
+                        }
+                        else
+                        {
+                            int len = (lastLine != NULL)? strlen(lastLine) : 0;
+                            char lastChar = lastLine[len - 1];
+                            lastLine[len - 1] = '\n';
+                            lastLine[len] = lastChar;
+                            lastLine[len + 1] = '\0';
+                            keyCount++;
+                        }
+                    }
+                }
+                else
+                {
+                    if (GetTextWidth(text) > maxWidth)
+                    {
+                        char *lastSpace = strrchr(text, 32);
+
+                        if (lastSpace != NULL)
+                        {
+                            int index = lastSpace - text;
+                            text[index] = '\n';
+                        }
+                        else
+                        {
+                            int len = (lastLine != NULL)? strlen(lastLine) : 0;
+                            char lastChar = lastLine[len - 1];
+                            lastLine[len - 1] = '\n';
+                            lastLine[len] = lastChar;
+                            lastLine[len + 1] = '\0';
+                            keyCount++;
+                        }
+                    }
+                }
+            }
+
+            // Counting how many new lines
+            for (int i = 0; i < keyCount; i++)
+            {
+                if (text[i] == '\n') currentLine++;
+            }
+        }
+
+        // Changing edit mode
+        if (!editMode)
+        {
+            if (CheckCollisionPointRec(mousePoint, bounds))
+            {
+                state = GUI_STATE_FOCUSED;
+                if (IsMouseButtonPressed(0)) pressed = true;
+            }
+        }
+        else
+        {
+            if (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(0)) pressed = true;
+        }
+
+        if (pressed) framesCounter = 0;
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha));
+
+    if (state == GUI_STATE_PRESSED)
+    {
+        DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_FOCUSED)), guiAlpha));
+
+        if (editMode)
+        {
+            if ((framesCounter/20)%2 == 0)
+            {
+                char *line = NULL;
+                if (currentLine > 0) line = strrchr(text, '\n');
+                else line = text;
+
+                // Draw text cursor
+                DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH) + GuiGetStyle(TEXTBOX, INNER_PADDING) + GetTextWidth(line),
+                              bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH) + GuiGetStyle(TEXTBOX, INNER_PADDING)/2 + ((GuiGetStyle(DEFAULT, TEXT_SIZE) + GuiGetStyle(TEXTBOX, INNER_PADDING))*currentLine),
+                              1, GuiGetStyle(DEFAULT, TEXT_SIZE) + GuiGetStyle(TEXTBOX, INNER_PADDING), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_FOCUSED)), guiAlpha));
+            }
+
+            // Draw characters counter
+            //GuiDrawText(numChars, (Vector2){ bounds.x + bounds.width - GetTextWidth(numChars) - GuiGetStyle(TEXTBOX, INNER_PADDING), bounds.y + bounds.height - GuiGetStyle(DEFAULT, TEXT_SIZE) - GuiGetStyle(TEXTBOX, INNER_PADDING) }, Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT_COLOR_PRESSED)), guiAlpha/2));
+        }
+    }
+    else if (state == GUI_STATE_DISABLED)
+    {
+        DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_DISABLED)), guiAlpha));
+    }
+
+    GuiDrawText(text, GetTextBounds(TEXTBOX, bounds), GuiGetStyle(TEXTBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT + (state*3))), guiAlpha));
+    //--------------------------------------------------------------------
+
+    return pressed;
+}
+
+// Slider control with pro parameters
+// NOTE: Other GuiSlider*() controls use this one
+RAYGUIDEF float GuiSliderPro(Rectangle bounds, const char *text, float value, float minValue, float maxValue, int sliderWidth, bool showValue)
+{
+    GuiControlState state = guiState;
+
+    int sliderValue = (int)(((value - minValue)/(maxValue - minValue))*(bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH)));
+
+    Rectangle slider = { bounds.x, bounds.y + GuiGetStyle(SLIDER, BORDER_WIDTH) + GuiGetStyle(SLIDER, INNER_PADDING),
+                         0, bounds.height - 2*GuiGetStyle(SLIDER, BORDER_WIDTH) - 2*GuiGetStyle(SLIDER, INNER_PADDING) };
+
+    if (sliderWidth > 0)        // Slider
+    {
+        slider.x += (sliderValue - sliderWidth/2);
+        slider.width = sliderWidth;
+    }
+    else if (sliderWidth == 0)  // SliderBar
+    {
+        slider.x += GuiGetStyle(SLIDER, BORDER_WIDTH);
+        slider.width = sliderValue;
+    }
+
+    Rectangle textBounds = { 0 };
+    textBounds.width = GetTextWidth(text);  // TODO: Consider text icon
+    textBounds.height = GuiGetStyle(DEFAULT, TEXT_SIZE);
+    textBounds.x = bounds.x - textBounds.width - GuiGetStyle(SLIDER, TEXT_PADDING);
+    textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+            {
+                state = GUI_STATE_PRESSED;
+
+                // Get equivalent value and slider position from mousePoint.x
+                value = ((maxValue - minValue)*(mousePoint.x - (float)(bounds.x + sliderWidth/2)))/(float)(bounds.width - sliderWidth) + minValue;
+
+                if (sliderWidth > 0) slider.x = mousePoint.x - slider.width/2;  // Slider
+                else if (sliderWidth == 0) slider.width = sliderValue;          // SliderBar
+            }
+            else state = GUI_STATE_FOCUSED;
+        }
+
+        if (value > maxValue) value = maxValue;
+        else if (value < minValue) value = minValue;
+    }
+    
+    // Bar limits check
+    if (sliderWidth > 0)        // Slider
+    {
+        if (slider.x <= (bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH))) slider.x = bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH);
+        else if ((slider.x + slider.width) >= (bounds.x + bounds.width)) slider.x = bounds.x + bounds.width - slider.width - GuiGetStyle(SLIDER, BORDER_WIDTH);
+    }
+    else if (sliderWidth == 0)  // SliderBar
+    {
+        if (slider.width > bounds.width) slider.width = bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH);
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    DrawRectangleLinesEx(bounds, GuiGetStyle(SLIDER, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(SLIDER, BORDER + (state*3))), guiAlpha));
+    DrawRectangle(bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH), bounds.y + GuiGetStyle(SLIDER, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(SLIDER, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(SLIDER, (state != GUI_STATE_DISABLED)?  BASE_COLOR_NORMAL : BASE_COLOR_DISABLED)), guiAlpha));
+    DrawRectangleRec(slider, Fade(GetColor(GuiGetStyle(SLIDER, (state == GUI_STATE_NORMAL)? BASE_COLOR_PRESSED : (BASE + (state*3)))), guiAlpha));
+
+    GuiDrawText(text, textBounds, GuiGetStyle(SLIDER, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(SLIDER, TEXT + (state*3))), guiAlpha));
+
+    // TODO: Review showValue parameter, really ugly...
+    if (showValue) GuiDrawText(TextFormat("%.02f", value), (Rectangle){ bounds.x + bounds.width + GuiGetStyle(SLIDER, TEXT_PADDING),
+                               bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + GuiGetStyle(SLIDER, INNER_PADDING),
+                               GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SIZE) }, GUI_TEXT_ALIGN_LEFT, 
+                               Fade(GetColor(GuiGetStyle(SLIDER, TEXT + (state*3))), guiAlpha));
+    //--------------------------------------------------------------------
+
+    return value;
+}
+
+// Slider control extended, returns selected value and has text
+RAYGUIDEF float GuiSlider(Rectangle bounds, const char *text, float value, float minValue, float maxValue, bool showValue)
+{
+    return GuiSliderPro(bounds, text, value, minValue, maxValue, GuiGetStyle(SLIDER, SLIDER_WIDTH), showValue);
+}
+
+// Slider Bar control extended, returns selected value
+RAYGUIDEF float GuiSliderBar(Rectangle bounds, const char *text, float value, float minValue, float maxValue, bool showValue)
+{
+    return GuiSliderPro(bounds, text, value, minValue, maxValue, 0, showValue);
+}
+
+// Progress Bar control extended, shows current progress value
+RAYGUIDEF float GuiProgressBar(Rectangle bounds, const char *text, float value, float minValue, float maxValue, bool showValue)
+{
+    GuiControlState state = guiState;
+
+    Rectangle progress = { bounds.x + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH),
+                           bounds.y + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) + GuiGetStyle(PROGRESSBAR, INNER_PADDING), 0,
+                           bounds.height - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) - 2*GuiGetStyle(PROGRESSBAR, INNER_PADDING) };
+
+    // Update control
+    //--------------------------------------------------------------------
+    if (state != GUI_STATE_DISABLED) progress.width = (int)(value/(maxValue - minValue)*(float)(bounds.width - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH)));
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    if (showValue) GuiLabel((Rectangle){ bounds.x + bounds.width + GuiGetStyle(SLIDER, TEXT_PADDING), bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + GuiGetStyle(SLIDER, INNER_PADDING), GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SIZE) }, TextFormat("%.02f", value));
+
+    DrawRectangleLinesEx(bounds, GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(PROGRESSBAR, (state != GUI_STATE_DISABLED)? BORDER_COLOR_NORMAL : BORDER_COLOR_DISABLED)), guiAlpha));
+    DrawRectangle(bounds.x + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.y + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)), guiAlpha));
+    DrawRectangleRec(progress, Fade(GetColor(GuiGetStyle(PROGRESSBAR, (state != GUI_STATE_DISABLED)? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED)), guiAlpha));
+    //--------------------------------------------------------------------
+
+    return value;
+}
+
+// Status Bar control
+RAYGUIDEF void GuiStatusBar(Rectangle bounds, const char *text)
+{
+    GuiControlState state = guiState;
+
+    // Draw control
+    //--------------------------------------------------------------------
+    DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DEFAULT, (state != GUI_STATE_DISABLED)? BORDER_COLOR_NORMAL : BORDER_COLOR_DISABLED)), guiAlpha));
+    DrawRectangleRec((Rectangle){ bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2, bounds.height - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2 }, Fade(GetColor(GuiGetStyle(DEFAULT, (state != GUI_STATE_DISABLED)? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED)), guiAlpha));
+
+    GuiDrawText(text, GetTextBounds(DEFAULT, bounds), GuiGetStyle(DEFAULT, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(DEFAULT, (state != GUI_STATE_DISABLED)? TEXT_COLOR_NORMAL : TEXT_COLOR_DISABLED)), guiAlpha));
+    //--------------------------------------------------------------------
+}
+
+// Dummy rectangle control, intended for placeholding
+RAYGUIDEF void GuiDummyRec(Rectangle bounds, const char *text)
+{
+    GuiControlState state = guiState;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        // Check button state
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+            else state = GUI_STATE_FOCUSED;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    DrawRectangleRec(bounds, Fade(GetColor(GuiGetStyle(DEFAULT, (state != GUI_STATE_DISABLED)? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED)), guiAlpha));
+
+    GuiDrawText(text, GetTextBounds(DEFAULT, bounds), GUI_TEXT_ALIGN_CENTER, Fade(GetColor(GuiGetStyle(BUTTON, (state != GUI_STATE_DISABLED)? TEXT_COLOR_NORMAL : TEXT_COLOR_DISABLED)), guiAlpha));
+    //------------------------------------------------------------------
+}
+
+// Scroll Bar control
+RAYGUIDEF int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue)
+{
+    GuiControlState state = guiState;
+
+    // Is the scrollbar horizontal or vertical?
+    bool isVertical = (bounds.width > bounds.height)? false : true;
+
+    // The size (width or height depending on scrollbar type) of the spinner buttons
+    const int spinnerSize = GuiGetStyle(SCROLLBAR, SHOW_SPINNER_BUTTONS)? (isVertical? bounds.width - 2 * GuiGetStyle(SCROLLBAR, BORDER_WIDTH) : bounds.height - 2 * GuiGetStyle(SCROLLBAR, BORDER_WIDTH)) : 0;
+
+    // Spinner buttons [<] [>] [∧] [∨]
+    Rectangle spinnerUpLeft, spinnerDownRight;
+    // Actual area of the scrollbar excluding the spinner buttons
+    Rectangle scrollbar;        //  ------------
+    // Slider bar that moves     --[///]-----
+    Rectangle slider;
+
+    // Normalize value
+    if (value > maxValue) value = maxValue;
+    if (value < minValue) value = minValue;
+
+    const int range = maxValue - minValue;
+    int sliderSize = GuiGetStyle(SCROLLBAR, SLIDER_SIZE);
+    
+    // Calculate rectangles for all of the components
+    spinnerUpLeft = (Rectangle){ bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH), bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH), spinnerSize, spinnerSize };
+
+    if (isVertical)
+    {
+        spinnerDownRight = (Rectangle){ bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH), bounds.y + bounds.height - spinnerSize - GuiGetStyle(SCROLLBAR, BORDER_WIDTH), spinnerSize, spinnerSize};
+        scrollbar = (Rectangle){ bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, INNER_PADDING), spinnerUpLeft.y + spinnerUpLeft.height, bounds.width - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, INNER_PADDING)), bounds.height - spinnerUpLeft.height - spinnerDownRight.height - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH) };
+        sliderSize = (sliderSize >= scrollbar.height)? (scrollbar.height - 2) : sliderSize;     // Make sure the slider won't get outside of the scrollbar
+        slider = (Rectangle){ bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SLIDER_PADDING),scrollbar.y + (int)(((float)(value - minValue)/range)*(scrollbar.height - sliderSize)),bounds.width - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SLIDER_PADDING)), sliderSize };
+    }
+    else
+    {
+        spinnerDownRight = (Rectangle){ bounds.x + bounds.width - spinnerSize - GuiGetStyle(SCROLLBAR, BORDER_WIDTH), bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH), spinnerSize, spinnerSize};
+        scrollbar = (Rectangle){ spinnerUpLeft.x + spinnerUpLeft.width, bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, INNER_PADDING), bounds.width - spinnerUpLeft.width - spinnerDownRight.width - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH), bounds.height - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, INNER_PADDING))};
+        sliderSize = (sliderSize >= scrollbar.width)? (scrollbar.width - 2) : sliderSize;       // Make sure the slider won't get outside of the scrollbar
+        slider = (Rectangle){ scrollbar.x + (int)(((float)(value - minValue)/range)*(scrollbar.width - sliderSize)), bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SLIDER_PADDING), sliderSize, bounds.height - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SLIDER_PADDING)) };
+    }
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            state = GUI_STATE_FOCUSED;
+
+            // Handle mouse wheel
+            int wheel = GetMouseWheelMove();
+            if (wheel != 0) value += wheel;
+
+            if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+            {
+                if (CheckCollisionPointRec(mousePoint, spinnerUpLeft)) value -= range/GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
+                else if (CheckCollisionPointRec(mousePoint, spinnerDownRight)) value += range/GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
+
+                state = GUI_STATE_PRESSED;
+            }
+            else if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+            {
+                if (!isVertical)
+                {
+                    Rectangle scrollArea = { spinnerUpLeft.x + spinnerUpLeft.width, spinnerUpLeft.y, scrollbar.width, bounds.height - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH)};
+                    if (CheckCollisionPointRec(mousePoint, scrollArea)) value = ((float)(mousePoint.x - scrollArea.x - slider.width/2)*range)/(scrollArea.width - slider.width) + minValue;
+                }
+                else
+                {
+                    Rectangle scrollArea = { spinnerUpLeft.x, spinnerUpLeft.y+spinnerUpLeft.height, bounds.width - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH),  scrollbar.height};
+                    if (CheckCollisionPointRec(mousePoint, scrollArea)) value = ((float)(mousePoint.y - scrollArea.y - slider.height/2)*range)/(scrollArea.height - slider.height) + minValue;
+                }
+            }
+        }
+
+        // Normalize value
+        if (value > maxValue) value = maxValue;
+        if (value < minValue) value = minValue;
+    }
+    //--------------------------------------------------------------------
+
+
+    // Draw control
+    //--------------------------------------------------------------------
+    DrawRectangleRec(bounds, Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED)), guiAlpha));   // Draw the background
+    DrawRectangleRec(scrollbar, Fade(GetColor(GuiGetStyle(BUTTON, BASE_COLOR_NORMAL)), guiAlpha));     // Draw the scrollbar active area background
+
+    DrawRectangleLinesEx(bounds, GuiGetStyle(SCROLLBAR, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER + state*3)), guiAlpha));
+
+    DrawRectangleRec(slider, Fade(GetColor(GuiGetStyle(SLIDER, BORDER + state*3)), guiAlpha));         // Draw the slider bar
+
+    // Draw arrows using lines
+    const int padding = (spinnerSize - GuiGetStyle(SCROLLBAR, ARROWS_SIZE))/2;
+    const Vector2 lineCoords[] =
+    {
+        //coordinates for <     0,1,2
+        {spinnerUpLeft.x + padding, spinnerUpLeft.y + spinnerSize/2},
+        {spinnerUpLeft.x + spinnerSize - padding, spinnerUpLeft.y + padding },
+        {spinnerUpLeft.x + spinnerSize - padding, spinnerUpLeft.y + spinnerSize - padding},
+
+        //coordinates for >     3,4,5
+        {spinnerDownRight.x + padding, spinnerDownRight.y + padding},
+        {spinnerDownRight.x + spinnerSize - padding, spinnerDownRight.y + spinnerSize/2 },
+        {spinnerDownRight.x + padding, spinnerDownRight.y + spinnerSize - padding},
+
+        //coordinates for ∧     6,7,8
+        {spinnerUpLeft.x + spinnerSize/2, spinnerUpLeft.y + padding},
+        {spinnerUpLeft.x + padding, spinnerUpLeft.y + spinnerSize - padding},
+        {spinnerUpLeft.x + spinnerSize - padding, spinnerUpLeft.y + spinnerSize - padding},
+
+        //coordinates for ∨     9,10,11
+        {spinnerDownRight.x + padding, spinnerDownRight.y + padding},
+        {spinnerDownRight.x + spinnerSize/2, spinnerDownRight.y + spinnerSize - padding },
+        {spinnerDownRight.x + spinnerSize - padding, spinnerDownRight.y + padding}
+    };
+
+    Color lineColor = Fade(GetColor(GuiGetStyle(BUTTON, TEXT + state*3)), guiAlpha);
+
+    if (GuiGetStyle(SCROLLBAR, SHOW_SPINNER_BUTTONS))
+    {
+        if (isVertical)
+        {
+            // Draw ∧
+            DrawLineEx(lineCoords[6], lineCoords[7], 3.0f, lineColor);
+            DrawLineEx(lineCoords[6], lineCoords[8], 3.0f, lineColor);
+
+            // Draw ∨
+            DrawLineEx(lineCoords[9], lineCoords[10], 3.0f, lineColor);
+            DrawLineEx(lineCoords[11], lineCoords[10], 3.0f, lineColor);
+        }
+        else
+        {
+            // Draw <
+            DrawLineEx(lineCoords[0], lineCoords[1], 3.0f, lineColor);
+            DrawLineEx(lineCoords[0], lineCoords[2], 3.0f, lineColor);
+
+            // Draw >
+            DrawLineEx(lineCoords[3], lineCoords[4], 3.0f, lineColor);
+            DrawLineEx(lineCoords[5], lineCoords[4], 3.0f, lineColor);
+        }
+    }
+    //--------------------------------------------------------------------
+
+    return value;
+}
+
+// List Element control, returns element state
+static bool GuiListElement(Rectangle bounds, const char *text, bool active, bool editMode)
+{
+    GuiControlState state = guiState;
+
+    if (!guiLocked && editMode) state = GUI_STATE_NORMAL;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            if (!active)
+            {
+                if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+                else state = GUI_STATE_FOCUSED;
+            }
+
+            if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) active = !active;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    // Draw element rectangle
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            if (active)
+            {
+                DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_PRESSED)), guiAlpha));
+                DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_PRESSED)), guiAlpha));
+            }
+        } break;
+        case GUI_STATE_FOCUSED:
+        {
+            DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_FOCUSED)), guiAlpha));
+            DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_FOCUSED)), guiAlpha));
+        } break;
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_PRESSED)), guiAlpha));
+            DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_PRESSED)), guiAlpha));
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            if (active)
+            {
+                DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_DISABLED)), guiAlpha));
+                DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_NORMAL)), guiAlpha));
+            }
+        } break;
+        default: break;
+    }
+
+    // Draw text depending on state
+    if (state == GUI_STATE_NORMAL) GuiDrawText(text, GetTextBounds(DEFAULT, bounds), GuiGetStyle(DEFAULT, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LISTVIEW, active? TEXT_COLOR_PRESSED : TEXT_COLOR_NORMAL)), guiAlpha));
+    else if (state == GUI_STATE_DISABLED) GuiDrawText(text, GetTextBounds(DEFAULT, bounds), GuiGetStyle(DEFAULT, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LISTVIEW, active? TEXT_COLOR_NORMAL : TEXT_COLOR_DISABLED)), guiAlpha));
+    else GuiDrawText(text, GetTextBounds(DEFAULT, bounds), GuiGetStyle(DEFAULT, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT + state*3)), guiAlpha));
+    //--------------------------------------------------------------------
+
+    return active;
+}
+
+// List View control
+RAYGUIDEF bool GuiListView(Rectangle bounds, const char *text, int *active, int *scrollIndex, bool editMode)
+{
+    bool result = 0;
+
+    int count = 0;
+    const char **textList = GuiTextSplit(text, &count, NULL);
+
+    result = GuiListViewEx(bounds, textList, count, NULL, active, NULL, scrollIndex, editMode);
+
+    return result;
+}
+
+// List View control extended parameters
+// NOTE: Elements could be disabled individually and focused element could be obtained:
+//  int *enabled defines an array with enabled elements inside the list
+//  int *focus returns focused element (may be not pressed)
+RAYGUIDEF bool GuiListViewEx(Rectangle bounds, const char **text, int count, int *enabled, int *active, int *focus, int *scrollIndex, bool editMode)
+{
+    GuiControlState state = guiState;
+    bool pressed = false;
+
+    int focusElement = -1;
+    int startIndex = (scrollIndex == NULL)? 0 : *scrollIndex;
+    bool useScrollBar = true;
+    bool pressedKey = false;
+
+    int visibleElements = bounds.height/(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING));
+    if ((startIndex < 0) || (startIndex > count - visibleElements)) startIndex = 0;
+    int endIndex = startIndex + visibleElements;
+
+    int auxActive = *active;
+
+    float barHeight = bounds.height;
+    float minBarHeight = 10;
+
+    // Update control
+    //--------------------------------------------------------------------
+    // All the elements fit inside ListView and dont need scrollbar.
+    if (visibleElements >= count)
+    {
+        useScrollBar = false;
+        startIndex = 0;
+        endIndex = count;
+    }
+
+    // Calculate position X and width to draw each element.
+    int posX = bounds.x + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING);
+    int elementWidth = bounds.width - 2*GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) - GuiGetStyle(DEFAULT, BORDER_WIDTH);
+
+    if (useScrollBar)
+    {
+        posX = GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE? posX + GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH) : posX;
+        elementWidth = bounds.width - GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH) - 2*GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) - GuiGetStyle(DEFAULT, BORDER_WIDTH);
+    }
+
+    Rectangle scrollBarRect = { bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH), bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) };
+
+    if (GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_RIGHT_SIDE) scrollBarRect.x = posX + elementWidth + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING);
+
+    // Area without the scrollbar
+    Rectangle viewArea = { posX, bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), elementWidth, bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) };
+
+    if ((state != GUI_STATE_DISABLED) && !guiLocked) // && !guiLocked
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (editMode)
+        {
+            state = GUI_STATE_PRESSED;
+
+            // Change active with keys
+            if (IsKeyPressed(KEY_UP))
+            {
+                if (auxActive > 0)
+                {
+                    auxActive--;
+                    if ((useScrollBar) && (auxActive < startIndex)) startIndex--;
+                }
+
+                pressedKey = true;
+            }
+            else if (IsKeyPressed(KEY_DOWN))
+            {
+                if (auxActive < count - 1)
+                {
+                    auxActive++;
+                    if ((useScrollBar) && (auxActive >= endIndex)) startIndex++;
+                }
+
+                pressedKey = true;
+            }
+
+            if (useScrollBar)
+            {
+                endIndex = startIndex + visibleElements;
+                if (CheckCollisionPointRec(mousePoint, viewArea))
+                {
+                    int wheel = GetMouseWheelMove();
+
+                    if (wheel < 0 && endIndex < count) startIndex -= wheel;
+                    else if (wheel > 0 && startIndex > 0)  startIndex -= wheel;
+                }
+
+                if (pressedKey)
+                {
+                    pressedKey = false;
+                    if ((auxActive < startIndex) || (auxActive  >= endIndex)) startIndex = auxActive;
+                }
+
+                if (startIndex < 0) startIndex = 0;
+                else if (startIndex > (count - (endIndex - startIndex)))
+                {
+                    startIndex = count - (endIndex - startIndex);
+                }
+
+                endIndex = startIndex + visibleElements;
+
+                if (endIndex > count) endIndex = count;
+            }
+        }
+
+        if (!editMode)
+        {
+            if (CheckCollisionPointRec(mousePoint, viewArea))
+            {
+                state = GUI_STATE_FOCUSED;
+                if (IsMouseButtonPressed(0)) pressed = true;
+
+                startIndex -= GetMouseWheelMove();
+
+                if (startIndex < 0) startIndex = 0;
+                else if (startIndex > (count - (endIndex - startIndex)))
+                {
+                    startIndex = count - (endIndex - startIndex);
+                }
+
+                pressed = true;
+            }
+        }
+        else
+        {
+            if (!CheckCollisionPointRec(mousePoint, viewArea))
+            {
+                if (IsMouseButtonPressed(0) || (GetMouseWheelMove() != 0)) pressed = true;
+            }
+        }
+
+        // Get focused element
+        for (int i = startIndex; i < endIndex; i++)
+        {
+            if (CheckCollisionPointRec(mousePoint, (Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }))
+            {
+                focusElement = i;
+            }
+        }
+    }
+
+    const int slider = GuiGetStyle(SCROLLBAR, SLIDER_SIZE); // Save default slider size
+    
+    // Calculate percentage of visible elements and apply same percentage to scrollbar
+    if (useScrollBar)
+    {
+        float percentVisible = (endIndex - startIndex)*100/count;
+        barHeight *= percentVisible/100;
+
+        if (barHeight < minBarHeight) barHeight = minBarHeight;
+        else if (barHeight > bounds.height) barHeight = bounds.height;
+
+        GuiSetStyle(SCROLLBAR, SLIDER_SIZE, barHeight); // Change slider size
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    DrawRectangleRec(bounds, GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)));     // Draw background
+
+    // Draw scrollBar
+    if (useScrollBar)
+    {
+        const int scrollSpeed = GuiGetStyle(SCROLLBAR, SCROLL_SPEED);     // Save default scroll speed
+        GuiSetStyle(SCROLLBAR, SCROLL_SPEED, count - visibleElements);    // Hack to make the spinner buttons work
+
+        int index = scrollIndex != NULL? *scrollIndex : startIndex;
+        index = GuiScrollBar(scrollBarRect, index, 0, count - visibleElements);
+
+        GuiSetStyle(SCROLLBAR, SCROLL_SPEED, scrollSpeed); // Reset scroll speed to default
+        GuiSetStyle(SCROLLBAR, SLIDER_SIZE, slider); // Reset slider size to default
+
+        // FIXME: Quick hack to make this thing work, think of a better way
+        if (scrollIndex != NULL && CheckCollisionPointRec(GetMousePosition(), scrollBarRect) && IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+        {
+            startIndex = index;
+            if (startIndex < 0) startIndex = 0;
+            if (startIndex > (count - (endIndex - startIndex)))
+            {
+                startIndex = count - (endIndex - startIndex);
+            }
+
+            endIndex = startIndex + visibleElements;
+
+            if (endIndex > count) endIndex = count;
+        }
+    }
+
+    DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER + state*3)), guiAlpha));
+
+    // Draw ListView states
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            for (int i = startIndex; i < endIndex; i++)
+            {
+                if ((enabled != NULL) && (enabled[i] == 0))
+                {
+                    GuiDisable();
+                    GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, false);
+                    GuiEnable();
+                }
+                else if (i == auxActive)
+                {
+                    GuiDisable();
+                    GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], true, false);
+                    GuiEnable();
+                }
+                else GuiListElement((Rectangle){ posX, bounds.y  + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, false);
+            }
+        } break;
+        case GUI_STATE_FOCUSED:
+        {
+            for (int i = startIndex; i < endIndex; i++)
+            {
+                if ((enabled != NULL) && (enabled[i] == 0))
+                {
+                    GuiDisable();
+                    GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, false);
+                    GuiEnable();
+                }
+                else if (i == auxActive) GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], true, false);
+                else GuiListElement((Rectangle){ posX, bounds.y  + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, false);
+            }
+        } break;
+        case GUI_STATE_PRESSED:
+        {
+            for (int i = startIndex; i < endIndex; i++)
+            {
+                if ((enabled != NULL) && (enabled[i] == 0))
+                {
+                    GuiDisable();
+                    GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, false);
+                    GuiEnable();
+                }
+                else if ((i == auxActive) && editMode)
+                {
+                    if (GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], true, true) == false) auxActive = -1;
+                }
+                else
+                {
+                    if (GuiListElement((Rectangle){ posX, bounds.y  + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, true) == true) auxActive = i;
+                }
+            }
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            for (int i = startIndex; i < endIndex; i++)
+            {
+                if (i == auxActive) GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], true, false);
+                else GuiListElement((Rectangle){ posX, bounds.y  + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, false);
+            }
+        } break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+
+    if (scrollIndex != NULL) *scrollIndex = startIndex;
+    if (focus != NULL) *focus = focusElement;
+    *active = auxActive;
+
+    return pressed;
+}
+
+// Color Panel control
+RAYGUIDEF Color GuiColorPanel(Rectangle bounds, Color color)
+{
+    GuiControlState state = guiState;
+    Vector2 pickerSelector = { 0 };
+
+    Vector3 vcolor = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f };
+    Vector3 hsv = ConvertRGBtoHSV(vcolor);
+
+    pickerSelector.x = bounds.x + (float)hsv.y*bounds.width;            // HSV: Saturation
+    pickerSelector.y = bounds.y + (1.0f - (float)hsv.z)*bounds.height;  // HSV: Value
+
+    Vector3 maxHue = { hsv.x, 1.0f, 1.0f };
+    Vector3 rgbHue = ConvertHSVtoRGB(maxHue);
+    Color maxHueCol = { (unsigned char)(255.0f*rgbHue.x),
+                      (unsigned char)(255.0f*rgbHue.y),
+                      (unsigned char)(255.0f*rgbHue.z), 255 };
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+            {
+                state = GUI_STATE_PRESSED;
+                pickerSelector = mousePoint;
+
+                // Calculate color from picker
+                Vector2 colorPick = { pickerSelector.x - bounds.x, pickerSelector.y - bounds.y };
+
+                colorPick.x /= (float)bounds.width;     // Get normalized value on x
+                colorPick.y /= (float)bounds.height;    // Get normalized value on y
+
+                hsv.y = colorPick.x;
+                hsv.z = 1.0f - colorPick.y;
+
+                Vector3 rgb = ConvertHSVtoRGB(hsv);
+
+                // NOTE: Vector3ToColor() only available on raylib 1.8.1
+                color = (Color){ (unsigned char)(255.0f*rgb.x),
+                                 (unsigned char)(255.0f*rgb.y),
+                                 (unsigned char)(255.0f*rgb.z),
+                                 (unsigned char)(255.0f*(float)color.a/255.0f) };
+
+            }
+            else state = GUI_STATE_FOCUSED;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    if (state != GUI_STATE_DISABLED)
+    {
+        DrawRectangleGradientEx(bounds, Fade(WHITE, guiAlpha), Fade(WHITE, guiAlpha), Fade(maxHueCol, guiAlpha), Fade(maxHueCol, guiAlpha));
+        DrawRectangleGradientEx(bounds, Fade(BLACK, 0), Fade(BLACK, guiAlpha), Fade(BLACK, guiAlpha), Fade(BLACK, 0));
+
+        // Draw color picker: selector
+        DrawRectangle(pickerSelector.x - GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE)/2, pickerSelector.y - GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE)/2, GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE), GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE), Fade(WHITE, guiAlpha));
+    }
+    else
+    {
+        DrawRectangleGradientEx(bounds, Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), guiAlpha), Fade(Fade(BLACK, 0.6f), guiAlpha), Fade(Fade(BLACK, 0.6f), guiAlpha), Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), 0.6f), guiAlpha));
+    }
+
+    DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), guiAlpha));
+    //--------------------------------------------------------------------
+
+    return color;
+}
+
+// Color Bar Alpha control
+// NOTE: Returns alpha value normalized [0..1]
+RAYGUIDEF float GuiColorBarAlpha(Rectangle bounds, float alpha)
+{
+    #define COLORBARALPHA_CHECKED_SIZE          10
+
+    GuiControlState state = guiState;
+    Rectangle selector = { bounds.x + alpha*bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), bounds.y - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), GuiGetStyle(COLORPICKER, BAR_SELECTOR_HEIGHT), bounds.height + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)*2 };
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (CheckCollisionPointRec(mousePoint, bounds) ||
+            CheckCollisionPointRec(mousePoint, selector))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+            {
+                state = GUI_STATE_PRESSED;
+                selector.x = mousePoint.x - selector.width/2;
+
+                alpha = (mousePoint.x - bounds.x)/bounds.width;
+                if (alpha <= 0.0f) alpha = 0.0f;
+                if (alpha >= 1.0f) alpha = 1.0f;
+                //selector.x = bounds.x + (int)(((alpha - 0)/(100 - 0))*(bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH))) - selector.width/2;
+            }
+            else state = GUI_STATE_FOCUSED;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    // Draw alpha bar: checked background
+    if (state != GUI_STATE_DISABLED)
+    {
+        for (int i = 0; i < bounds.width/COLORBARALPHA_CHECKED_SIZE; i++) DrawRectangle(bounds.x + COLORBARALPHA_CHECKED_SIZE*(i%((int)bounds.width/COLORBARALPHA_CHECKED_SIZE)), bounds.y, bounds.width/(bounds.width/COLORBARALPHA_CHECKED_SIZE), COLORBARALPHA_CHECKED_SIZE, (i%2)? Fade(Fade(GRAY, 0.4f), guiAlpha) : Fade(Fade(RAYWHITE, 0.4f), guiAlpha));
+        for (int i = 0; i < bounds.width/COLORBARALPHA_CHECKED_SIZE; i++) DrawRectangle(bounds.x + COLORBARALPHA_CHECKED_SIZE*(i%((int)bounds.width/COLORBARALPHA_CHECKED_SIZE)), bounds.y + COLORBARALPHA_CHECKED_SIZE, bounds.width/(bounds.width/COLORBARALPHA_CHECKED_SIZE), COLORBARALPHA_CHECKED_SIZE, (i%2)? Fade(Fade(RAYWHITE, 0.4f), guiAlpha) : Fade(Fade(GRAY, 0.4f), guiAlpha));
+        DrawRectangleGradientH(bounds.x, bounds.y, bounds.width, bounds.height, Fade((Color){ 255,255,255,0 }, guiAlpha), Fade((Color){ 0,0,0,255 }, guiAlpha));
+    }
+    else DrawRectangleGradientH(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha));
+
+    DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), guiAlpha));
+
+    switch (state)
+    {
+        case GUI_STATE_NORMAL: DrawRectangle(selector.x , selector.y, selector.width, selector.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_PRESSED)), guiAlpha)); break;
+        case GUI_STATE_FOCUSED: DrawRectangle(selector.x, selector.y, selector.width, selector.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_FOCUSED)), guiAlpha)); break;
+        case GUI_STATE_PRESSED: DrawRectangle(selector.x, selector.y, selector.width, selector.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_PRESSED)), guiAlpha)); break;
+        case GUI_STATE_DISABLED: DrawRectangleRec(selector, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha)); break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+
+    return alpha;
+}
+
+// Color Bar Hue control
+// NOTE: Returns hue value normalized [0..1]
+RAYGUIDEF float GuiColorBarHue(Rectangle bounds, float hue)
+{
+    GuiControlState state = guiState;
+    Rectangle selector = { bounds.x - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), bounds.y + hue/360.0f*bounds.height - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), bounds.width + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)*2, GuiGetStyle(COLORPICKER, BAR_SELECTOR_HEIGHT) };
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (CheckCollisionPointRec(mousePoint, bounds) ||
+            CheckCollisionPointRec(mousePoint, selector))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+            {
+                state = GUI_STATE_PRESSED;
+                selector.y = mousePoint.y - selector.height/2;
+
+                hue = (mousePoint.y - bounds.y)*360/bounds.height;
+                if (hue <= 0.0f) hue = 0.0f;
+                if (hue >= 359.0f) hue = 359.0f;
+
+            }
+            else state = GUI_STATE_FOCUSED;
+
+            /*if (IsKeyDown(KEY_UP))
+            {
+                hue -= 2.0f;
+                if (hue <= 0.0f) hue = 0.0f;
+            }
+            else if (IsKeyDown(KEY_DOWN))
+            {
+                hue += 2.0f;
+                if (hue >= 360.0f) hue = 360.0f;
+            }*/
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    if (state != GUI_STATE_DISABLED)
+    {
+        // Draw hue bar:color bars
+        DrawRectangleGradientV(bounds.x + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.y + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), (int)bounds.height/6, Fade((Color){ 255,0,0,255 }, guiAlpha), Fade((Color){ 255,255,0,255 }, guiAlpha));
+        DrawRectangleGradientV(bounds.x + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.y + (int)bounds.height/6 + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), (int)bounds.height/6, Fade((Color){ 255,255,0,255 }, guiAlpha), Fade((Color){ 0,255,0,255 }, guiAlpha));
+        DrawRectangleGradientV(bounds.x + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.y + 2*((int)bounds.height/6) + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), (int)bounds.height/6, Fade((Color){ 0,255,0,255 }, guiAlpha), Fade((Color){ 0,255,255,255 }, guiAlpha));
+        DrawRectangleGradientV(bounds.x + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.y + 3*((int)bounds.height/6) + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), (int)bounds.height/6, Fade((Color){ 0,255,255,255 }, guiAlpha), Fade((Color){ 0,0,255,255 }, guiAlpha));
+        DrawRectangleGradientV(bounds.x + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.y + 4*((int)bounds.height/6) + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), (int)bounds.height/6, Fade((Color){ 0,0,255,255 }, guiAlpha), Fade((Color){ 255,0,255,255 }, guiAlpha));
+        DrawRectangleGradientV(bounds.x + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.y + 5*((int)bounds.height/6) + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), (int)bounds.height/6 - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), Fade((Color){ 255,0,255,255 }, guiAlpha), Fade((Color){ 255,0,0,255 }, guiAlpha));
+    }
+    else
+    {
+        DrawRectangleGradientV(bounds.x, bounds.y, bounds.width, bounds.height, Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), guiAlpha), Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha));
+    }
+
+    // Draw hue bar: selector
+    DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), guiAlpha));
+    DrawRectangle(selector.x, selector.y, selector.width, selector.height, Fade(GetColor(GuiGetStyle(COLORPICKER, (state == GUI_STATE_NORMAL)? BORDER_COLOR_PRESSED : (BORDER + state*3))), guiAlpha));
+    //--------------------------------------------------------------------
+
+    return hue;
+}
+
+// TODO: Color GuiColorBarSat() [WHITE->color]
+// TODO: Color GuiColorBarValue() [BLACK->color], HSV / HSL
+// TODO: float GuiColorBarLuminance() [BLACK->WHITE]
+
+// Color Picker control
+// NOTE: It's divided in multiple controls:
+//      Color GuiColorPanel() - Color select panel
+//      float GuiColorBarAlpha(Rectangle bounds, float alpha)
+//      float GuiColorBarHue(Rectangle bounds, float value)
+// NOTE: bounds define GuiColorPanel() size
+RAYGUIDEF Color GuiColorPicker(Rectangle bounds, Color color)
+{
+    color = GuiColorPanel(bounds, color);
+
+    Rectangle boundsHue = { bounds.x + bounds.width + GuiGetStyle(COLORPICKER, BAR_PADDING), bounds.y, GuiGetStyle(COLORPICKER, BAR_WIDTH), bounds.height };
+    //Rectangle boundsAlpha = { bounds.x, bounds.y + bounds.height + GuiGetStyle(COLORPICKER, BARS_PADDING), bounds.width, GuiGetStyle(COLORPICKER, BARS_THICK) };
+
+    Vector3 hsv = ConvertRGBtoHSV((Vector3){ color.r/255.0f, color.g/255.0f, color.b/255.0f });
+    hsv.x = GuiColorBarHue(boundsHue, hsv.x);
+    //color.a = (unsigned char)(GuiColorBarAlpha(boundsAlpha, (float)color.a/255.0f)*255.0f);
+    Vector3 rgb = ConvertHSVtoRGB(hsv);
+    color = (Color){ (unsigned char)(rgb.x*255.0f), (unsigned char)(rgb.y*255.0f), (unsigned char)(rgb.z*255.0f), color.a };
+
+    return color;
+}
+
+// Message Box control
+RAYGUIDEF int GuiMessageBox(Rectangle bounds, const char *windowTitle, const char *message, const char *buttons)
+{
+    #define MESSAGEBOX_BUTTON_HEIGHT            24
+    #define MESSAGEBOX_BUTTON_PADDING           10
+
+    int clicked = -1;    // Returns clicked button from buttons list, 0 refers to closed window button
+    
+    int buttonsCount = 0;
+    const char **buttonsText = GuiTextSplit(buttons, &buttonsCount, NULL);
+
+    Vector2 textSize = MeasureTextEx(guiFont, message, GuiGetStyle(DEFAULT, TEXT_SIZE), 1);
+    
+    Rectangle textBounds = { 0 };
+    textBounds.x = bounds.x + bounds.width/2 - textSize.x/2;
+    textBounds.y = bounds.y + WINDOW_STATUSBAR_HEIGHT + (bounds.height - WINDOW_STATUSBAR_HEIGHT)/4 - textSize.y/2;
+    textBounds.width = textSize.x;
+    textBounds.height = textSize.y;
+
+    Rectangle buttonBounds = { 0 };
+    buttonBounds.x = bounds.x + MESSAGEBOX_BUTTON_PADDING;
+    buttonBounds.y = bounds.y + bounds.height/2 + bounds.height/4 - MESSAGEBOX_BUTTON_HEIGHT/2;
+    buttonBounds.width = (bounds.width - MESSAGEBOX_BUTTON_PADDING*(buttonsCount + 1))/buttonsCount;
+    buttonBounds.height = MESSAGEBOX_BUTTON_HEIGHT;
+
+    // Draw control
+    //--------------------------------------------------------------------
+    if (GuiWindowBox(bounds, windowTitle)) clicked = 0;
+    
+    int prevTextAlignment = GuiGetStyle(LABEL, TEXT_ALIGNMENT);
+    GuiSetStyle(LABEL, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER);
+    GuiLabel(textBounds, message);
+    GuiSetStyle(LABEL, TEXT_ALIGNMENT, prevTextAlignment);
+
+    prevTextAlignment = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
+    GuiSetStyle(BUTTON, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER);
+    
+    for (int i = 0; i < buttonsCount; i++)
+    {
+        if (GuiButton(buttonBounds, buttonsText[i])) clicked = i + 1;
+        buttonBounds.x += (buttonBounds.width + MESSAGEBOX_BUTTON_PADDING);
+    }
+    
+    GuiSetStyle(BUTTON, TEXT_ALIGNMENT, prevTextAlignment);
+    //--------------------------------------------------------------------
+
+    return clicked;
+}
+
+// Grid control
+// NOTE: Returns grid mouse-hover selected cell
+// About drawing lines at subpixel spacing, simple put, not easy solution:
+// https://stackoverflow.com/questions/4435450/2d-opengl-drawing-lines-that-dont-exactly-fit-pixel-raster
+RAYGUIDEF Vector2 GuiGrid(Rectangle bounds, float spacing, int subdivs)
+{
+    #define GRID_COLOR_ALPHA    0.15f           // Grid lines alpha amount
+
+    GuiControlState state = guiState;
+    Vector2 mousePoint = GetMousePosition();
+    Vector2 currentCell = { -1, -1 };
+
+    int linesV = ((int)(bounds.width/spacing) + 1)*subdivs;
+    int linesH = ((int)(bounds.height/spacing) + 1)*subdivs;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            currentCell.x = (int)((mousePoint.x - bounds.x)/spacing);
+            currentCell.y = (int)((mousePoint.y - bounds.y)/spacing);
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            // Draw vertical grid lines
+            for (int i = 0; i < linesV; i++)
+            {
+                DrawRectangleRec((Rectangle){ bounds.x + spacing*i, bounds.y, 1, bounds.height }, ((i%subdivs) == 0)? Fade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), GRID_COLOR_ALPHA*4) : Fade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), GRID_COLOR_ALPHA));
+            }
+
+            // Draw horizontal grid lines
+            for (int i = 0; i < linesH; i++)
+            {
+                DrawRectangleRec((Rectangle){ bounds.x, bounds.y + spacing*i, bounds.width, 1 }, ((i%subdivs) == 0)? Fade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), GRID_COLOR_ALPHA*4) : Fade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), GRID_COLOR_ALPHA));
+            }
+
+        } break;
+        default: break;
+    }
+
+    return currentCell;
+}
+
+//----------------------------------------------------------------------------------
+// Styles loading functions
+//----------------------------------------------------------------------------------
+
+// Load raygui style file (.rgs)
+RAYGUIDEF void GuiLoadStyle(const char *fileName)
+{
+    FILE *rgsFile = fopen(fileName, "rb");
+
+    if (rgsFile != NULL)
+    {
+        unsigned int value = 0;
+
+        char signature[5] = "";
+        short version = 0;
+        short numControls = 0;
+        short numPropsDefault = 0;
+        short numPropsExtended = 0;
+
+        fread(signature, 1, 4, rgsFile);
+        fread(&version, 1, sizeof(short), rgsFile);
+        fread(&numControls, 1, sizeof(short), rgsFile);
+        fread(&numPropsDefault, 1, sizeof(short), rgsFile);
+        fread(&numPropsExtended, 1, sizeof(short), rgsFile);
+
+        if ((signature[0] == 'r') &&
+            (signature[1] == 'G') &&
+            (signature[2] == 'S') &&
+            (signature[3] == ' '))
+        {
+            for (int i = 0; i < NUM_CONTROLS; i++)
+            {
+                for (int j = 0; j < NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED; j++)
+                {
+                    fread(&value, 1, sizeof(unsigned int), rgsFile);
+                    GuiSetStyle(i, j, value);
+                }
+            }
+
+            // Font loading is highly dependant on raylib API to load font data and image
+            // TODO: Find some mechanism to support it in standalone mode
+            
+#if !defined(RAYGUI_STANDALONE)
+            // Load custom font if available
+            int fontDataSize = 0;
+            fwrite(&fontDataSize, 1, sizeof(int), rgsFile);
+
+            if (fontDataSize > 0)
+            {
+                Font font = { 0 };
+                int fontType = 0;   // 0-Normal, 1-SDF
+                Rectangle whiteRec = { 0 };
+
+                fread(&font.baseSize, 1, sizeof(int), rgsFile);
+                fread(&font.charsCount, 1, sizeof(int), rgsFile);
+                fread(&fontType, 1, sizeof(int), rgsFile);
+
+                // Load font white rectangle
+                fread(&whiteRec, 1, sizeof(Rectangle), rgsFile);
+
+                // Load font image parameters
+                int fontImageSize = 0;
+                fread(&fontImageSize, 1, sizeof(int), rgsFile);
+
+                if (fontImageSize > 0)
+                {
+                    Image imFont = { 0 };
+                    imFont.mipmaps = 1;
+                    fread(&imFont.width, 1, sizeof(int), rgsFile);
+                    fread(&imFont.height, 1, sizeof(int), rgsFile);
+                    fread(&imFont.format, 1, sizeof(int), rgsFile);
+                    fread(&imFont.data, 1, fontImageSize, rgsFile);
+
+                    font.texture = LoadTextureFromImage(imFont);
+                    UnloadImage(imFont);
+                }
+
+                // Load font chars data
+                font.chars = (CharInfo *)calloc(font.charsCount, sizeof(CharInfo));
+                for (int i = 0; i < font.charsCount; i++)
+                {
+                    fread(&font.chars[i].rec, 1, sizeof(Rectangle), rgsFile);
+                    fread(&font.chars[i].value, 1, sizeof(int), rgsFile);
+                    fread(&font.chars[i].offsetX, 1, sizeof(int), rgsFile);
+                    fread(&font.chars[i].offsetY, 1, sizeof(int), rgsFile);
+                    fread(&font.chars[i].advanceX, 1, sizeof(int), rgsFile);
+                }
+
+                GuiFont(font);
+
+                // Set font texture source rectangle to be used as white texture to draw shapes
+                // NOTE: This way, all gui can be draw using a single draw call
+                if ((whiteRec.width != 0) && (whiteRec.height != 0)) SetShapesTexture(font.texture, whiteRec);
+            }
+#endif
+        }
+        
+        fclose(rgsFile);
+    }
+}
+
+// Load style from a palette values array
+RAYGUIDEF void GuiLoadStyleProps(const int *props, int count)
+{
+    int completeSets = count/(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED);
+    int uncompleteSetProps = count%(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED);
+
+    // Load style palette values from array (complete property sets)
+    for (int i = 0; i < completeSets; i++)
+    {
+        for (int j = 0; j < (NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED); i++) GuiSetStyle(i, j, props[i]);
+    }
+
+    // Load style palette values from array (uncomplete property set)
+    for (int k = 0; k < uncompleteSetProps; k++) GuiSetStyle(completeSets, k, props[completeSets*(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED) + k]);
+}
+
+// Load style default over global style
+RAYGUIDEF void GuiLoadStyleDefault(void)
+{
+    // We set this variable first to avoid cyclic function calls
+    // when calling GuiSetStyle() and GuiGetStyle()
+    guiStyleLoaded = true;
+
+    // Initialize default LIGHT style property values
+    GuiSetStyle(DEFAULT, BORDER_COLOR_NORMAL, 0x838383ff);
+    GuiSetStyle(DEFAULT, BASE_COLOR_NORMAL, 0xc9c9c9ff);
+    GuiSetStyle(DEFAULT, TEXT_COLOR_NORMAL, 0x686868ff);
+    GuiSetStyle(DEFAULT, BORDER_COLOR_FOCUSED, 0x5bb2d9ff);
+    GuiSetStyle(DEFAULT, BASE_COLOR_FOCUSED, 0xc9effeff);
+    GuiSetStyle(DEFAULT, TEXT_COLOR_FOCUSED, 0x6c9bbcff);
+    GuiSetStyle(DEFAULT, BORDER_COLOR_PRESSED, 0x0492c7ff);
+    GuiSetStyle(DEFAULT, BASE_COLOR_PRESSED, 0x97e8ffff);
+    GuiSetStyle(DEFAULT, TEXT_COLOR_PRESSED, 0x368bafff);
+    GuiSetStyle(DEFAULT, BORDER_COLOR_DISABLED, 0xb5c1c2ff);
+    GuiSetStyle(DEFAULT, BASE_COLOR_DISABLED, 0xe6e9e9ff);
+    GuiSetStyle(DEFAULT, TEXT_COLOR_DISABLED, 0xaeb7b8ff);
+    GuiSetStyle(DEFAULT, BORDER_WIDTH, 1);
+    GuiSetStyle(DEFAULT, INNER_PADDING, 1);
+    GuiSetStyle(DEFAULT, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER);
+
+    // Populate all controls with default style
+    for (int i = 1; i < NUM_CONTROLS; i++)
+    {
+        for (int j = 0; j < NUM_PROPS_DEFAULT; j++) GuiSetStyle(i, j, GuiGetStyle(DEFAULT, j));
+    }
+
+    // Initialize extended property values
+    // NOTE: By default, extended property values are initialized to 0
+    GuiSetStyle(DEFAULT, TEXT_SIZE, 10);
+    GuiSetStyle(DEFAULT, TEXT_SPACING, 1);
+    GuiSetStyle(DEFAULT, LINE_COLOR, 0x90abb5ff);           // DEFAULT specific property
+    GuiSetStyle(DEFAULT, BACKGROUND_COLOR, 0xf5f5f5ff);     // DEFAULT specific property
+
+    GuiSetStyle(LABEL, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_LEFT);
+    GuiSetStyle(BUTTON, BORDER_WIDTH, 2);
+    GuiSetStyle(BUTTON, INNER_PADDING, 4);
+    GuiSetStyle(TOGGLE, GROUP_PADDING, 2);
+    GuiSetStyle(SLIDER, SLIDER_WIDTH, 15);
+    GuiSetStyle(SLIDER, TEXT_PADDING, 5);
+    GuiSetStyle(CHECKBOX, CHECK_TEXT_PADDING, 5);
+    GuiSetStyle(COMBOBOX, SELECTOR_WIDTH, 30);
+    GuiSetStyle(COMBOBOX, SELECTOR_PADDING, 2);
+    GuiSetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING, 16);
+    GuiSetStyle(TEXTBOX, INNER_PADDING, 4);
+    GuiSetStyle(TEXTBOX, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_LEFT);
+    GuiSetStyle(TEXTBOX, MULTILINE_PADDING, 5);
+    GuiSetStyle(TEXTBOX, SPINNER_BUTTON_WIDTH, 20);         // SPINNER specific property
+    GuiSetStyle(TEXTBOX, SPINNER_BUTTON_PADDING, 2);        // SPINNER specific property
+    GuiSetStyle(TEXTBOX, SPINNER_BUTTON_BORDER_WIDTH, 1);   // SPINNER specific property
+    //GuiSetStyle(VALUEBOX, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER);     // TODO.
+    GuiSetStyle(COLORPICKER, COLOR_SELECTOR_SIZE, 6);
+    GuiSetStyle(COLORPICKER, BAR_WIDTH, 0x14);
+    GuiSetStyle(COLORPICKER, BAR_PADDING, 0xa);
+    GuiSetStyle(COLORPICKER, BAR_SELECTOR_HEIGHT, 6);
+    GuiSetStyle(COLORPICKER, BAR_SELECTOR_PADDING, 2);
+    GuiSetStyle(LISTVIEW, ELEMENTS_HEIGHT, 0x1e);
+    GuiSetStyle(LISTVIEW, ELEMENTS_PADDING, 2);
+    GuiSetStyle(LISTVIEW, SCROLLBAR_WIDTH, 10);
+    GuiSetStyle(LISTVIEW, SCROLLBAR_SIDE, SCROLLBAR_RIGHT_SIDE);
+    GuiSetStyle(SCROLLBAR, BORDER_WIDTH, 0);
+    GuiSetStyle(SCROLLBAR, SHOW_SPINNER_BUTTONS, 0);
+    GuiSetStyle(SCROLLBAR, ARROWS_SIZE, 6);
+    GuiSetStyle(SCROLLBAR, INNER_PADDING, 0);
+    GuiSetStyle(SCROLLBAR, SLIDER_PADDING, 0);
+    GuiSetStyle(SCROLLBAR, SLIDER_SIZE, 16);
+    GuiSetStyle(SCROLLBAR, SCROLL_SPEED, 10);
+}
+
+// Updates controls style with default values
+RAYGUIDEF void GuiUpdateStyleComplete(void)
+{
+    // Populate all controls with default style
+    // NOTE: Extended style properties are ignored
+    for (int i = 1; i < NUM_CONTROLS; i++)
+    {
+        for (int j = 0; j < NUM_PROPS_DEFAULT; j++) GuiSetStyle(i, j, GuiGetStyle(DEFAULT, j));
+    }
+}
+
+// Get text with icon id prepended
+// NOTE: Useful to add icons by name id (enum) instead of 
+// a number that can change between ricon versions
+RAYGUIDEF const char *GuiIconText(int iconId, const char *text)
+{
+    static char buffer[1024] = { 0 };
+    memset(buffer, 0, 1024);
+    
+    sprintf(buffer, "#%03i#", iconId);
+    
+    if (text != NULL)
+    {
+        for (int i = 5; i < 1024; i++)
+        {
+            buffer[i] = text[i - 5];
+            if (text[i - 5] == '\0') break;
+        }
+    }
+    
+    return buffer;
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+// Split controls text into multiple strings
+// Also check for multiple columns (required by GuiToggleGroup())
+static const char **GuiTextSplit(const char *text, int *count, int *textRow)
+{
+    // NOTE: Current implementation returns a copy of the provided string with '\0' (string end delimiter)
+    // inserted between strings defined by "delimiter" parameter. No memory is dynamically allocated,
+    // all used memory is static... it has some limitations:
+    //      1. Maximum number of possible split strings is set by MAX_SUBSTRINGS_COUNT
+    //      2. Maximum size of text to split is MAX_TEXT_BUFFER_LENGTH
+
+    #define MAX_TEXT_BUFFER_LENGTH   1024
+    #define MAX_SUBSTRINGS_COUNT       64
+
+    static const char *result[MAX_SUBSTRINGS_COUNT] = { NULL };
+    static char buffer[MAX_TEXT_BUFFER_LENGTH] = { 0 };
+    memset(buffer, 0, MAX_TEXT_BUFFER_LENGTH);
+
+    result[0] = buffer;
+    int counter = 1;
+
+    if (textRow != NULL) textRow[0] = 0;
+
+    // Count how many substrings we have on text and point to every one
+    for (int i = 0; i < MAX_TEXT_BUFFER_LENGTH; i++)
+    {
+        buffer[i] = text[i];
+        if (buffer[i] == '\0') break;
+        else if ((buffer[i] == ';') || (buffer[i] == '\n'))
+        {
+            result[counter] = buffer + i + 1;
+
+            if (textRow != NULL)
+            {
+                if (buffer[i] == '\n') textRow[counter] = textRow[counter - 1] + 1;
+                else textRow[counter] = textRow[counter - 1];
+            }
+
+            buffer[i] = '\0';   // Set an end of string at this point
+
+            counter++;
+            if (counter == MAX_SUBSTRINGS_COUNT) break;
+        }
+    }
+
+    *count = counter;
+
+    return result;
+}
+
+// Convert color data from RGB to HSV
+// NOTE: Color data should be passed normalized
+static Vector3 ConvertRGBtoHSV(Vector3 rgb)
+{
+    Vector3 hsv = { 0.0f };
+    float min = 0.0f;
+    float max = 0.0f;
+    float delta = 0.0f;
+
+    min = (rgb.x < rgb.y)? rgb.x : rgb.y;
+    min = (min < rgb.z)? min  : rgb.z;
+
+    max = (rgb.x > rgb.y)? rgb.x : rgb.y;
+    max = (max > rgb.z)? max  : rgb.z;
+
+    hsv.z = max;            // Value
+    delta = max - min;
+
+    if (delta < 0.00001f)
+    {
+        hsv.y = 0.0f;
+        hsv.x = 0.0f;       // Undefined, maybe NAN?
+        return hsv;
+    }
+
+    if (max > 0.0f)
+    {
+        // NOTE: If max is 0, this divide would cause a crash
+        hsv.y = (delta/max);    // Saturation
+    }
+    else
+    {
+        // NOTE: If max is 0, then r = g = b = 0, s = 0, h is undefined
+        hsv.y = 0.0f;
+        hsv.x = 0.0f;        // Undefined, maybe NAN?
+        return hsv;
+    }
+
+    // NOTE: Comparing float values could not work properly
+    if (rgb.x >= max) hsv.x = (rgb.y - rgb.z)/delta;    // Between yellow & magenta
+    else
+    {
+        if (rgb.y >= max) hsv.x = 2.0f + (rgb.z - rgb.x)/delta;  // Between cyan & yellow
+        else hsv.x = 4.0f + (rgb.x - rgb.y)/delta;      // Between magenta & cyan
+    }
+
+    hsv.x *= 60.0f;     // Convert to degrees
+
+    if (hsv.x < 0.0f) hsv.x += 360.0f;
+
+    return hsv;
+}
+
+// Convert color data from HSV to RGB
+// NOTE: Color data should be passed normalized
+static Vector3 ConvertHSVtoRGB(Vector3 hsv)
+{
+    Vector3 rgb = { 0.0f };
+    float hh = 0.0f, p = 0.0f, q = 0.0f, t = 0.0f, ff = 0.0f;
+    long i = 0;
+
+    // NOTE: Comparing float values could not work properly
+    if (hsv.y <= 0.0f)
+    {
+        rgb.x = hsv.z;
+        rgb.y = hsv.z;
+        rgb.z = hsv.z;
+        return rgb;
+    }
+
+    hh = hsv.x;
+    if (hh >= 360.0f) hh = 0.0f;
+    hh /= 60.0f;
+
+    i = (long)hh;
+    ff = hh - i;
+    p = hsv.z*(1.0f - hsv.y);
+    q = hsv.z*(1.0f - (hsv.y*ff));
+    t = hsv.z*(1.0f - (hsv.y*(1.0f - ff)));
+
+    switch (i)
+    {
+        case 0:
+        {
+            rgb.x = hsv.z;
+            rgb.y = t;
+            rgb.z = p;
+        } break;
+        case 1:
+        {
+            rgb.x = q;
+            rgb.y = hsv.z;
+            rgb.z = p;
+        } break;
+        case 2:
+        {
+            rgb.x = p;
+            rgb.y = hsv.z;
+            rgb.z = t;
+        } break;
+        case 3:
+        {
+            rgb.x = p;
+            rgb.y = q;
+            rgb.z = hsv.z;
+        } break;
+        case 4:
+        {
+            rgb.x = t;
+            rgb.y = p;
+            rgb.z = hsv.z;
+        } break;
+        case 5:
+        default:
+        {
+            rgb.x = hsv.z;
+            rgb.y = p;
+            rgb.z = q;
+        } break;
+    }
+
+    return rgb;
+}
+
+#if defined(RAYGUI_STANDALONE)
+// Returns a Color struct from hexadecimal value
+static Color GetColor(int hexValue)
+{
+    Color color;
+
+    color.r = (unsigned char)(hexValue >> 24) & 0xFF;
+    color.g = (unsigned char)(hexValue >> 16) & 0xFF;
+    color.b = (unsigned char)(hexValue >> 8) & 0xFF;
+    color.a = (unsigned char)hexValue & 0xFF;
+
+    return color;
+}
+
+// Returns hexadecimal value for a Color
+static int ColorToInt(Color color)
+{
+    return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
+}
+
+// Check if point is inside rectangle
+static bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
+{
+    bool collision = false;
+
+    if ((point.x >= rec.x) && (point.x <= (rec.x + rec.width)) &&
+        (point.y >= rec.y) && (point.y <= (rec.y + rec.height))) collision = true;
+
+    return collision;
+}
+
+// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
+static Color Fade(Color color, float alpha)
+{
+    if (alpha < 0.0f) alpha = 0.0f;
+    else if (alpha > 1.0f) alpha = 1.0f;
+
+    return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
+}
+
+// Formatting of text with variables to 'embed'
+static const char *TextFormat(const char *text, ...)
+{
+    #define MAX_FORMATTEXT_LENGTH   64
+
+    static char buffer[MAX_FORMATTEXT_LENGTH];
+
+    va_list args;
+    va_start(args, text);
+    vsprintf(buffer, text, args);
+    va_end(args);
+
+    return buffer;
+}
+#endif      // RAYGUI_STANDALONE
+
+#endif      // RAYGUI_IMPLEMENTATION

+ 76 - 0
examples/shapes/shapes_bouncing_ball.c

@@ -0,0 +1,76 @@
+/*******************************************************************************************
+*
+*   raylib [shapes] example - bouncing ball
+*
+*   This example has been created using raylib 1.0 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2013 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+    // Initialization
+    //---------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+    
+    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball");
+    
+	Vector2 ballPosition = { GetScreenWidth()/2, GetScreenHeight()/2 };
+	Vector2 ballSpeed = { 5.0f, 4.0f };
+	int ballRadius = 20;
+    
+    bool pause = 0;
+    int framesCounter = 0;
+
+    SetTargetFPS(60);
+    //----------------------------------------------------------
+    
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //-----------------------------------------------------
+        if (IsKeyPressed(KEY_SPACE)) pause = !pause;
+        
+        if (!pause)
+        {
+            ballPosition.x += ballSpeed.x;
+            ballPosition.y += ballSpeed.y;
+            
+            // Check walls collision for bouncing
+            if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
+            if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f;
+        }
+        else framesCounter++;
+        //-----------------------------------------------------
+        
+        // Draw
+        //-----------------------------------------------------
+        BeginDrawing();
+        
+            ClearBackground(RAYWHITE);
+            
+            DrawCircleV(ballPosition, ballRadius, MAROON);
+            DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
+            
+            // On pause, we draw a blinking message
+            if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY);
+
+            DrawFPS(10, 10);
+        
+        EndDrawing();
+        //-----------------------------------------------------
+    }
+
+    // De-Initialization
+    //---------------------------------------------------------
+    CloseWindow();        // Close window and OpenGL context
+    //----------------------------------------------------------
+    
+    return 0;
+}

BIN
examples/shapes/shapes_bouncing_ball.png


+ 108 - 0
examples/shapes/shapes_collision_area.c

@@ -0,0 +1,108 @@
+/*******************************************************************************************
+*
+*   raylib [shapes] example - collision area
+*
+*   This example has been created using raylib 2.5 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include <stdlib.h>     // Required for abs()
+
+int main()
+{
+    // Initialization
+    //---------------------------------------------------------
+    int screenWidth = 800;
+    int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
+    
+    // Box A: Moving box
+    Rectangle boxA = { 10, GetScreenHeight()/2 - 50, 200, 100 };
+	int boxASpeedX = 4;
+	
+    // Box B: Mouse moved box
+    Rectangle boxB = { GetScreenWidth()/2 - 30, GetScreenHeight()/2 - 30, 60, 60 };
+    
+    Rectangle boxCollision = { 0 };       // Collision rectangle
+    
+    int screenUpperLimit = 40;      // Top menu limits
+    
+	bool pause = false;             // Movement pause
+	bool collision = false;         // Collision detection
+    
+    SetTargetFPS(60);
+    //----------------------------------------------------------
+    
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //-----------------------------------------------------
+        // Move box if not paused
+		if (!pause) boxA.x += boxASpeedX;
+        
+        // Bounce box on x screen limits
+		if (((boxA.x + boxA.width) >= GetScreenWidth()) || (boxA.x <= 0)) boxASpeedX *= -1;
+		
+		// Update player-controlled-box (box02)
+		boxB.x = GetMouseX() - boxB.width/2;
+		boxB.y = GetMouseY() - boxB.height/2;
+		
+        // Make sure Box B does not go out of move area limits
+		if ((boxB.x + boxB.width) >= GetScreenWidth()) boxB.x = GetScreenWidth() - boxB.width;
+		else if (boxB.x <= 0) boxB.x = 0;
+		
+		if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height;
+		else if (boxB.y <= screenUpperLimit) boxB.y = screenUpperLimit;
+        
+        // Check boxes collision
+        collision = CheckCollisionRecs(boxA, boxB);
+		
+		// Get collision rectangle (only on collision)
+		if (collision) boxCollision = GetCollisionRec(boxA, boxB);
+		
+        // Pause Box A movement
+		if (IsKeyPressed(KEY_SPACE)) pause = !pause;
+        //-----------------------------------------------------
+        
+        // Draw
+        //-----------------------------------------------------
+        BeginDrawing();
+        
+            ClearBackground(RAYWHITE);
+            
+            DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK);
+
+            DrawRectangleRec(boxA, GOLD);
+            DrawRectangleRec(boxB, BLUE);
+            
+            if (collision)
+            {
+                // Draw collision area
+                DrawRectangleRec(boxCollision, LIME);
+                
+                // Draw collision message
+                DrawText("COLLISION!", GetScreenWidth()/2 - MeasureText("COLLISION!", 20)/2, screenUpperLimit/2 - 10, 20, BLACK);
+                
+                // Draw collision area
+                DrawText(FormatText("Collision Area: %i", (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK);
+            }     
+
+            DrawFPS(10, 10);
+        
+        EndDrawing();
+        //-----------------------------------------------------
+    }
+
+    // De-Initialization
+    //---------------------------------------------------------
+    CloseWindow();        // Close window and OpenGL context
+    //----------------------------------------------------------
+    
+    return 0;
+}

BIN
examples/shapes/shapes_collision_area.png


+ 79 - 0
examples/shapes/shapes_draw_circle_sector.c

@@ -0,0 +1,79 @@
+/*******************************************************************************************
+*
+*   raylib [shapes] example - draw circle sector (with gui options)
+*
+*   This example has been created using raylib 2.5 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2019 Vlad Adrian (@Demizdor) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include <raylib.h>
+
+#define RAYGUI_IMPLEMENTATION
+#include "raygui.h"                 // Required for GUI controls
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw circle sector");
+
+    Vector2 center = {(GetScreenWidth() - 300)/2, GetScreenHeight()/2 };
+
+    float outerRadius = 180.f;
+    int startAngle = 0;
+    int endAngle = 180;
+    int segments = 0;
+
+    SetTargetFPS(60);
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        // NOTE: All variables update happens inside GUI control functions
+        //----------------------------------------------------------------------------------
+        
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+        
+            ClearBackground(RAYWHITE);
+        
+            DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
+            DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
+
+            DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3));
+            DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.6));
+            
+            // Draw GUI controls
+            //------------------------------------------------------------------------------
+            startAngle = GuiSliderBar((Rectangle){ 600, 40, 120, 20}, "StartAngle", startAngle, 0, 720, true );
+            endAngle = GuiSliderBar((Rectangle){ 600, 70, 120, 20}, "EndAngle", endAngle, 0, 720, true);
+            
+            outerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20}, "Radius", outerRadius, 0, 200, true);
+            segments = GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", segments, 0, 100, true);
+            //------------------------------------------------------------------------------
+            
+            DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 600, 200, 10, (segments >= 4)? MAROON : DARKGRAY);
+            
+            DrawFPS(10, 10);
+            
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------  
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

BIN
examples/shapes/shapes_draw_circle_sector.png


+ 87 - 0
examples/shapes/shapes_draw_rectangle_rounded.c

@@ -0,0 +1,87 @@
+/*******************************************************************************************
+*
+*   raylib [shapes] example - draw rectangle rounded (with gui options)
+*
+*   This example has been created using raylib 2.5 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2019 Vlad Adrian (@Demizdor) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include <raylib.h>
+
+#define RAYGUI_IMPLEMENTATION
+#include "raygui.h"                 // Required for GUI controls
+
+int main(void)
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw rectangle rounded");
+
+    float roundness = 0.2f;
+    int width = 200;
+    int height = 100;
+    int segments = 0;
+    int lineThick = 1;
+    
+    bool drawRect = false;
+    bool drawRoundedRect = true;
+    bool drawRoundedLines = false;
+
+    SetTargetFPS(60);
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        Rectangle rec = { (GetScreenWidth() - width - 250)/2, (GetScreenHeight() - height)/2, width, height };
+        //----------------------------------------------------------------------------------
+        
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+        
+            ClearBackground(RAYWHITE);
+        
+            DrawLine(560, 0, 560, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
+            DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
+
+            if (drawRect) DrawRectangleRec(rec, Fade(GOLD, 0.6));
+            if (drawRoundedRect) DrawRectangleRounded(rec, roundness, segments, Fade(MAROON, 0.2));
+            if (drawRoundedLines) DrawRectangleRoundedLines(rec,roundness, segments, lineThick, Fade(MAROON, 0.4));
+        
+            // Draw GUI controls
+            //------------------------------------------------------------------------------
+            width = GuiSliderBar((Rectangle){ 640, 40, 105, 20 }, "Width", width, 0, GetScreenWidth() - 300, true );
+            height = GuiSliderBar((Rectangle){ 640, 70, 105, 20 }, "Height", height, 0, GetScreenHeight() - 50, true);
+            roundness = GuiSliderBar((Rectangle){ 640, 140, 105, 20 }, "Roundness", roundness, 0.0f, 1.0f, true);
+            lineThick = GuiSliderBar((Rectangle){ 640, 170, 105, 20 }, "Thickness", lineThick, 0, 20, true);
+            segments = GuiSliderBar((Rectangle){ 640, 240, 105, 20}, "Segments", segments, 0, 60, true);
+            
+            drawRoundedRect = GuiCheckBox((Rectangle){ 640, 320, 20, 20 }, "DrawRoundedRect", drawRoundedRect);
+            drawRoundedLines = GuiCheckBox((Rectangle){ 640, 350, 20, 20 }, "DrawRoundedLines", drawRoundedLines);
+            drawRect = GuiCheckBox((Rectangle){ 640, 380, 20, 20}, "DrawRect", drawRect);
+            //------------------------------------------------------------------------------
+            
+            DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 640, 280, 10, (segments >= 4)? MAROON : DARKGRAY);
+            
+            DrawFPS(10, 10);
+            
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------  
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

BIN
examples/shapes/shapes_draw_rectangle_rounded.png


+ 92 - 0
examples/shapes/shapes_draw_ring.c

@@ -0,0 +1,92 @@
+/*******************************************************************************************
+*
+*   raylib [shapes] example - draw ring (with gui options)
+*
+*   This example has been created using raylib 2.5 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2019 Vlad Adrian (@Demizdor) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include <raylib.h>
+
+#define RAYGUI_IMPLEMENTATION
+#include "raygui.h"                 // Required for GUI controls
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw ring");
+
+    Vector2 center = {(GetScreenWidth() - 300)/2, GetScreenHeight()/2 };
+
+    float innerRadius = 80.0f;
+    float outerRadius = 190.0f;
+    
+    int startAngle = 0;
+    int endAngle = 360;
+    int segments = 0;
+    
+    bool drawRing = true;
+    bool drawRingLines = false;
+    bool drawCircleLines = false;
+    
+    SetTargetFPS(60);
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        // NOTE: All variables update happens inside GUI control functions
+        //----------------------------------------------------------------------------------
+        
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+        
+            ClearBackground(RAYWHITE);
+            
+            DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
+            DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
+
+            if (drawRing) DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3));
+            if (drawRingLines) DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4));
+            if (drawCircleLines) DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4));
+
+            // Draw GUI controls
+            //------------------------------------------------------------------------------
+            startAngle = GuiSliderBar((Rectangle){ 600, 40, 120, 20 }, "StartAngle", startAngle, -450, 450, true);
+            endAngle = GuiSliderBar((Rectangle){ 600, 70, 120, 20 }, "EndAngle", endAngle, -450, 450, true);
+            
+            innerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", innerRadius, 0, 100, true);
+            outerRadius = GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", outerRadius, 0, 200, true);
+            
+            segments = GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", segments, 0, 100, true);
+            
+            drawRing = GuiCheckBox((Rectangle){ 600, 320, 20, 20 }, "Draw Ring", drawRing);
+            drawRingLines = GuiCheckBox((Rectangle){ 600, 350, 20, 20 }, "Draw RingLines", drawRingLines);
+            drawCircleLines = GuiCheckBox((Rectangle){ 600, 380, 20, 20 }, "Draw CircleLines", drawCircleLines);
+            //------------------------------------------------------------------------------
+            
+            DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 600, 270, 10, (segments >= 4)? MAROON : DARKGRAY);
+            
+            DrawFPS(10, 10);
+            
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------  
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

BIN
examples/shapes/shapes_draw_ring.png


+ 136 - 0
examples/shapes/shapes_easing_box_anim.c

@@ -0,0 +1,136 @@
+/*******************************************************************************************
+*
+*   raylib [shapes] example - easings box anim
+*
+*   This example has been created using raylib 2.5 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include "easings.h"            // Required for easing functions
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim");
+    
+    // Box variables to be animated with easings
+    Rectangle rec = { GetScreenWidth()/2, -100, 100, 100 };
+    float rotation = 0.0f;
+    float alpha = 1.0f;
+    
+    int state = 0;
+    int framesCounter = 0;
+    
+    SetTargetFPS(60);
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        switch (state)
+        {
+            case 0:     // Move box down to center of screen
+            {
+                framesCounter++;
+                
+                // NOTE: Remember that 3rd parameter of easing function refers to
+                // desired value variation, do not confuse it with expected final value!
+                rec.y = EaseElasticOut(framesCounter, -100, GetScreenHeight()/2 + 100, 120);
+
+                if (framesCounter >= 120) 
+                {
+                    framesCounter = 0;
+                    state = 1;
+                }
+            } break;
+            case 1:     // Scale box to an horizontal bar
+            {
+                framesCounter++;
+                rec.height = EaseBounceOut(framesCounter, 100, -90, 120);
+                rec.width = EaseBounceOut(framesCounter, 100, GetScreenWidth(), 120);
+                
+                if (framesCounter >= 120) 
+                {
+                    framesCounter = 0;
+                    state = 2;
+                }
+            } break;
+            case 2:     // Rotate horizontal bar rectangle
+            {
+                framesCounter++;
+                rotation = EaseQuadOut(framesCounter, 0.0f, 270.0f, 240);
+                
+                if (framesCounter >= 240) 
+                {
+                    framesCounter = 0;
+                    state = 3;
+                }
+            } break;
+            case 3:     // Increase bar size to fill all screen
+            {
+                framesCounter++;
+                rec.height = EaseCircOut(framesCounter, 10, GetScreenWidth(), 120);
+                
+                if (framesCounter >= 120) 
+                {
+                    framesCounter = 0;
+                    state = 4;
+                }
+            } break;
+            case 4:     // Fade out animation
+            {
+                framesCounter++;
+                alpha = EaseSineOut(framesCounter, 1.0f, -1.0f, 160);
+                
+                if (framesCounter >= 160)
+                {
+                    framesCounter = 0;
+                    state = 5;
+                }
+            } break;
+            default: break;
+        }
+        
+        // Reset animation at any moment
+        if (IsKeyPressed(KEY_SPACE))
+        {
+            rec = (Rectangle){ GetScreenWidth()/2, -100, 100, 100 };
+            rotation = 0.0f;
+            alpha = 1.0f;
+            state = 0;
+            framesCounter = 0;
+        }
+        //----------------------------------------------------------------------------------
+        
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(RAYWHITE);
+
+            DrawRectanglePro(rec, (Vector2){ rec.width/2, rec.height/2 }, rotation, Fade(BLACK, alpha));
+            
+            DrawText("PRESS [SPACE] TO RESET BOX ANIMATION!", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------  
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

BIN
examples/shapes/shapes_easing_box_anim.png


+ 110 - 0
examples/shapes/shapes_easings_ball_anim.c

@@ -0,0 +1,110 @@
+/*******************************************************************************************
+*
+*   raylib [shapes] example - easings ball anim
+*
+*   This example has been created using raylib 2.5 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include "easings.h"            // Required for easing functions
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim");
+    
+    // Ball variable value to be animated with easings
+    int ballPositionX = -100;
+    int ballRadius = 20;
+    float ballAlpha = 0.0f;
+    
+    int state = 0;
+    int framesCounter = 0;
+    
+    SetTargetFPS(60);
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        if (state == 0)             // Move ball position X with easing
+        {
+            framesCounter++;
+            ballPositionX = EaseElasticOut(framesCounter, -100, screenWidth/2 + 100, 120);
+            
+            if (framesCounter >= 120)
+            {
+                framesCounter = 0;
+                state = 1;
+            }
+        }
+        else if (state == 1)        // Increase ball radius with easing
+        {
+            framesCounter++;
+            ballRadius = EaseElasticIn(framesCounter, 20, 500, 200);
+            
+            if (framesCounter >= 200)
+            {
+                framesCounter = 0;
+                state = 2;
+            }
+        }
+        else if (state == 2)        // Change ball alpha with easing (background color blending)
+        {
+            framesCounter++;
+            ballAlpha = EaseCubicOut(framesCounter, 0.0f, 1.0f, 200);
+            
+            if (framesCounter >= 200)
+            {
+                framesCounter = 0;
+                state = 3;
+            }
+        }
+        else if (state == 3)        // Reset state to play again
+        {
+            if (IsKeyPressed(KEY_ENTER)) 
+            {
+                // Reset required variables to play again
+                ballPositionX = -100;
+                ballRadius = 20;
+                ballAlpha = 0.0f;
+                state = 0;
+            }
+        }
+        
+        if (IsKeyPressed(KEY_R)) framesCounter = 0;
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(RAYWHITE);
+
+            if (state >= 2) DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
+            DrawCircle(ballPositionX, 200, ballRadius, Fade(RED, 1.0f - ballAlpha));
+            
+            if (state == 3) DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, BLACK);
+            
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------   
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

BIN
examples/shapes/shapes_easings_ball_anim.png


+ 118 - 0
examples/shapes/shapes_easings_rectangle_array.c

@@ -0,0 +1,118 @@
+/*******************************************************************************************
+*
+*   raylib [shapes] example - easings rectangle array
+*
+*   NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy 
+*   the library to same directory as example or make sure it's available on include path.
+*
+*   This example has been created using raylib 2.0 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include "easings.h"            // Required for easing functions
+
+#define RECS_WIDTH              50
+#define RECS_HEIGHT             50
+
+#define MAX_RECS_X              800/RECS_WIDTH
+#define MAX_RECS_Y              450/RECS_HEIGHT
+
+#define PLAY_TIME_IN_FRAMES     240                 // At 60 fps = 4 seconds
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    int screenWidth = 800;
+    int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array");
+    
+    Rectangle recs[MAX_RECS_X*MAX_RECS_Y];
+    
+    for (int y = 0; y < MAX_RECS_Y; y++)
+    {
+        for (int x = 0; x < MAX_RECS_X; x++)
+        {
+            recs[y*MAX_RECS_X + x].x = RECS_WIDTH/2 + RECS_WIDTH*x;
+            recs[y*MAX_RECS_X + x].y = RECS_HEIGHT/2 + RECS_HEIGHT*y;
+            recs[y*MAX_RECS_X + x].width = RECS_WIDTH;
+            recs[y*MAX_RECS_X + x].height = RECS_HEIGHT;
+        }
+    }
+    
+    float rotation = 0.0f;
+    int framesCounter = 0;
+    int state = 0;                  // Rectangles animation state: 0-Playing, 1-Finished 
+    
+    SetTargetFPS(60);
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        if (state == 0)
+        {
+            framesCounter++;
+
+            for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++) 
+            {
+                recs[i].height = EaseCircOut(framesCounter, RECS_HEIGHT, -RECS_HEIGHT, PLAY_TIME_IN_FRAMES);
+                recs[i].width = EaseCircOut(framesCounter, RECS_WIDTH, -RECS_WIDTH, PLAY_TIME_IN_FRAMES);
+                
+                if (recs[i].height < 0) recs[i].height = 0;
+                if (recs[i].width < 0) recs[i].width = 0;
+                
+                if ((recs[i].height == 0) && (recs[i].width == 0)) state = 1;   // Finish playing
+                
+                rotation = EaseLinearIn(framesCounter, 0.0f, 360.0f, PLAY_TIME_IN_FRAMES);
+            }
+        }
+        else if ((state == 1) && IsKeyPressed(KEY_SPACE))
+        {
+            // When animation has finished, press space to restart
+            framesCounter = 0;
+            
+            for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++) 
+            {
+                recs[i].height = RECS_HEIGHT;
+                recs[i].width = RECS_WIDTH;
+            }
+            
+            state = 0;
+        }
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(RAYWHITE);
+
+            if (state == 0)
+            {
+                for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
+                {
+                    DrawRectanglePro(recs[i], (Vector2){ recs[i].width/2, recs[i].height/2 }, rotation, RED);
+                }
+            }
+            else if (state == 1) DrawText("PRESS [SPACE] TO PLAY AGAIN!", 240, 200, 20, GRAY);
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------   
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

BIN
examples/shapes/shapes_easings_rectangle_array.png


+ 104 - 0
examples/shapes/shapes_following_eyes.c

@@ -0,0 +1,104 @@
+/*******************************************************************************************
+*
+*   raylib [shapes] example - following eyes
+*
+*   This example has been created using raylib 2.5 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <math.h>       // Required for: atan2f()
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
+    
+    Vector2 scleraLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
+    Vector2 scleraRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2 };
+    float scleraRadius = 80;
+    
+    Vector2 irisLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
+    Vector2 irisRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2};
+    float irisRadius = 24;
+   
+    float angle;  
+    float dx, dy, dxx, dyy; 
+    
+    SetTargetFPS(60);
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        irisLeftPosition = GetMousePosition();
+        irisRightPosition = GetMousePosition();
+        
+        // Check not inside the left eye sclera
+        if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - 20))
+        {
+            dx = irisLeftPosition.x - scleraLeftPosition.x;
+            dy = irisLeftPosition.y - scleraLeftPosition.y;
+        
+            angle = atan2f(dy, dx);
+
+            dxx = (scleraRadius - irisRadius)*cosf(angle);
+            dyy = (scleraRadius - irisRadius)*sinf(angle);
+
+            irisLeftPosition.x = scleraLeftPosition.x + dxx;
+            irisLeftPosition.y = scleraLeftPosition.y + dyy;
+        }
+
+        // Check not inside the right eye sclera
+        if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - 20))
+        {
+            dx = irisRightPosition.x - scleraRightPosition.x;
+            dy = irisRightPosition.y - scleraRightPosition.y;
+        
+            angle = atan2f(dy, dx);
+
+            dxx = (scleraRadius - irisRadius)*cosf(angle);
+            dyy = (scleraRadius - irisRadius)*sinf(angle);
+
+            irisRightPosition.x = scleraRightPosition.x + dxx;
+            irisRightPosition.y = scleraRightPosition.y + dyy;
+        }
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(RAYWHITE);
+
+            DrawCircleV(scleraLeftPosition, scleraRadius, LIGHTGRAY);
+            DrawCircleV(irisLeftPosition, irisRadius, BROWN);
+            DrawCircleV(irisLeftPosition, 10, BLACK);
+            
+            DrawCircleV(scleraRightPosition, scleraRadius, LIGHTGRAY);
+            DrawCircleV(irisRightPosition, irisRadius, DARKGREEN);
+            DrawCircleV(irisRightPosition, 10, BLACK);
+            
+            DrawFPS(10, 10);
+            
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------   
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

BIN
examples/shapes/shapes_following_eyes.png