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Updated libs

Ray 8 年之前
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9b24120cd9
共有 10 個文件被更改,包括 364 次插入123 次删除
  1. 8 3
      .gitignore
  2. 59 19
      release/android/raylib.h
  3. 二進制
      release/html5/libraylib.bc
  4. 59 19
      release/html5/raylib.h
  5. 59 19
      release/linux/raylib.h
  6. 59 19
      release/osx/raylib.h
  7. 59 19
      release/rpi/raylib.h
  8. 二進制
      release/win32/mingw32/libraylibdll.a
  9. 59 19
      release/win32/raylib.h
  10. 2 6
      src/Makefile

+ 8 - 3
.gitignore

@@ -74,7 +74,7 @@ games/*
 !games/*.lua
 !games/*.png
 # Unignore games makefile
-!games/makefile
+!games/Makefile
 
 # Ignore files build by xcode
 *.mode*v*
@@ -96,8 +96,6 @@ src/libraylib.bc
 # external libraries DLLs
 !src/external/glfw3/lib/win32/glfw3.dll
 !src/external/openal_soft/lib/win32/OpenAL32.dll
-!src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll
-!src/external/pthread/lib/pthreadGC2.dll
 
 # Visual Studio project
 project/vs2015/*.db
@@ -123,3 +121,10 @@ docs/examples/web/*/*.html
 !docs/examples/web/shaders/loader.html
 !docs/examples/web/models/loader.html
 
+# raylib release libs
+!release/android/armeabi-v7a/libraylib.a
+!release/android/armeabi-v7a/libraylib.so
+!release/linux/libraylib.a
+!release/linux/libraylib.so
+!release/rpi/libraylib.a
+

+ 59 - 19
release/android/raylib.h

@@ -473,7 +473,7 @@ typedef struct Ray {
     Vector3 direction;      // Ray direction
 } Ray;
 
-// Information returned from a raycast
+// Raycast hit information
 typedef struct RayHitInfo {
     bool hit;               // Did the ray hit something?
     float distance;         // Distance to nearest hit
@@ -653,12 +653,13 @@ extern "C" {            // Prevents name mangling of functions
 //------------------------------------------------------------------------------------
 // Window and Graphics Device Functions (Module: core)
 //------------------------------------------------------------------------------------
+
+// Window-related functions
 #if defined(PLATFORM_ANDROID)
 RLAPI void InitWindow(int width, int height, void *state);        // Initialize Android activity
 #elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
 RLAPI void InitWindow(int width, int height, const char *title);  // Initialize window and OpenGL context
 #endif
-
 RLAPI void CloseWindow(void);                                     // Close window and unload OpenGL context
 RLAPI bool WindowShouldClose(void);                               // Check if KEY_ESCAPE pressed or Close icon pressed
 RLAPI bool IsWindowMinimized(void);                               // Check if window has been minimized (or lost focus)
@@ -671,6 +672,7 @@ RLAPI int GetScreenWidth(void);                                   // Get current
 RLAPI int GetScreenHeight(void);                                  // Get current screen height
 
 #if !defined(PLATFORM_ANDROID)
+// Cursor-related functions
 RLAPI void ShowCursor(void);                                      // Shows cursor
 RLAPI void HideCursor(void);                                      // Hides cursor
 RLAPI bool IsCursorHidden(void);                                  // Check if cursor is not visible
@@ -678,10 +680,10 @@ RLAPI void EnableCursor(void);                                    // Enables cur
 RLAPI void DisableCursor(void);                                   // Disables cursor (lock cursor)
 #endif
 
+// Drawing-related functions
 RLAPI void ClearBackground(Color color);                          // Set background color (framebuffer clear color)
 RLAPI void BeginDrawing(void);                                    // Setup canvas (framebuffer) to start drawing
 RLAPI void EndDrawing(void);                                      // End canvas drawing and swap buffers (double buffering)
-
 RLAPI void Begin2dMode(Camera2D camera);                          // Initialize 2D mode with custom camera (2D)
 RLAPI void End2dMode(void);                                       // Ends 2D mode with custom camera
 RLAPI void Begin3dMode(Camera camera);                            // Initializes 3D mode with custom camera (3D)
@@ -689,28 +691,33 @@ RLAPI void End3dMode(void);                                       // Ends 3D mod
 RLAPI void BeginTextureMode(RenderTexture2D target);              // Initializes render texture for drawing
 RLAPI void EndTextureMode(void);                                  // Ends drawing to render texture
 
+// Screen-space-related functions
 RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Returns a ray trace from mouse position
 RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Returns the screen space position for a 3d world space position
 RLAPI Matrix GetCameraMatrix(Camera camera);                      // Returns camera transform matrix (view matrix)
 
+// Timming-related functions
 RLAPI void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
 RLAPI int GetFPS(void);                                           // Returns current FPS
 RLAPI float GetFrameTime(void);                                   // Returns time in seconds for last frame drawn
 
-RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
+// Color-related functions
 RLAPI int GetHexValue(Color color);                               // Returns hexadecimal value for a Color
+RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
+RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
 RLAPI float *ColorToFloat(Color color);                           // Converts Color to float array and normalizes
 RLAPI float *VectorToFloat(Vector3 vec);                          // Converts Vector3 to float array
 RLAPI float *MatrixToFloat(Matrix mat);                           // Converts Matrix to float array
 
-RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
-RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
-
+// Misc. functions
 RLAPI void ShowLogo(void);                                        // Activate raylib logo at startup (can be done with flags)
 RLAPI void SetConfigFlags(char flags);                            // Setup window configuration flags (view FLAGS)
 RLAPI void TraceLog(int logType, const char *text, ...);          // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
 RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (saved a .png)
+RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
 
+
+// Files management functions
 RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
 RLAPI const char *GetDirectoryPath(const char *fileName);         // Get directory for a given fileName (with path)
 RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory
@@ -719,12 +726,15 @@ RLAPI bool IsFileDropped(void);                                   // Check if a
 RLAPI char **GetDroppedFiles(int *count);                         // Get dropped files names
 RLAPI void ClearDroppedFiles(void);                               // Clear dropped files paths buffer
 
+// Persistent storage management
 RLAPI void StorageSaveValue(int position, int value);             // Save integer value to storage file (to defined position)
 RLAPI int StorageLoadValue(int position);                         // Load integer value from storage file (from defined position)
 
 //------------------------------------------------------------------------------------
 // Input Handling Functions (Module: core)
 //------------------------------------------------------------------------------------
+
+// Input-related functions: keyboard
 RLAPI bool IsKeyPressed(int key);                             // Detect if a key has been pressed once
 RLAPI bool IsKeyDown(int key);                                // Detect if a key is being pressed
 RLAPI bool IsKeyReleased(int key);                            // Detect if a key has been released once
@@ -732,6 +742,7 @@ RLAPI bool IsKeyUp(int key);                                  // Detect if a key
 RLAPI int GetKeyPressed(void);                                // Get latest key pressed
 RLAPI void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
 
+// Input-related functions: gamepads
 RLAPI bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
 RLAPI bool IsGamepadName(int gamepad, const char *name);      // Check gamepad name (if available)
 RLAPI const char *GetGamepadName(int gamepad);                // Return gamepad internal name id
@@ -743,6 +754,7 @@ RLAPI int GetGamepadButtonPressed(void);                      // Get the last ga
 RLAPI int GetGamepadAxisCount(int gamepad);                   // Return gamepad axis count for a gamepad
 RLAPI float GetGamepadAxisMovement(int gamepad, int axis);    // Return axis movement value for a gamepad axis
 
+// Input-related functions: mouse
 RLAPI bool IsMouseButtonPressed(int button);                  // Detect if a mouse button has been pressed once
 RLAPI bool IsMouseButtonDown(int button);                     // Detect if a mouse button is being pressed
 RLAPI bool IsMouseButtonReleased(int button);                 // Detect if a mouse button has been released once
@@ -753,6 +765,7 @@ RLAPI Vector2 GetMousePosition(void);                         // Returns mouse p
 RLAPI void SetMousePosition(Vector2 position);                // Set mouse position XY
 RLAPI int GetMouseWheelMove(void);                            // Returns mouse wheel movement Y
 
+// Input-related functions: touch
 RLAPI int GetTouchX(void);                                    // Returns touch position X for touch point 0 (relative to screen size)
 RLAPI int GetTouchY(void);                                    // Returns touch position Y for touch point 0 (relative to screen size)
 RLAPI Vector2 GetTouchPosition(int index);                    // Returns touch position XY for a touch point index (relative to screen size)
@@ -786,6 +799,8 @@ RLAPI void SetCameraMoveControls(int frontKey, int backKey,
 //------------------------------------------------------------------------------------
 // Basic Shapes Drawing Functions (Module: shapes)
 //------------------------------------------------------------------------------------
+
+// Basic shapes drawing functions
 RLAPI void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel
 RLAPI void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel (Vector version)
 RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                // Draw a line
@@ -808,6 +823,7 @@ RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Col
 RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color);                                      // Draw a closed polygon defined by points
 RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color);                                 // Draw polygon lines
 
+// Basic shapes collision detection functions
 RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);                                           // Check collision between two rectangles
 RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);        // Check collision between two circles
 RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);                         // Check collision between circle and rectangle
@@ -819,6 +835,8 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve
 //------------------------------------------------------------------------------------
 // Texture Loading and Drawing Functions (Module: textures)
 //------------------------------------------------------------------------------------
+
+// Image/Texture2D data loading/unloading functions
 RLAPI Image LoadImage(const char *fileName);                                                             // Load image from file into CPU memory (RAM)
 RLAPI Image LoadImageEx(Color *pixels, int width, int height);                                           // Load image from Color array data (RGBA - 32bit)
 RLAPI Image LoadImagePro(void *data, int width, int height, int format);                                 // Load image from raw data with parameters
@@ -832,6 +850,8 @@ RLAPI void UnloadRenderTexture(RenderTexture2D target);
 RLAPI Color *GetImageData(Image image);                                                                  // Get pixel data from image as a Color struct array
 RLAPI Image GetTextureData(Texture2D texture);                                                           // Get pixel data from GPU texture and return an Image
 RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
+
+// Image manipulation functions
 RLAPI void ImageToPOT(Image *image, Color fillColor);                                                    // Convert image to POT (power-of-two)
 RLAPI void ImageFormat(Image *image, int newFormat);                                                     // Convert image data to desired format
 RLAPI void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to image
@@ -853,10 +873,13 @@ RLAPI void ImageColorInvert(Image *image);
 RLAPI void ImageColorGrayscale(Image *image);                                                            // Modify image color: grayscale
 RLAPI void ImageColorContrast(Image *image, float contrast);                                             // Modify image color: contrast (-100 to 100)
 RLAPI void ImageColorBrightness(Image *image, int brightness);                                           // Modify image color: brightness (-255 to 255)
+
+// Texture2D configuration functions
 RLAPI void GenTextureMipmaps(Texture2D *texture);                                                        // Generate GPU mipmaps for a texture
 RLAPI void SetTextureFilter(Texture2D texture, int filterMode);                                          // Set texture scaling filter mode
 RLAPI void SetTextureWrap(Texture2D texture, int wrapMode);                                              // Set texture wrapping mode
 
+// Texture2D drawing functions
 RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                               // Draw a Texture2D
 RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
 RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
@@ -867,24 +890,30 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest
 //------------------------------------------------------------------------------------
 // Font Loading and Text Drawing Functions (Module: text)
 //------------------------------------------------------------------------------------
+
+// SpriteFont loading/unloading functions
 RLAPI SpriteFont GetDefaultFont(void);                                                                   // Get the default SpriteFont
 RLAPI SpriteFont LoadSpriteFont(const char *fileName);                                                   // Load SpriteFont from file into GPU memory (VRAM)
 RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars);   // Load SpriteFont from file with extended parameters
 RLAPI void UnloadSpriteFont(SpriteFont spriteFont);                                                      // Unload SpriteFont from GPU memory (VRAM)
 
+// Text drawing functions
+RLAPI void DrawFPS(int posX, int posY);                                                                  // Shows current FPS
 RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color);                    // Draw text (using default font)
 RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position,                         // Draw text using SpriteFont and additional parameters
                 float fontSize, int spacing, Color tint);
+
+// Text misc. functions
 RLAPI int MeasureText(const char *text, int fontSize);                                                   // Measure string width for default font
 RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing);       // Measure string size for SpriteFont
-
-RLAPI void DrawFPS(int posX, int posY);                                                                  // Shows current FPS
 RLAPI const char *FormatText(const char *text, ...);                                                     // Formatting of text with variables to 'embed'
 RLAPI const char *SubText(const char *text, int position, int length);                                   // Get a piece of a text string
 
 //------------------------------------------------------------------------------------
 // Basic 3d Shapes Drawing Functions (Module: models)
 //------------------------------------------------------------------------------------
+
+// Basic geometric 3D shapes drawing functions
 RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);                                    // Draw a line in 3D world space
 RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
 RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color);             // Draw cube
@@ -905,6 +934,8 @@ RLAPI void DrawGizmo(Vector3 position);
 //------------------------------------------------------------------------------------
 // Model 3d Loading and Drawing Functions (Module: models)
 //------------------------------------------------------------------------------------
+
+// Model loading/unloading functions
 RLAPI Mesh LoadMesh(const char *fileName);                                                              // Load mesh from file
 RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData);         // Load mesh from vertex data
 RLAPI Model LoadModel(const char *fileName);                                                            // Load model from file
@@ -914,10 +945,12 @@ RLAPI Model LoadCubicmap(Image cubicmap);
 RLAPI void UnloadMesh(Mesh *mesh);                                                                      // Unload mesh from memory (RAM and/or VRAM)
 RLAPI void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
 
+// Material loading/unloading functions
 RLAPI Material LoadMaterial(const char *fileName);                                                      // Load material from file
 RLAPI Material LoadDefaultMaterial(void);                                                               // Load default material (uses default models shader)
 RLAPI void UnloadMaterial(Material material);                                                           // Unload material from GPU memory (VRAM)
 
+// Model drawing functions
 RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
 RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
                        float rotationAngle, Vector3 scale, Color tint);                                 // Draw a model with extended parameters
@@ -925,11 +958,11 @@ RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint
 RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
                             float rotationAngle, Vector3 scale, Color tint);                            // Draw a model wires (with texture if set) with extended parameters
 RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                               // Draw bounding box (wires)
-
 RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);     // Draw a billboard texture
 RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
                             Vector3 center, float size, Color tint);                                    // Draw a billboard texture defined by sourceRec
 
+// Collision detection functions
 RLAPI BoundingBox CalculateBoundingBox(Mesh mesh);                                                      // Calculate mesh bounding box limits
 RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);       // Detect collision between two spheres
 RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                     // Detect collision between two bounding boxes
@@ -946,6 +979,8 @@ RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);
 // Shaders System Functions (Module: rlgl)
 // NOTE: This functions are useless when using OpenGL 1.1
 //------------------------------------------------------------------------------------
+
+// Shader loading/unloading functions
 RLAPI char *LoadText(const char *fileName);                               // Load chars array from text file
 RLAPI Shader LoadShader(char *vsFileName, char *fsFileName);              // Load shader from files and bind default locations
 RLAPI void UnloadShader(Shader shader);                                   // Unload shader from GPU memory (VRAM)
@@ -953,39 +988,40 @@ RLAPI void UnloadShader(Shader shader);                                   // Unl
 RLAPI Shader GetDefaultShader(void);                                      // Get default shader
 RLAPI Texture2D GetDefaultTexture(void);                                  // Get default texture
 
+// Shader configuration functions
 RLAPI int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
 RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
 RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int)
 RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
-
 RLAPI void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
 RLAPI void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
 
+// Shading begin/end functions
 RLAPI void BeginShaderMode(Shader shader);                                // Begin custom shader drawing
 RLAPI void EndShaderMode(void);                                           // End custom shader drawing (use default shader)
 RLAPI void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied)
 RLAPI void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending)
 
-//------------------------------------------------------------------------------------
-// VR experience Functions (Module: rlgl)
-// NOTE: This functions are useless when using OpenGL 1.1
-//------------------------------------------------------------------------------------
+// VR control functions
 RLAPI void InitVrSimulator(int vrDevice);           // Init VR simulator for selected device
 RLAPI void CloseVrSimulator(void);                  // Close VR simulator for current device
-RLAPI bool IsVrSimulatorReady(void);                // Detect if VR device is ready
+RLAPI bool IsVrSimulatorReady(void);                // Detect if VR simulator is ready
 RLAPI void UpdateVrTracking(Camera *camera);        // Update VR tracking (position and orientation) and camera
-RLAPI void ToggleVrMode(void);                      // Enable/Disable VR experience (device or simulator)
+RLAPI void ToggleVrMode(void);                      // Enable/Disable VR experience
 RLAPI void BeginVrDrawing(void);                    // Begin VR simulator stereo rendering
 RLAPI void EndVrDrawing(void);                      // End VR simulator stereo rendering
 
 //------------------------------------------------------------------------------------
 // Audio Loading and Playing Functions (Module: audio)
 //------------------------------------------------------------------------------------
+
+// Audio device management functions
 RLAPI void InitAudioDevice(void);                                     // Initialize audio device and context
 RLAPI void CloseAudioDevice(void);                                    // Close the audio device and context
 RLAPI bool IsAudioDeviceReady(void);                                  // Check if audio device has been initialized successfully
 RLAPI void SetMasterVolume(float volume);                             // Set master volume (listener)
 
+// Wave/Sound loading/unloading functions
 RLAPI Wave LoadWave(const char *fileName);                            // Load wave data from file
 RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
 RLAPI Sound LoadSound(const char *fileName);                          // Load sound from file
@@ -993,6 +1029,8 @@ RLAPI Sound LoadSoundFromWave(Wave wave);                             // Load so
 RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
 RLAPI void UnloadWave(Wave wave);                                     // Unload wave data
 RLAPI void UnloadSound(Sound sound);                                  // Unload sound
+
+// Wave/Sound management functions
 RLAPI void PlaySound(Sound sound);                                    // Play a sound
 RLAPI void PauseSound(Sound sound);                                   // Pause a sound
 RLAPI void ResumeSound(Sound sound);                                  // Resume a paused sound
@@ -1004,6 +1042,8 @@ RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels);
 RLAPI Wave WaveCopy(Wave wave);                                       // Copy a wave to a new wave
 RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample);     // Crop a wave to defined samples range
 RLAPI float *GetWaveData(Wave wave);                                  // Get samples data from wave as a floats array
+
+// Music management functions
 RLAPI Music LoadMusicStream(const char *fileName);                    // Load music stream from file
 RLAPI void UnloadMusicStream(Music music);                            // Unload music stream
 RLAPI void PlayMusicStream(Music music);                              // Start music playing
@@ -1018,8 +1058,8 @@ RLAPI void SetMusicLoopCount(Music music, float count);               // Set mus
 RLAPI float GetMusicTimeLength(Music music);                          // Get music time length (in seconds)
 RLAPI float GetMusicTimePlayed(Music music);                          // Get current music time played (in seconds)
 
-RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
-                                  unsigned int sampleSize,
+// AudioStream management functions
+RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize,
                                   unsigned int channels);             // Init audio stream (to stream raw audio pcm data)
 RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
 RLAPI void CloseAudioStream(AudioStream stream);                      // Close audio stream and free memory

二進制
release/html5/libraylib.bc


+ 59 - 19
release/html5/raylib.h

@@ -473,7 +473,7 @@ typedef struct Ray {
     Vector3 direction;      // Ray direction
 } Ray;
 
-// Information returned from a raycast
+// Raycast hit information
 typedef struct RayHitInfo {
     bool hit;               // Did the ray hit something?
     float distance;         // Distance to nearest hit
@@ -653,12 +653,13 @@ extern "C" {            // Prevents name mangling of functions
 //------------------------------------------------------------------------------------
 // Window and Graphics Device Functions (Module: core)
 //------------------------------------------------------------------------------------
+
+// Window-related functions
 #if defined(PLATFORM_ANDROID)
 RLAPI void InitWindow(int width, int height, void *state);        // Initialize Android activity
 #elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
 RLAPI void InitWindow(int width, int height, const char *title);  // Initialize window and OpenGL context
 #endif
-
 RLAPI void CloseWindow(void);                                     // Close window and unload OpenGL context
 RLAPI bool WindowShouldClose(void);                               // Check if KEY_ESCAPE pressed or Close icon pressed
 RLAPI bool IsWindowMinimized(void);                               // Check if window has been minimized (or lost focus)
@@ -671,6 +672,7 @@ RLAPI int GetScreenWidth(void);                                   // Get current
 RLAPI int GetScreenHeight(void);                                  // Get current screen height
 
 #if !defined(PLATFORM_ANDROID)
+// Cursor-related functions
 RLAPI void ShowCursor(void);                                      // Shows cursor
 RLAPI void HideCursor(void);                                      // Hides cursor
 RLAPI bool IsCursorHidden(void);                                  // Check if cursor is not visible
@@ -678,10 +680,10 @@ RLAPI void EnableCursor(void);                                    // Enables cur
 RLAPI void DisableCursor(void);                                   // Disables cursor (lock cursor)
 #endif
 
+// Drawing-related functions
 RLAPI void ClearBackground(Color color);                          // Set background color (framebuffer clear color)
 RLAPI void BeginDrawing(void);                                    // Setup canvas (framebuffer) to start drawing
 RLAPI void EndDrawing(void);                                      // End canvas drawing and swap buffers (double buffering)
-
 RLAPI void Begin2dMode(Camera2D camera);                          // Initialize 2D mode with custom camera (2D)
 RLAPI void End2dMode(void);                                       // Ends 2D mode with custom camera
 RLAPI void Begin3dMode(Camera camera);                            // Initializes 3D mode with custom camera (3D)
@@ -689,28 +691,33 @@ RLAPI void End3dMode(void);                                       // Ends 3D mod
 RLAPI void BeginTextureMode(RenderTexture2D target);              // Initializes render texture for drawing
 RLAPI void EndTextureMode(void);                                  // Ends drawing to render texture
 
+// Screen-space-related functions
 RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Returns a ray trace from mouse position
 RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Returns the screen space position for a 3d world space position
 RLAPI Matrix GetCameraMatrix(Camera camera);                      // Returns camera transform matrix (view matrix)
 
+// Timming-related functions
 RLAPI void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
 RLAPI int GetFPS(void);                                           // Returns current FPS
 RLAPI float GetFrameTime(void);                                   // Returns time in seconds for last frame drawn
 
-RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
+// Color-related functions
 RLAPI int GetHexValue(Color color);                               // Returns hexadecimal value for a Color
+RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
+RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
 RLAPI float *ColorToFloat(Color color);                           // Converts Color to float array and normalizes
 RLAPI float *VectorToFloat(Vector3 vec);                          // Converts Vector3 to float array
 RLAPI float *MatrixToFloat(Matrix mat);                           // Converts Matrix to float array
 
-RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
-RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
-
+// Misc. functions
 RLAPI void ShowLogo(void);                                        // Activate raylib logo at startup (can be done with flags)
 RLAPI void SetConfigFlags(char flags);                            // Setup window configuration flags (view FLAGS)
 RLAPI void TraceLog(int logType, const char *text, ...);          // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
 RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (saved a .png)
+RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
 
+
+// Files management functions
 RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
 RLAPI const char *GetDirectoryPath(const char *fileName);         // Get directory for a given fileName (with path)
 RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory
@@ -719,12 +726,15 @@ RLAPI bool IsFileDropped(void);                                   // Check if a
 RLAPI char **GetDroppedFiles(int *count);                         // Get dropped files names
 RLAPI void ClearDroppedFiles(void);                               // Clear dropped files paths buffer
 
+// Persistent storage management
 RLAPI void StorageSaveValue(int position, int value);             // Save integer value to storage file (to defined position)
 RLAPI int StorageLoadValue(int position);                         // Load integer value from storage file (from defined position)
 
 //------------------------------------------------------------------------------------
 // Input Handling Functions (Module: core)
 //------------------------------------------------------------------------------------
+
+// Input-related functions: keyboard
 RLAPI bool IsKeyPressed(int key);                             // Detect if a key has been pressed once
 RLAPI bool IsKeyDown(int key);                                // Detect if a key is being pressed
 RLAPI bool IsKeyReleased(int key);                            // Detect if a key has been released once
@@ -732,6 +742,7 @@ RLAPI bool IsKeyUp(int key);                                  // Detect if a key
 RLAPI int GetKeyPressed(void);                                // Get latest key pressed
 RLAPI void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
 
+// Input-related functions: gamepads
 RLAPI bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
 RLAPI bool IsGamepadName(int gamepad, const char *name);      // Check gamepad name (if available)
 RLAPI const char *GetGamepadName(int gamepad);                // Return gamepad internal name id
@@ -743,6 +754,7 @@ RLAPI int GetGamepadButtonPressed(void);                      // Get the last ga
 RLAPI int GetGamepadAxisCount(int gamepad);                   // Return gamepad axis count for a gamepad
 RLAPI float GetGamepadAxisMovement(int gamepad, int axis);    // Return axis movement value for a gamepad axis
 
+// Input-related functions: mouse
 RLAPI bool IsMouseButtonPressed(int button);                  // Detect if a mouse button has been pressed once
 RLAPI bool IsMouseButtonDown(int button);                     // Detect if a mouse button is being pressed
 RLAPI bool IsMouseButtonReleased(int button);                 // Detect if a mouse button has been released once
@@ -753,6 +765,7 @@ RLAPI Vector2 GetMousePosition(void);                         // Returns mouse p
 RLAPI void SetMousePosition(Vector2 position);                // Set mouse position XY
 RLAPI int GetMouseWheelMove(void);                            // Returns mouse wheel movement Y
 
+// Input-related functions: touch
 RLAPI int GetTouchX(void);                                    // Returns touch position X for touch point 0 (relative to screen size)
 RLAPI int GetTouchY(void);                                    // Returns touch position Y for touch point 0 (relative to screen size)
 RLAPI Vector2 GetTouchPosition(int index);                    // Returns touch position XY for a touch point index (relative to screen size)
@@ -786,6 +799,8 @@ RLAPI void SetCameraMoveControls(int frontKey, int backKey,
 //------------------------------------------------------------------------------------
 // Basic Shapes Drawing Functions (Module: shapes)
 //------------------------------------------------------------------------------------
+
+// Basic shapes drawing functions
 RLAPI void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel
 RLAPI void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel (Vector version)
 RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                // Draw a line
@@ -808,6 +823,7 @@ RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Col
 RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color);                                      // Draw a closed polygon defined by points
 RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color);                                 // Draw polygon lines
 
+// Basic shapes collision detection functions
 RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);                                           // Check collision between two rectangles
 RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);        // Check collision between two circles
 RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);                         // Check collision between circle and rectangle
@@ -819,6 +835,8 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve
 //------------------------------------------------------------------------------------
 // Texture Loading and Drawing Functions (Module: textures)
 //------------------------------------------------------------------------------------
+
+// Image/Texture2D data loading/unloading functions
 RLAPI Image LoadImage(const char *fileName);                                                             // Load image from file into CPU memory (RAM)
 RLAPI Image LoadImageEx(Color *pixels, int width, int height);                                           // Load image from Color array data (RGBA - 32bit)
 RLAPI Image LoadImagePro(void *data, int width, int height, int format);                                 // Load image from raw data with parameters
@@ -832,6 +850,8 @@ RLAPI void UnloadRenderTexture(RenderTexture2D target);
 RLAPI Color *GetImageData(Image image);                                                                  // Get pixel data from image as a Color struct array
 RLAPI Image GetTextureData(Texture2D texture);                                                           // Get pixel data from GPU texture and return an Image
 RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
+
+// Image manipulation functions
 RLAPI void ImageToPOT(Image *image, Color fillColor);                                                    // Convert image to POT (power-of-two)
 RLAPI void ImageFormat(Image *image, int newFormat);                                                     // Convert image data to desired format
 RLAPI void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to image
@@ -853,10 +873,13 @@ RLAPI void ImageColorInvert(Image *image);
 RLAPI void ImageColorGrayscale(Image *image);                                                            // Modify image color: grayscale
 RLAPI void ImageColorContrast(Image *image, float contrast);                                             // Modify image color: contrast (-100 to 100)
 RLAPI void ImageColorBrightness(Image *image, int brightness);                                           // Modify image color: brightness (-255 to 255)
+
+// Texture2D configuration functions
 RLAPI void GenTextureMipmaps(Texture2D *texture);                                                        // Generate GPU mipmaps for a texture
 RLAPI void SetTextureFilter(Texture2D texture, int filterMode);                                          // Set texture scaling filter mode
 RLAPI void SetTextureWrap(Texture2D texture, int wrapMode);                                              // Set texture wrapping mode
 
+// Texture2D drawing functions
 RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                               // Draw a Texture2D
 RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
 RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
@@ -867,24 +890,30 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest
 //------------------------------------------------------------------------------------
 // Font Loading and Text Drawing Functions (Module: text)
 //------------------------------------------------------------------------------------
+
+// SpriteFont loading/unloading functions
 RLAPI SpriteFont GetDefaultFont(void);                                                                   // Get the default SpriteFont
 RLAPI SpriteFont LoadSpriteFont(const char *fileName);                                                   // Load SpriteFont from file into GPU memory (VRAM)
 RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars);   // Load SpriteFont from file with extended parameters
 RLAPI void UnloadSpriteFont(SpriteFont spriteFont);                                                      // Unload SpriteFont from GPU memory (VRAM)
 
+// Text drawing functions
+RLAPI void DrawFPS(int posX, int posY);                                                                  // Shows current FPS
 RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color);                    // Draw text (using default font)
 RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position,                         // Draw text using SpriteFont and additional parameters
                 float fontSize, int spacing, Color tint);
+
+// Text misc. functions
 RLAPI int MeasureText(const char *text, int fontSize);                                                   // Measure string width for default font
 RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing);       // Measure string size for SpriteFont
-
-RLAPI void DrawFPS(int posX, int posY);                                                                  // Shows current FPS
 RLAPI const char *FormatText(const char *text, ...);                                                     // Formatting of text with variables to 'embed'
 RLAPI const char *SubText(const char *text, int position, int length);                                   // Get a piece of a text string
 
 //------------------------------------------------------------------------------------
 // Basic 3d Shapes Drawing Functions (Module: models)
 //------------------------------------------------------------------------------------
+
+// Basic geometric 3D shapes drawing functions
 RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);                                    // Draw a line in 3D world space
 RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
 RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color);             // Draw cube
@@ -905,6 +934,8 @@ RLAPI void DrawGizmo(Vector3 position);
 //------------------------------------------------------------------------------------
 // Model 3d Loading and Drawing Functions (Module: models)
 //------------------------------------------------------------------------------------
+
+// Model loading/unloading functions
 RLAPI Mesh LoadMesh(const char *fileName);                                                              // Load mesh from file
 RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData);         // Load mesh from vertex data
 RLAPI Model LoadModel(const char *fileName);                                                            // Load model from file
@@ -914,10 +945,12 @@ RLAPI Model LoadCubicmap(Image cubicmap);
 RLAPI void UnloadMesh(Mesh *mesh);                                                                      // Unload mesh from memory (RAM and/or VRAM)
 RLAPI void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
 
+// Material loading/unloading functions
 RLAPI Material LoadMaterial(const char *fileName);                                                      // Load material from file
 RLAPI Material LoadDefaultMaterial(void);                                                               // Load default material (uses default models shader)
 RLAPI void UnloadMaterial(Material material);                                                           // Unload material from GPU memory (VRAM)
 
+// Model drawing functions
 RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
 RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
                        float rotationAngle, Vector3 scale, Color tint);                                 // Draw a model with extended parameters
@@ -925,11 +958,11 @@ RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint
 RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
                             float rotationAngle, Vector3 scale, Color tint);                            // Draw a model wires (with texture if set) with extended parameters
 RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                               // Draw bounding box (wires)
-
 RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);     // Draw a billboard texture
 RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
                             Vector3 center, float size, Color tint);                                    // Draw a billboard texture defined by sourceRec
 
+// Collision detection functions
 RLAPI BoundingBox CalculateBoundingBox(Mesh mesh);                                                      // Calculate mesh bounding box limits
 RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);       // Detect collision between two spheres
 RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                     // Detect collision between two bounding boxes
@@ -946,6 +979,8 @@ RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);
 // Shaders System Functions (Module: rlgl)
 // NOTE: This functions are useless when using OpenGL 1.1
 //------------------------------------------------------------------------------------
+
+// Shader loading/unloading functions
 RLAPI char *LoadText(const char *fileName);                               // Load chars array from text file
 RLAPI Shader LoadShader(char *vsFileName, char *fsFileName);              // Load shader from files and bind default locations
 RLAPI void UnloadShader(Shader shader);                                   // Unload shader from GPU memory (VRAM)
@@ -953,39 +988,40 @@ RLAPI void UnloadShader(Shader shader);                                   // Unl
 RLAPI Shader GetDefaultShader(void);                                      // Get default shader
 RLAPI Texture2D GetDefaultTexture(void);                                  // Get default texture
 
+// Shader configuration functions
 RLAPI int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
 RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
 RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int)
 RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
-
 RLAPI void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
 RLAPI void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
 
+// Shading begin/end functions
 RLAPI void BeginShaderMode(Shader shader);                                // Begin custom shader drawing
 RLAPI void EndShaderMode(void);                                           // End custom shader drawing (use default shader)
 RLAPI void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied)
 RLAPI void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending)
 
-//------------------------------------------------------------------------------------
-// VR experience Functions (Module: rlgl)
-// NOTE: This functions are useless when using OpenGL 1.1
-//------------------------------------------------------------------------------------
+// VR control functions
 RLAPI void InitVrSimulator(int vrDevice);           // Init VR simulator for selected device
 RLAPI void CloseVrSimulator(void);                  // Close VR simulator for current device
-RLAPI bool IsVrSimulatorReady(void);                // Detect if VR device is ready
+RLAPI bool IsVrSimulatorReady(void);                // Detect if VR simulator is ready
 RLAPI void UpdateVrTracking(Camera *camera);        // Update VR tracking (position and orientation) and camera
-RLAPI void ToggleVrMode(void);                      // Enable/Disable VR experience (device or simulator)
+RLAPI void ToggleVrMode(void);                      // Enable/Disable VR experience
 RLAPI void BeginVrDrawing(void);                    // Begin VR simulator stereo rendering
 RLAPI void EndVrDrawing(void);                      // End VR simulator stereo rendering
 
 //------------------------------------------------------------------------------------
 // Audio Loading and Playing Functions (Module: audio)
 //------------------------------------------------------------------------------------
+
+// Audio device management functions
 RLAPI void InitAudioDevice(void);                                     // Initialize audio device and context
 RLAPI void CloseAudioDevice(void);                                    // Close the audio device and context
 RLAPI bool IsAudioDeviceReady(void);                                  // Check if audio device has been initialized successfully
 RLAPI void SetMasterVolume(float volume);                             // Set master volume (listener)
 
+// Wave/Sound loading/unloading functions
 RLAPI Wave LoadWave(const char *fileName);                            // Load wave data from file
 RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
 RLAPI Sound LoadSound(const char *fileName);                          // Load sound from file
@@ -993,6 +1029,8 @@ RLAPI Sound LoadSoundFromWave(Wave wave);                             // Load so
 RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
 RLAPI void UnloadWave(Wave wave);                                     // Unload wave data
 RLAPI void UnloadSound(Sound sound);                                  // Unload sound
+
+// Wave/Sound management functions
 RLAPI void PlaySound(Sound sound);                                    // Play a sound
 RLAPI void PauseSound(Sound sound);                                   // Pause a sound
 RLAPI void ResumeSound(Sound sound);                                  // Resume a paused sound
@@ -1004,6 +1042,8 @@ RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels);
 RLAPI Wave WaveCopy(Wave wave);                                       // Copy a wave to a new wave
 RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample);     // Crop a wave to defined samples range
 RLAPI float *GetWaveData(Wave wave);                                  // Get samples data from wave as a floats array
+
+// Music management functions
 RLAPI Music LoadMusicStream(const char *fileName);                    // Load music stream from file
 RLAPI void UnloadMusicStream(Music music);                            // Unload music stream
 RLAPI void PlayMusicStream(Music music);                              // Start music playing
@@ -1018,8 +1058,8 @@ RLAPI void SetMusicLoopCount(Music music, float count);               // Set mus
 RLAPI float GetMusicTimeLength(Music music);                          // Get music time length (in seconds)
 RLAPI float GetMusicTimePlayed(Music music);                          // Get current music time played (in seconds)
 
-RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
-                                  unsigned int sampleSize,
+// AudioStream management functions
+RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize,
                                   unsigned int channels);             // Init audio stream (to stream raw audio pcm data)
 RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
 RLAPI void CloseAudioStream(AudioStream stream);                      // Close audio stream and free memory

+ 59 - 19
release/linux/raylib.h

@@ -473,7 +473,7 @@ typedef struct Ray {
     Vector3 direction;      // Ray direction
 } Ray;
 
-// Information returned from a raycast
+// Raycast hit information
 typedef struct RayHitInfo {
     bool hit;               // Did the ray hit something?
     float distance;         // Distance to nearest hit
@@ -653,12 +653,13 @@ extern "C" {            // Prevents name mangling of functions
 //------------------------------------------------------------------------------------
 // Window and Graphics Device Functions (Module: core)
 //------------------------------------------------------------------------------------
+
+// Window-related functions
 #if defined(PLATFORM_ANDROID)
 RLAPI void InitWindow(int width, int height, void *state);        // Initialize Android activity
 #elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
 RLAPI void InitWindow(int width, int height, const char *title);  // Initialize window and OpenGL context
 #endif
-
 RLAPI void CloseWindow(void);                                     // Close window and unload OpenGL context
 RLAPI bool WindowShouldClose(void);                               // Check if KEY_ESCAPE pressed or Close icon pressed
 RLAPI bool IsWindowMinimized(void);                               // Check if window has been minimized (or lost focus)
@@ -671,6 +672,7 @@ RLAPI int GetScreenWidth(void);                                   // Get current
 RLAPI int GetScreenHeight(void);                                  // Get current screen height
 
 #if !defined(PLATFORM_ANDROID)
+// Cursor-related functions
 RLAPI void ShowCursor(void);                                      // Shows cursor
 RLAPI void HideCursor(void);                                      // Hides cursor
 RLAPI bool IsCursorHidden(void);                                  // Check if cursor is not visible
@@ -678,10 +680,10 @@ RLAPI void EnableCursor(void);                                    // Enables cur
 RLAPI void DisableCursor(void);                                   // Disables cursor (lock cursor)
 #endif
 
+// Drawing-related functions
 RLAPI void ClearBackground(Color color);                          // Set background color (framebuffer clear color)
 RLAPI void BeginDrawing(void);                                    // Setup canvas (framebuffer) to start drawing
 RLAPI void EndDrawing(void);                                      // End canvas drawing and swap buffers (double buffering)
-
 RLAPI void Begin2dMode(Camera2D camera);                          // Initialize 2D mode with custom camera (2D)
 RLAPI void End2dMode(void);                                       // Ends 2D mode with custom camera
 RLAPI void Begin3dMode(Camera camera);                            // Initializes 3D mode with custom camera (3D)
@@ -689,28 +691,33 @@ RLAPI void End3dMode(void);                                       // Ends 3D mod
 RLAPI void BeginTextureMode(RenderTexture2D target);              // Initializes render texture for drawing
 RLAPI void EndTextureMode(void);                                  // Ends drawing to render texture
 
+// Screen-space-related functions
 RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Returns a ray trace from mouse position
 RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Returns the screen space position for a 3d world space position
 RLAPI Matrix GetCameraMatrix(Camera camera);                      // Returns camera transform matrix (view matrix)
 
+// Timming-related functions
 RLAPI void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
 RLAPI int GetFPS(void);                                           // Returns current FPS
 RLAPI float GetFrameTime(void);                                   // Returns time in seconds for last frame drawn
 
-RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
+// Color-related functions
 RLAPI int GetHexValue(Color color);                               // Returns hexadecimal value for a Color
+RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
+RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
 RLAPI float *ColorToFloat(Color color);                           // Converts Color to float array and normalizes
 RLAPI float *VectorToFloat(Vector3 vec);                          // Converts Vector3 to float array
 RLAPI float *MatrixToFloat(Matrix mat);                           // Converts Matrix to float array
 
-RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
-RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
-
+// Misc. functions
 RLAPI void ShowLogo(void);                                        // Activate raylib logo at startup (can be done with flags)
 RLAPI void SetConfigFlags(char flags);                            // Setup window configuration flags (view FLAGS)
 RLAPI void TraceLog(int logType, const char *text, ...);          // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
 RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (saved a .png)
+RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
 
+
+// Files management functions
 RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
 RLAPI const char *GetDirectoryPath(const char *fileName);         // Get directory for a given fileName (with path)
 RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory
@@ -719,12 +726,15 @@ RLAPI bool IsFileDropped(void);                                   // Check if a
 RLAPI char **GetDroppedFiles(int *count);                         // Get dropped files names
 RLAPI void ClearDroppedFiles(void);                               // Clear dropped files paths buffer
 
+// Persistent storage management
 RLAPI void StorageSaveValue(int position, int value);             // Save integer value to storage file (to defined position)
 RLAPI int StorageLoadValue(int position);                         // Load integer value from storage file (from defined position)
 
 //------------------------------------------------------------------------------------
 // Input Handling Functions (Module: core)
 //------------------------------------------------------------------------------------
+
+// Input-related functions: keyboard
 RLAPI bool IsKeyPressed(int key);                             // Detect if a key has been pressed once
 RLAPI bool IsKeyDown(int key);                                // Detect if a key is being pressed
 RLAPI bool IsKeyReleased(int key);                            // Detect if a key has been released once
@@ -732,6 +742,7 @@ RLAPI bool IsKeyUp(int key);                                  // Detect if a key
 RLAPI int GetKeyPressed(void);                                // Get latest key pressed
 RLAPI void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
 
+// Input-related functions: gamepads
 RLAPI bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
 RLAPI bool IsGamepadName(int gamepad, const char *name);      // Check gamepad name (if available)
 RLAPI const char *GetGamepadName(int gamepad);                // Return gamepad internal name id
@@ -743,6 +754,7 @@ RLAPI int GetGamepadButtonPressed(void);                      // Get the last ga
 RLAPI int GetGamepadAxisCount(int gamepad);                   // Return gamepad axis count for a gamepad
 RLAPI float GetGamepadAxisMovement(int gamepad, int axis);    // Return axis movement value for a gamepad axis
 
+// Input-related functions: mouse
 RLAPI bool IsMouseButtonPressed(int button);                  // Detect if a mouse button has been pressed once
 RLAPI bool IsMouseButtonDown(int button);                     // Detect if a mouse button is being pressed
 RLAPI bool IsMouseButtonReleased(int button);                 // Detect if a mouse button has been released once
@@ -753,6 +765,7 @@ RLAPI Vector2 GetMousePosition(void);                         // Returns mouse p
 RLAPI void SetMousePosition(Vector2 position);                // Set mouse position XY
 RLAPI int GetMouseWheelMove(void);                            // Returns mouse wheel movement Y
 
+// Input-related functions: touch
 RLAPI int GetTouchX(void);                                    // Returns touch position X for touch point 0 (relative to screen size)
 RLAPI int GetTouchY(void);                                    // Returns touch position Y for touch point 0 (relative to screen size)
 RLAPI Vector2 GetTouchPosition(int index);                    // Returns touch position XY for a touch point index (relative to screen size)
@@ -786,6 +799,8 @@ RLAPI void SetCameraMoveControls(int frontKey, int backKey,
 //------------------------------------------------------------------------------------
 // Basic Shapes Drawing Functions (Module: shapes)
 //------------------------------------------------------------------------------------
+
+// Basic shapes drawing functions
 RLAPI void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel
 RLAPI void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel (Vector version)
 RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                // Draw a line
@@ -808,6 +823,7 @@ RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Col
 RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color);                                      // Draw a closed polygon defined by points
 RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color);                                 // Draw polygon lines
 
+// Basic shapes collision detection functions
 RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);                                           // Check collision between two rectangles
 RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);        // Check collision between two circles
 RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);                         // Check collision between circle and rectangle
@@ -819,6 +835,8 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve
 //------------------------------------------------------------------------------------
 // Texture Loading and Drawing Functions (Module: textures)
 //------------------------------------------------------------------------------------
+
+// Image/Texture2D data loading/unloading functions
 RLAPI Image LoadImage(const char *fileName);                                                             // Load image from file into CPU memory (RAM)
 RLAPI Image LoadImageEx(Color *pixels, int width, int height);                                           // Load image from Color array data (RGBA - 32bit)
 RLAPI Image LoadImagePro(void *data, int width, int height, int format);                                 // Load image from raw data with parameters
@@ -832,6 +850,8 @@ RLAPI void UnloadRenderTexture(RenderTexture2D target);
 RLAPI Color *GetImageData(Image image);                                                                  // Get pixel data from image as a Color struct array
 RLAPI Image GetTextureData(Texture2D texture);                                                           // Get pixel data from GPU texture and return an Image
 RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
+
+// Image manipulation functions
 RLAPI void ImageToPOT(Image *image, Color fillColor);                                                    // Convert image to POT (power-of-two)
 RLAPI void ImageFormat(Image *image, int newFormat);                                                     // Convert image data to desired format
 RLAPI void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to image
@@ -853,10 +873,13 @@ RLAPI void ImageColorInvert(Image *image);
 RLAPI void ImageColorGrayscale(Image *image);                                                            // Modify image color: grayscale
 RLAPI void ImageColorContrast(Image *image, float contrast);                                             // Modify image color: contrast (-100 to 100)
 RLAPI void ImageColorBrightness(Image *image, int brightness);                                           // Modify image color: brightness (-255 to 255)
+
+// Texture2D configuration functions
 RLAPI void GenTextureMipmaps(Texture2D *texture);                                                        // Generate GPU mipmaps for a texture
 RLAPI void SetTextureFilter(Texture2D texture, int filterMode);                                          // Set texture scaling filter mode
 RLAPI void SetTextureWrap(Texture2D texture, int wrapMode);                                              // Set texture wrapping mode
 
+// Texture2D drawing functions
 RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                               // Draw a Texture2D
 RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
 RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
@@ -867,24 +890,30 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest
 //------------------------------------------------------------------------------------
 // Font Loading and Text Drawing Functions (Module: text)
 //------------------------------------------------------------------------------------
+
+// SpriteFont loading/unloading functions
 RLAPI SpriteFont GetDefaultFont(void);                                                                   // Get the default SpriteFont
 RLAPI SpriteFont LoadSpriteFont(const char *fileName);                                                   // Load SpriteFont from file into GPU memory (VRAM)
 RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars);   // Load SpriteFont from file with extended parameters
 RLAPI void UnloadSpriteFont(SpriteFont spriteFont);                                                      // Unload SpriteFont from GPU memory (VRAM)
 
+// Text drawing functions
+RLAPI void DrawFPS(int posX, int posY);                                                                  // Shows current FPS
 RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color);                    // Draw text (using default font)
 RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position,                         // Draw text using SpriteFont and additional parameters
                 float fontSize, int spacing, Color tint);
+
+// Text misc. functions
 RLAPI int MeasureText(const char *text, int fontSize);                                                   // Measure string width for default font
 RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing);       // Measure string size for SpriteFont
-
-RLAPI void DrawFPS(int posX, int posY);                                                                  // Shows current FPS
 RLAPI const char *FormatText(const char *text, ...);                                                     // Formatting of text with variables to 'embed'
 RLAPI const char *SubText(const char *text, int position, int length);                                   // Get a piece of a text string
 
 //------------------------------------------------------------------------------------
 // Basic 3d Shapes Drawing Functions (Module: models)
 //------------------------------------------------------------------------------------
+
+// Basic geometric 3D shapes drawing functions
 RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);                                    // Draw a line in 3D world space
 RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
 RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color);             // Draw cube
@@ -905,6 +934,8 @@ RLAPI void DrawGizmo(Vector3 position);
 //------------------------------------------------------------------------------------
 // Model 3d Loading and Drawing Functions (Module: models)
 //------------------------------------------------------------------------------------
+
+// Model loading/unloading functions
 RLAPI Mesh LoadMesh(const char *fileName);                                                              // Load mesh from file
 RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData);         // Load mesh from vertex data
 RLAPI Model LoadModel(const char *fileName);                                                            // Load model from file
@@ -914,10 +945,12 @@ RLAPI Model LoadCubicmap(Image cubicmap);
 RLAPI void UnloadMesh(Mesh *mesh);                                                                      // Unload mesh from memory (RAM and/or VRAM)
 RLAPI void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
 
+// Material loading/unloading functions
 RLAPI Material LoadMaterial(const char *fileName);                                                      // Load material from file
 RLAPI Material LoadDefaultMaterial(void);                                                               // Load default material (uses default models shader)
 RLAPI void UnloadMaterial(Material material);                                                           // Unload material from GPU memory (VRAM)
 
+// Model drawing functions
 RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
 RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
                        float rotationAngle, Vector3 scale, Color tint);                                 // Draw a model with extended parameters
@@ -925,11 +958,11 @@ RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint
 RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
                             float rotationAngle, Vector3 scale, Color tint);                            // Draw a model wires (with texture if set) with extended parameters
 RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                               // Draw bounding box (wires)
-
 RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);     // Draw a billboard texture
 RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
                             Vector3 center, float size, Color tint);                                    // Draw a billboard texture defined by sourceRec
 
+// Collision detection functions
 RLAPI BoundingBox CalculateBoundingBox(Mesh mesh);                                                      // Calculate mesh bounding box limits
 RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);       // Detect collision between two spheres
 RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                     // Detect collision between two bounding boxes
@@ -946,6 +979,8 @@ RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);
 // Shaders System Functions (Module: rlgl)
 // NOTE: This functions are useless when using OpenGL 1.1
 //------------------------------------------------------------------------------------
+
+// Shader loading/unloading functions
 RLAPI char *LoadText(const char *fileName);                               // Load chars array from text file
 RLAPI Shader LoadShader(char *vsFileName, char *fsFileName);              // Load shader from files and bind default locations
 RLAPI void UnloadShader(Shader shader);                                   // Unload shader from GPU memory (VRAM)
@@ -953,39 +988,40 @@ RLAPI void UnloadShader(Shader shader);                                   // Unl
 RLAPI Shader GetDefaultShader(void);                                      // Get default shader
 RLAPI Texture2D GetDefaultTexture(void);                                  // Get default texture
 
+// Shader configuration functions
 RLAPI int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
 RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
 RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int)
 RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
-
 RLAPI void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
 RLAPI void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
 
+// Shading begin/end functions
 RLAPI void BeginShaderMode(Shader shader);                                // Begin custom shader drawing
 RLAPI void EndShaderMode(void);                                           // End custom shader drawing (use default shader)
 RLAPI void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied)
 RLAPI void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending)
 
-//------------------------------------------------------------------------------------
-// VR experience Functions (Module: rlgl)
-// NOTE: This functions are useless when using OpenGL 1.1
-//------------------------------------------------------------------------------------
+// VR control functions
 RLAPI void InitVrSimulator(int vrDevice);           // Init VR simulator for selected device
 RLAPI void CloseVrSimulator(void);                  // Close VR simulator for current device
-RLAPI bool IsVrSimulatorReady(void);                // Detect if VR device is ready
+RLAPI bool IsVrSimulatorReady(void);                // Detect if VR simulator is ready
 RLAPI void UpdateVrTracking(Camera *camera);        // Update VR tracking (position and orientation) and camera
-RLAPI void ToggleVrMode(void);                      // Enable/Disable VR experience (device or simulator)
+RLAPI void ToggleVrMode(void);                      // Enable/Disable VR experience
 RLAPI void BeginVrDrawing(void);                    // Begin VR simulator stereo rendering
 RLAPI void EndVrDrawing(void);                      // End VR simulator stereo rendering
 
 //------------------------------------------------------------------------------------
 // Audio Loading and Playing Functions (Module: audio)
 //------------------------------------------------------------------------------------
+
+// Audio device management functions
 RLAPI void InitAudioDevice(void);                                     // Initialize audio device and context
 RLAPI void CloseAudioDevice(void);                                    // Close the audio device and context
 RLAPI bool IsAudioDeviceReady(void);                                  // Check if audio device has been initialized successfully
 RLAPI void SetMasterVolume(float volume);                             // Set master volume (listener)
 
+// Wave/Sound loading/unloading functions
 RLAPI Wave LoadWave(const char *fileName);                            // Load wave data from file
 RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
 RLAPI Sound LoadSound(const char *fileName);                          // Load sound from file
@@ -993,6 +1029,8 @@ RLAPI Sound LoadSoundFromWave(Wave wave);                             // Load so
 RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
 RLAPI void UnloadWave(Wave wave);                                     // Unload wave data
 RLAPI void UnloadSound(Sound sound);                                  // Unload sound
+
+// Wave/Sound management functions
 RLAPI void PlaySound(Sound sound);                                    // Play a sound
 RLAPI void PauseSound(Sound sound);                                   // Pause a sound
 RLAPI void ResumeSound(Sound sound);                                  // Resume a paused sound
@@ -1004,6 +1042,8 @@ RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels);
 RLAPI Wave WaveCopy(Wave wave);                                       // Copy a wave to a new wave
 RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample);     // Crop a wave to defined samples range
 RLAPI float *GetWaveData(Wave wave);                                  // Get samples data from wave as a floats array
+
+// Music management functions
 RLAPI Music LoadMusicStream(const char *fileName);                    // Load music stream from file
 RLAPI void UnloadMusicStream(Music music);                            // Unload music stream
 RLAPI void PlayMusicStream(Music music);                              // Start music playing
@@ -1018,8 +1058,8 @@ RLAPI void SetMusicLoopCount(Music music, float count);               // Set mus
 RLAPI float GetMusicTimeLength(Music music);                          // Get music time length (in seconds)
 RLAPI float GetMusicTimePlayed(Music music);                          // Get current music time played (in seconds)
 
-RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
-                                  unsigned int sampleSize,
+// AudioStream management functions
+RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize,
                                   unsigned int channels);             // Init audio stream (to stream raw audio pcm data)
 RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
 RLAPI void CloseAudioStream(AudioStream stream);                      // Close audio stream and free memory

+ 59 - 19
release/osx/raylib.h

@@ -473,7 +473,7 @@ typedef struct Ray {
     Vector3 direction;      // Ray direction
 } Ray;
 
-// Information returned from a raycast
+// Raycast hit information
 typedef struct RayHitInfo {
     bool hit;               // Did the ray hit something?
     float distance;         // Distance to nearest hit
@@ -653,12 +653,13 @@ extern "C" {            // Prevents name mangling of functions
 //------------------------------------------------------------------------------------
 // Window and Graphics Device Functions (Module: core)
 //------------------------------------------------------------------------------------
+
+// Window-related functions
 #if defined(PLATFORM_ANDROID)
 RLAPI void InitWindow(int width, int height, void *state);        // Initialize Android activity
 #elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
 RLAPI void InitWindow(int width, int height, const char *title);  // Initialize window and OpenGL context
 #endif
-
 RLAPI void CloseWindow(void);                                     // Close window and unload OpenGL context
 RLAPI bool WindowShouldClose(void);                               // Check if KEY_ESCAPE pressed or Close icon pressed
 RLAPI bool IsWindowMinimized(void);                               // Check if window has been minimized (or lost focus)
@@ -671,6 +672,7 @@ RLAPI int GetScreenWidth(void);                                   // Get current
 RLAPI int GetScreenHeight(void);                                  // Get current screen height
 
 #if !defined(PLATFORM_ANDROID)
+// Cursor-related functions
 RLAPI void ShowCursor(void);                                      // Shows cursor
 RLAPI void HideCursor(void);                                      // Hides cursor
 RLAPI bool IsCursorHidden(void);                                  // Check if cursor is not visible
@@ -678,10 +680,10 @@ RLAPI void EnableCursor(void);                                    // Enables cur
 RLAPI void DisableCursor(void);                                   // Disables cursor (lock cursor)
 #endif
 
+// Drawing-related functions
 RLAPI void ClearBackground(Color color);                          // Set background color (framebuffer clear color)
 RLAPI void BeginDrawing(void);                                    // Setup canvas (framebuffer) to start drawing
 RLAPI void EndDrawing(void);                                      // End canvas drawing and swap buffers (double buffering)
-
 RLAPI void Begin2dMode(Camera2D camera);                          // Initialize 2D mode with custom camera (2D)
 RLAPI void End2dMode(void);                                       // Ends 2D mode with custom camera
 RLAPI void Begin3dMode(Camera camera);                            // Initializes 3D mode with custom camera (3D)
@@ -689,28 +691,33 @@ RLAPI void End3dMode(void);                                       // Ends 3D mod
 RLAPI void BeginTextureMode(RenderTexture2D target);              // Initializes render texture for drawing
 RLAPI void EndTextureMode(void);                                  // Ends drawing to render texture
 
+// Screen-space-related functions
 RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Returns a ray trace from mouse position
 RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Returns the screen space position for a 3d world space position
 RLAPI Matrix GetCameraMatrix(Camera camera);                      // Returns camera transform matrix (view matrix)
 
+// Timming-related functions
 RLAPI void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
 RLAPI int GetFPS(void);                                           // Returns current FPS
 RLAPI float GetFrameTime(void);                                   // Returns time in seconds for last frame drawn
 
-RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
+// Color-related functions
 RLAPI int GetHexValue(Color color);                               // Returns hexadecimal value for a Color
+RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
+RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
 RLAPI float *ColorToFloat(Color color);                           // Converts Color to float array and normalizes
 RLAPI float *VectorToFloat(Vector3 vec);                          // Converts Vector3 to float array
 RLAPI float *MatrixToFloat(Matrix mat);                           // Converts Matrix to float array
 
-RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
-RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
-
+// Misc. functions
 RLAPI void ShowLogo(void);                                        // Activate raylib logo at startup (can be done with flags)
 RLAPI void SetConfigFlags(char flags);                            // Setup window configuration flags (view FLAGS)
 RLAPI void TraceLog(int logType, const char *text, ...);          // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
 RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (saved a .png)
+RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
 
+
+// Files management functions
 RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
 RLAPI const char *GetDirectoryPath(const char *fileName);         // Get directory for a given fileName (with path)
 RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory
@@ -719,12 +726,15 @@ RLAPI bool IsFileDropped(void);                                   // Check if a
 RLAPI char **GetDroppedFiles(int *count);                         // Get dropped files names
 RLAPI void ClearDroppedFiles(void);                               // Clear dropped files paths buffer
 
+// Persistent storage management
 RLAPI void StorageSaveValue(int position, int value);             // Save integer value to storage file (to defined position)
 RLAPI int StorageLoadValue(int position);                         // Load integer value from storage file (from defined position)
 
 //------------------------------------------------------------------------------------
 // Input Handling Functions (Module: core)
 //------------------------------------------------------------------------------------
+
+// Input-related functions: keyboard
 RLAPI bool IsKeyPressed(int key);                             // Detect if a key has been pressed once
 RLAPI bool IsKeyDown(int key);                                // Detect if a key is being pressed
 RLAPI bool IsKeyReleased(int key);                            // Detect if a key has been released once
@@ -732,6 +742,7 @@ RLAPI bool IsKeyUp(int key);                                  // Detect if a key
 RLAPI int GetKeyPressed(void);                                // Get latest key pressed
 RLAPI void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
 
+// Input-related functions: gamepads
 RLAPI bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
 RLAPI bool IsGamepadName(int gamepad, const char *name);      // Check gamepad name (if available)
 RLAPI const char *GetGamepadName(int gamepad);                // Return gamepad internal name id
@@ -743,6 +754,7 @@ RLAPI int GetGamepadButtonPressed(void);                      // Get the last ga
 RLAPI int GetGamepadAxisCount(int gamepad);                   // Return gamepad axis count for a gamepad
 RLAPI float GetGamepadAxisMovement(int gamepad, int axis);    // Return axis movement value for a gamepad axis
 
+// Input-related functions: mouse
 RLAPI bool IsMouseButtonPressed(int button);                  // Detect if a mouse button has been pressed once
 RLAPI bool IsMouseButtonDown(int button);                     // Detect if a mouse button is being pressed
 RLAPI bool IsMouseButtonReleased(int button);                 // Detect if a mouse button has been released once
@@ -753,6 +765,7 @@ RLAPI Vector2 GetMousePosition(void);                         // Returns mouse p
 RLAPI void SetMousePosition(Vector2 position);                // Set mouse position XY
 RLAPI int GetMouseWheelMove(void);                            // Returns mouse wheel movement Y
 
+// Input-related functions: touch
 RLAPI int GetTouchX(void);                                    // Returns touch position X for touch point 0 (relative to screen size)
 RLAPI int GetTouchY(void);                                    // Returns touch position Y for touch point 0 (relative to screen size)
 RLAPI Vector2 GetTouchPosition(int index);                    // Returns touch position XY for a touch point index (relative to screen size)
@@ -786,6 +799,8 @@ RLAPI void SetCameraMoveControls(int frontKey, int backKey,
 //------------------------------------------------------------------------------------
 // Basic Shapes Drawing Functions (Module: shapes)
 //------------------------------------------------------------------------------------
+
+// Basic shapes drawing functions
 RLAPI void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel
 RLAPI void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel (Vector version)
 RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                // Draw a line
@@ -808,6 +823,7 @@ RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Col
 RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color);                                      // Draw a closed polygon defined by points
 RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color);                                 // Draw polygon lines
 
+// Basic shapes collision detection functions
 RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);                                           // Check collision between two rectangles
 RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);        // Check collision between two circles
 RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);                         // Check collision between circle and rectangle
@@ -819,6 +835,8 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve
 //------------------------------------------------------------------------------------
 // Texture Loading and Drawing Functions (Module: textures)
 //------------------------------------------------------------------------------------
+
+// Image/Texture2D data loading/unloading functions
 RLAPI Image LoadImage(const char *fileName);                                                             // Load image from file into CPU memory (RAM)
 RLAPI Image LoadImageEx(Color *pixels, int width, int height);                                           // Load image from Color array data (RGBA - 32bit)
 RLAPI Image LoadImagePro(void *data, int width, int height, int format);                                 // Load image from raw data with parameters
@@ -832,6 +850,8 @@ RLAPI void UnloadRenderTexture(RenderTexture2D target);
 RLAPI Color *GetImageData(Image image);                                                                  // Get pixel data from image as a Color struct array
 RLAPI Image GetTextureData(Texture2D texture);                                                           // Get pixel data from GPU texture and return an Image
 RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
+
+// Image manipulation functions
 RLAPI void ImageToPOT(Image *image, Color fillColor);                                                    // Convert image to POT (power-of-two)
 RLAPI void ImageFormat(Image *image, int newFormat);                                                     // Convert image data to desired format
 RLAPI void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to image
@@ -853,10 +873,13 @@ RLAPI void ImageColorInvert(Image *image);
 RLAPI void ImageColorGrayscale(Image *image);                                                            // Modify image color: grayscale
 RLAPI void ImageColorContrast(Image *image, float contrast);                                             // Modify image color: contrast (-100 to 100)
 RLAPI void ImageColorBrightness(Image *image, int brightness);                                           // Modify image color: brightness (-255 to 255)
+
+// Texture2D configuration functions
 RLAPI void GenTextureMipmaps(Texture2D *texture);                                                        // Generate GPU mipmaps for a texture
 RLAPI void SetTextureFilter(Texture2D texture, int filterMode);                                          // Set texture scaling filter mode
 RLAPI void SetTextureWrap(Texture2D texture, int wrapMode);                                              // Set texture wrapping mode
 
+// Texture2D drawing functions
 RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                               // Draw a Texture2D
 RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
 RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
@@ -867,24 +890,30 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest
 //------------------------------------------------------------------------------------
 // Font Loading and Text Drawing Functions (Module: text)
 //------------------------------------------------------------------------------------
+
+// SpriteFont loading/unloading functions
 RLAPI SpriteFont GetDefaultFont(void);                                                                   // Get the default SpriteFont
 RLAPI SpriteFont LoadSpriteFont(const char *fileName);                                                   // Load SpriteFont from file into GPU memory (VRAM)
 RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars);   // Load SpriteFont from file with extended parameters
 RLAPI void UnloadSpriteFont(SpriteFont spriteFont);                                                      // Unload SpriteFont from GPU memory (VRAM)
 
+// Text drawing functions
+RLAPI void DrawFPS(int posX, int posY);                                                                  // Shows current FPS
 RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color);                    // Draw text (using default font)
 RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position,                         // Draw text using SpriteFont and additional parameters
                 float fontSize, int spacing, Color tint);
+
+// Text misc. functions
 RLAPI int MeasureText(const char *text, int fontSize);                                                   // Measure string width for default font
 RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing);       // Measure string size for SpriteFont
-
-RLAPI void DrawFPS(int posX, int posY);                                                                  // Shows current FPS
 RLAPI const char *FormatText(const char *text, ...);                                                     // Formatting of text with variables to 'embed'
 RLAPI const char *SubText(const char *text, int position, int length);                                   // Get a piece of a text string
 
 //------------------------------------------------------------------------------------
 // Basic 3d Shapes Drawing Functions (Module: models)
 //------------------------------------------------------------------------------------
+
+// Basic geometric 3D shapes drawing functions
 RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);                                    // Draw a line in 3D world space
 RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
 RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color);             // Draw cube
@@ -905,6 +934,8 @@ RLAPI void DrawGizmo(Vector3 position);
 //------------------------------------------------------------------------------------
 // Model 3d Loading and Drawing Functions (Module: models)
 //------------------------------------------------------------------------------------
+
+// Model loading/unloading functions
 RLAPI Mesh LoadMesh(const char *fileName);                                                              // Load mesh from file
 RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData);         // Load mesh from vertex data
 RLAPI Model LoadModel(const char *fileName);                                                            // Load model from file
@@ -914,10 +945,12 @@ RLAPI Model LoadCubicmap(Image cubicmap);
 RLAPI void UnloadMesh(Mesh *mesh);                                                                      // Unload mesh from memory (RAM and/or VRAM)
 RLAPI void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
 
+// Material loading/unloading functions
 RLAPI Material LoadMaterial(const char *fileName);                                                      // Load material from file
 RLAPI Material LoadDefaultMaterial(void);                                                               // Load default material (uses default models shader)
 RLAPI void UnloadMaterial(Material material);                                                           // Unload material from GPU memory (VRAM)
 
+// Model drawing functions
 RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
 RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
                        float rotationAngle, Vector3 scale, Color tint);                                 // Draw a model with extended parameters
@@ -925,11 +958,11 @@ RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint
 RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
                             float rotationAngle, Vector3 scale, Color tint);                            // Draw a model wires (with texture if set) with extended parameters
 RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                               // Draw bounding box (wires)
-
 RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);     // Draw a billboard texture
 RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
                             Vector3 center, float size, Color tint);                                    // Draw a billboard texture defined by sourceRec
 
+// Collision detection functions
 RLAPI BoundingBox CalculateBoundingBox(Mesh mesh);                                                      // Calculate mesh bounding box limits
 RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);       // Detect collision between two spheres
 RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                     // Detect collision between two bounding boxes
@@ -946,6 +979,8 @@ RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);
 // Shaders System Functions (Module: rlgl)
 // NOTE: This functions are useless when using OpenGL 1.1
 //------------------------------------------------------------------------------------
+
+// Shader loading/unloading functions
 RLAPI char *LoadText(const char *fileName);                               // Load chars array from text file
 RLAPI Shader LoadShader(char *vsFileName, char *fsFileName);              // Load shader from files and bind default locations
 RLAPI void UnloadShader(Shader shader);                                   // Unload shader from GPU memory (VRAM)
@@ -953,39 +988,40 @@ RLAPI void UnloadShader(Shader shader);                                   // Unl
 RLAPI Shader GetDefaultShader(void);                                      // Get default shader
 RLAPI Texture2D GetDefaultTexture(void);                                  // Get default texture
 
+// Shader configuration functions
 RLAPI int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
 RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
 RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int)
 RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
-
 RLAPI void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
 RLAPI void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
 
+// Shading begin/end functions
 RLAPI void BeginShaderMode(Shader shader);                                // Begin custom shader drawing
 RLAPI void EndShaderMode(void);                                           // End custom shader drawing (use default shader)
 RLAPI void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied)
 RLAPI void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending)
 
-//------------------------------------------------------------------------------------
-// VR experience Functions (Module: rlgl)
-// NOTE: This functions are useless when using OpenGL 1.1
-//------------------------------------------------------------------------------------
+// VR control functions
 RLAPI void InitVrSimulator(int vrDevice);           // Init VR simulator for selected device
 RLAPI void CloseVrSimulator(void);                  // Close VR simulator for current device
-RLAPI bool IsVrSimulatorReady(void);                // Detect if VR device is ready
+RLAPI bool IsVrSimulatorReady(void);                // Detect if VR simulator is ready
 RLAPI void UpdateVrTracking(Camera *camera);        // Update VR tracking (position and orientation) and camera
-RLAPI void ToggleVrMode(void);                      // Enable/Disable VR experience (device or simulator)
+RLAPI void ToggleVrMode(void);                      // Enable/Disable VR experience
 RLAPI void BeginVrDrawing(void);                    // Begin VR simulator stereo rendering
 RLAPI void EndVrDrawing(void);                      // End VR simulator stereo rendering
 
 //------------------------------------------------------------------------------------
 // Audio Loading and Playing Functions (Module: audio)
 //------------------------------------------------------------------------------------
+
+// Audio device management functions
 RLAPI void InitAudioDevice(void);                                     // Initialize audio device and context
 RLAPI void CloseAudioDevice(void);                                    // Close the audio device and context
 RLAPI bool IsAudioDeviceReady(void);                                  // Check if audio device has been initialized successfully
 RLAPI void SetMasterVolume(float volume);                             // Set master volume (listener)
 
+// Wave/Sound loading/unloading functions
 RLAPI Wave LoadWave(const char *fileName);                            // Load wave data from file
 RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
 RLAPI Sound LoadSound(const char *fileName);                          // Load sound from file
@@ -993,6 +1029,8 @@ RLAPI Sound LoadSoundFromWave(Wave wave);                             // Load so
 RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
 RLAPI void UnloadWave(Wave wave);                                     // Unload wave data
 RLAPI void UnloadSound(Sound sound);                                  // Unload sound
+
+// Wave/Sound management functions
 RLAPI void PlaySound(Sound sound);                                    // Play a sound
 RLAPI void PauseSound(Sound sound);                                   // Pause a sound
 RLAPI void ResumeSound(Sound sound);                                  // Resume a paused sound
@@ -1004,6 +1042,8 @@ RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels);
 RLAPI Wave WaveCopy(Wave wave);                                       // Copy a wave to a new wave
 RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample);     // Crop a wave to defined samples range
 RLAPI float *GetWaveData(Wave wave);                                  // Get samples data from wave as a floats array
+
+// Music management functions
 RLAPI Music LoadMusicStream(const char *fileName);                    // Load music stream from file
 RLAPI void UnloadMusicStream(Music music);                            // Unload music stream
 RLAPI void PlayMusicStream(Music music);                              // Start music playing
@@ -1018,8 +1058,8 @@ RLAPI void SetMusicLoopCount(Music music, float count);               // Set mus
 RLAPI float GetMusicTimeLength(Music music);                          // Get music time length (in seconds)
 RLAPI float GetMusicTimePlayed(Music music);                          // Get current music time played (in seconds)
 
-RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
-                                  unsigned int sampleSize,
+// AudioStream management functions
+RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize,
                                   unsigned int channels);             // Init audio stream (to stream raw audio pcm data)
 RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
 RLAPI void CloseAudioStream(AudioStream stream);                      // Close audio stream and free memory

+ 59 - 19
release/rpi/raylib.h

@@ -473,7 +473,7 @@ typedef struct Ray {
     Vector3 direction;      // Ray direction
 } Ray;
 
-// Information returned from a raycast
+// Raycast hit information
 typedef struct RayHitInfo {
     bool hit;               // Did the ray hit something?
     float distance;         // Distance to nearest hit
@@ -653,12 +653,13 @@ extern "C" {            // Prevents name mangling of functions
 //------------------------------------------------------------------------------------
 // Window and Graphics Device Functions (Module: core)
 //------------------------------------------------------------------------------------
+
+// Window-related functions
 #if defined(PLATFORM_ANDROID)
 RLAPI void InitWindow(int width, int height, void *state);        // Initialize Android activity
 #elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
 RLAPI void InitWindow(int width, int height, const char *title);  // Initialize window and OpenGL context
 #endif
-
 RLAPI void CloseWindow(void);                                     // Close window and unload OpenGL context
 RLAPI bool WindowShouldClose(void);                               // Check if KEY_ESCAPE pressed or Close icon pressed
 RLAPI bool IsWindowMinimized(void);                               // Check if window has been minimized (or lost focus)
@@ -671,6 +672,7 @@ RLAPI int GetScreenWidth(void);                                   // Get current
 RLAPI int GetScreenHeight(void);                                  // Get current screen height
 
 #if !defined(PLATFORM_ANDROID)
+// Cursor-related functions
 RLAPI void ShowCursor(void);                                      // Shows cursor
 RLAPI void HideCursor(void);                                      // Hides cursor
 RLAPI bool IsCursorHidden(void);                                  // Check if cursor is not visible
@@ -678,10 +680,10 @@ RLAPI void EnableCursor(void);                                    // Enables cur
 RLAPI void DisableCursor(void);                                   // Disables cursor (lock cursor)
 #endif
 
+// Drawing-related functions
 RLAPI void ClearBackground(Color color);                          // Set background color (framebuffer clear color)
 RLAPI void BeginDrawing(void);                                    // Setup canvas (framebuffer) to start drawing
 RLAPI void EndDrawing(void);                                      // End canvas drawing and swap buffers (double buffering)
-
 RLAPI void Begin2dMode(Camera2D camera);                          // Initialize 2D mode with custom camera (2D)
 RLAPI void End2dMode(void);                                       // Ends 2D mode with custom camera
 RLAPI void Begin3dMode(Camera camera);                            // Initializes 3D mode with custom camera (3D)
@@ -689,28 +691,33 @@ RLAPI void End3dMode(void);                                       // Ends 3D mod
 RLAPI void BeginTextureMode(RenderTexture2D target);              // Initializes render texture for drawing
 RLAPI void EndTextureMode(void);                                  // Ends drawing to render texture
 
+// Screen-space-related functions
 RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Returns a ray trace from mouse position
 RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Returns the screen space position for a 3d world space position
 RLAPI Matrix GetCameraMatrix(Camera camera);                      // Returns camera transform matrix (view matrix)
 
+// Timming-related functions
 RLAPI void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
 RLAPI int GetFPS(void);                                           // Returns current FPS
 RLAPI float GetFrameTime(void);                                   // Returns time in seconds for last frame drawn
 
-RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
+// Color-related functions
 RLAPI int GetHexValue(Color color);                               // Returns hexadecimal value for a Color
+RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
+RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
 RLAPI float *ColorToFloat(Color color);                           // Converts Color to float array and normalizes
 RLAPI float *VectorToFloat(Vector3 vec);                          // Converts Vector3 to float array
 RLAPI float *MatrixToFloat(Matrix mat);                           // Converts Matrix to float array
 
-RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
-RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
-
+// Misc. functions
 RLAPI void ShowLogo(void);                                        // Activate raylib logo at startup (can be done with flags)
 RLAPI void SetConfigFlags(char flags);                            // Setup window configuration flags (view FLAGS)
 RLAPI void TraceLog(int logType, const char *text, ...);          // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
 RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (saved a .png)
+RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
 
+
+// Files management functions
 RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
 RLAPI const char *GetDirectoryPath(const char *fileName);         // Get directory for a given fileName (with path)
 RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory
@@ -719,12 +726,15 @@ RLAPI bool IsFileDropped(void);                                   // Check if a
 RLAPI char **GetDroppedFiles(int *count);                         // Get dropped files names
 RLAPI void ClearDroppedFiles(void);                               // Clear dropped files paths buffer
 
+// Persistent storage management
 RLAPI void StorageSaveValue(int position, int value);             // Save integer value to storage file (to defined position)
 RLAPI int StorageLoadValue(int position);                         // Load integer value from storage file (from defined position)
 
 //------------------------------------------------------------------------------------
 // Input Handling Functions (Module: core)
 //------------------------------------------------------------------------------------
+
+// Input-related functions: keyboard
 RLAPI bool IsKeyPressed(int key);                             // Detect if a key has been pressed once
 RLAPI bool IsKeyDown(int key);                                // Detect if a key is being pressed
 RLAPI bool IsKeyReleased(int key);                            // Detect if a key has been released once
@@ -732,6 +742,7 @@ RLAPI bool IsKeyUp(int key);                                  // Detect if a key
 RLAPI int GetKeyPressed(void);                                // Get latest key pressed
 RLAPI void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
 
+// Input-related functions: gamepads
 RLAPI bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
 RLAPI bool IsGamepadName(int gamepad, const char *name);      // Check gamepad name (if available)
 RLAPI const char *GetGamepadName(int gamepad);                // Return gamepad internal name id
@@ -743,6 +754,7 @@ RLAPI int GetGamepadButtonPressed(void);                      // Get the last ga
 RLAPI int GetGamepadAxisCount(int gamepad);                   // Return gamepad axis count for a gamepad
 RLAPI float GetGamepadAxisMovement(int gamepad, int axis);    // Return axis movement value for a gamepad axis
 
+// Input-related functions: mouse
 RLAPI bool IsMouseButtonPressed(int button);                  // Detect if a mouse button has been pressed once
 RLAPI bool IsMouseButtonDown(int button);                     // Detect if a mouse button is being pressed
 RLAPI bool IsMouseButtonReleased(int button);                 // Detect if a mouse button has been released once
@@ -753,6 +765,7 @@ RLAPI Vector2 GetMousePosition(void);                         // Returns mouse p
 RLAPI void SetMousePosition(Vector2 position);                // Set mouse position XY
 RLAPI int GetMouseWheelMove(void);                            // Returns mouse wheel movement Y
 
+// Input-related functions: touch
 RLAPI int GetTouchX(void);                                    // Returns touch position X for touch point 0 (relative to screen size)
 RLAPI int GetTouchY(void);                                    // Returns touch position Y for touch point 0 (relative to screen size)
 RLAPI Vector2 GetTouchPosition(int index);                    // Returns touch position XY for a touch point index (relative to screen size)
@@ -786,6 +799,8 @@ RLAPI void SetCameraMoveControls(int frontKey, int backKey,
 //------------------------------------------------------------------------------------
 // Basic Shapes Drawing Functions (Module: shapes)
 //------------------------------------------------------------------------------------
+
+// Basic shapes drawing functions
 RLAPI void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel
 RLAPI void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel (Vector version)
 RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                // Draw a line
@@ -808,6 +823,7 @@ RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Col
 RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color);                                      // Draw a closed polygon defined by points
 RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color);                                 // Draw polygon lines
 
+// Basic shapes collision detection functions
 RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);                                           // Check collision between two rectangles
 RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);        // Check collision between two circles
 RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);                         // Check collision between circle and rectangle
@@ -819,6 +835,8 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve
 //------------------------------------------------------------------------------------
 // Texture Loading and Drawing Functions (Module: textures)
 //------------------------------------------------------------------------------------
+
+// Image/Texture2D data loading/unloading functions
 RLAPI Image LoadImage(const char *fileName);                                                             // Load image from file into CPU memory (RAM)
 RLAPI Image LoadImageEx(Color *pixels, int width, int height);                                           // Load image from Color array data (RGBA - 32bit)
 RLAPI Image LoadImagePro(void *data, int width, int height, int format);                                 // Load image from raw data with parameters
@@ -832,6 +850,8 @@ RLAPI void UnloadRenderTexture(RenderTexture2D target);
 RLAPI Color *GetImageData(Image image);                                                                  // Get pixel data from image as a Color struct array
 RLAPI Image GetTextureData(Texture2D texture);                                                           // Get pixel data from GPU texture and return an Image
 RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
+
+// Image manipulation functions
 RLAPI void ImageToPOT(Image *image, Color fillColor);                                                    // Convert image to POT (power-of-two)
 RLAPI void ImageFormat(Image *image, int newFormat);                                                     // Convert image data to desired format
 RLAPI void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to image
@@ -853,10 +873,13 @@ RLAPI void ImageColorInvert(Image *image);
 RLAPI void ImageColorGrayscale(Image *image);                                                            // Modify image color: grayscale
 RLAPI void ImageColorContrast(Image *image, float contrast);                                             // Modify image color: contrast (-100 to 100)
 RLAPI void ImageColorBrightness(Image *image, int brightness);                                           // Modify image color: brightness (-255 to 255)
+
+// Texture2D configuration functions
 RLAPI void GenTextureMipmaps(Texture2D *texture);                                                        // Generate GPU mipmaps for a texture
 RLAPI void SetTextureFilter(Texture2D texture, int filterMode);                                          // Set texture scaling filter mode
 RLAPI void SetTextureWrap(Texture2D texture, int wrapMode);                                              // Set texture wrapping mode
 
+// Texture2D drawing functions
 RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                               // Draw a Texture2D
 RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
 RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
@@ -867,24 +890,30 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest
 //------------------------------------------------------------------------------------
 // Font Loading and Text Drawing Functions (Module: text)
 //------------------------------------------------------------------------------------
+
+// SpriteFont loading/unloading functions
 RLAPI SpriteFont GetDefaultFont(void);                                                                   // Get the default SpriteFont
 RLAPI SpriteFont LoadSpriteFont(const char *fileName);                                                   // Load SpriteFont from file into GPU memory (VRAM)
 RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars);   // Load SpriteFont from file with extended parameters
 RLAPI void UnloadSpriteFont(SpriteFont spriteFont);                                                      // Unload SpriteFont from GPU memory (VRAM)
 
+// Text drawing functions
+RLAPI void DrawFPS(int posX, int posY);                                                                  // Shows current FPS
 RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color);                    // Draw text (using default font)
 RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position,                         // Draw text using SpriteFont and additional parameters
                 float fontSize, int spacing, Color tint);
+
+// Text misc. functions
 RLAPI int MeasureText(const char *text, int fontSize);                                                   // Measure string width for default font
 RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing);       // Measure string size for SpriteFont
-
-RLAPI void DrawFPS(int posX, int posY);                                                                  // Shows current FPS
 RLAPI const char *FormatText(const char *text, ...);                                                     // Formatting of text with variables to 'embed'
 RLAPI const char *SubText(const char *text, int position, int length);                                   // Get a piece of a text string
 
 //------------------------------------------------------------------------------------
 // Basic 3d Shapes Drawing Functions (Module: models)
 //------------------------------------------------------------------------------------
+
+// Basic geometric 3D shapes drawing functions
 RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);                                    // Draw a line in 3D world space
 RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
 RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color);             // Draw cube
@@ -905,6 +934,8 @@ RLAPI void DrawGizmo(Vector3 position);
 //------------------------------------------------------------------------------------
 // Model 3d Loading and Drawing Functions (Module: models)
 //------------------------------------------------------------------------------------
+
+// Model loading/unloading functions
 RLAPI Mesh LoadMesh(const char *fileName);                                                              // Load mesh from file
 RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData);         // Load mesh from vertex data
 RLAPI Model LoadModel(const char *fileName);                                                            // Load model from file
@@ -914,10 +945,12 @@ RLAPI Model LoadCubicmap(Image cubicmap);
 RLAPI void UnloadMesh(Mesh *mesh);                                                                      // Unload mesh from memory (RAM and/or VRAM)
 RLAPI void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
 
+// Material loading/unloading functions
 RLAPI Material LoadMaterial(const char *fileName);                                                      // Load material from file
 RLAPI Material LoadDefaultMaterial(void);                                                               // Load default material (uses default models shader)
 RLAPI void UnloadMaterial(Material material);                                                           // Unload material from GPU memory (VRAM)
 
+// Model drawing functions
 RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
 RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
                        float rotationAngle, Vector3 scale, Color tint);                                 // Draw a model with extended parameters
@@ -925,11 +958,11 @@ RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint
 RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
                             float rotationAngle, Vector3 scale, Color tint);                            // Draw a model wires (with texture if set) with extended parameters
 RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                               // Draw bounding box (wires)
-
 RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);     // Draw a billboard texture
 RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
                             Vector3 center, float size, Color tint);                                    // Draw a billboard texture defined by sourceRec
 
+// Collision detection functions
 RLAPI BoundingBox CalculateBoundingBox(Mesh mesh);                                                      // Calculate mesh bounding box limits
 RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);       // Detect collision between two spheres
 RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                     // Detect collision between two bounding boxes
@@ -946,6 +979,8 @@ RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);
 // Shaders System Functions (Module: rlgl)
 // NOTE: This functions are useless when using OpenGL 1.1
 //------------------------------------------------------------------------------------
+
+// Shader loading/unloading functions
 RLAPI char *LoadText(const char *fileName);                               // Load chars array from text file
 RLAPI Shader LoadShader(char *vsFileName, char *fsFileName);              // Load shader from files and bind default locations
 RLAPI void UnloadShader(Shader shader);                                   // Unload shader from GPU memory (VRAM)
@@ -953,39 +988,40 @@ RLAPI void UnloadShader(Shader shader);                                   // Unl
 RLAPI Shader GetDefaultShader(void);                                      // Get default shader
 RLAPI Texture2D GetDefaultTexture(void);                                  // Get default texture
 
+// Shader configuration functions
 RLAPI int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
 RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
 RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int)
 RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
-
 RLAPI void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
 RLAPI void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
 
+// Shading begin/end functions
 RLAPI void BeginShaderMode(Shader shader);                                // Begin custom shader drawing
 RLAPI void EndShaderMode(void);                                           // End custom shader drawing (use default shader)
 RLAPI void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied)
 RLAPI void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending)
 
-//------------------------------------------------------------------------------------
-// VR experience Functions (Module: rlgl)
-// NOTE: This functions are useless when using OpenGL 1.1
-//------------------------------------------------------------------------------------
+// VR control functions
 RLAPI void InitVrSimulator(int vrDevice);           // Init VR simulator for selected device
 RLAPI void CloseVrSimulator(void);                  // Close VR simulator for current device
-RLAPI bool IsVrSimulatorReady(void);                // Detect if VR device is ready
+RLAPI bool IsVrSimulatorReady(void);                // Detect if VR simulator is ready
 RLAPI void UpdateVrTracking(Camera *camera);        // Update VR tracking (position and orientation) and camera
-RLAPI void ToggleVrMode(void);                      // Enable/Disable VR experience (device or simulator)
+RLAPI void ToggleVrMode(void);                      // Enable/Disable VR experience
 RLAPI void BeginVrDrawing(void);                    // Begin VR simulator stereo rendering
 RLAPI void EndVrDrawing(void);                      // End VR simulator stereo rendering
 
 //------------------------------------------------------------------------------------
 // Audio Loading and Playing Functions (Module: audio)
 //------------------------------------------------------------------------------------
+
+// Audio device management functions
 RLAPI void InitAudioDevice(void);                                     // Initialize audio device and context
 RLAPI void CloseAudioDevice(void);                                    // Close the audio device and context
 RLAPI bool IsAudioDeviceReady(void);                                  // Check if audio device has been initialized successfully
 RLAPI void SetMasterVolume(float volume);                             // Set master volume (listener)
 
+// Wave/Sound loading/unloading functions
 RLAPI Wave LoadWave(const char *fileName);                            // Load wave data from file
 RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
 RLAPI Sound LoadSound(const char *fileName);                          // Load sound from file
@@ -993,6 +1029,8 @@ RLAPI Sound LoadSoundFromWave(Wave wave);                             // Load so
 RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
 RLAPI void UnloadWave(Wave wave);                                     // Unload wave data
 RLAPI void UnloadSound(Sound sound);                                  // Unload sound
+
+// Wave/Sound management functions
 RLAPI void PlaySound(Sound sound);                                    // Play a sound
 RLAPI void PauseSound(Sound sound);                                   // Pause a sound
 RLAPI void ResumeSound(Sound sound);                                  // Resume a paused sound
@@ -1004,6 +1042,8 @@ RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels);
 RLAPI Wave WaveCopy(Wave wave);                                       // Copy a wave to a new wave
 RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample);     // Crop a wave to defined samples range
 RLAPI float *GetWaveData(Wave wave);                                  // Get samples data from wave as a floats array
+
+// Music management functions
 RLAPI Music LoadMusicStream(const char *fileName);                    // Load music stream from file
 RLAPI void UnloadMusicStream(Music music);                            // Unload music stream
 RLAPI void PlayMusicStream(Music music);                              // Start music playing
@@ -1018,8 +1058,8 @@ RLAPI void SetMusicLoopCount(Music music, float count);               // Set mus
 RLAPI float GetMusicTimeLength(Music music);                          // Get music time length (in seconds)
 RLAPI float GetMusicTimePlayed(Music music);                          // Get current music time played (in seconds)
 
-RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
-                                  unsigned int sampleSize,
+// AudioStream management functions
+RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize,
                                   unsigned int channels);             // Init audio stream (to stream raw audio pcm data)
 RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
 RLAPI void CloseAudioStream(AudioStream stream);                      // Close audio stream and free memory

二進制
release/win32/mingw32/libraylibdll.a


+ 59 - 19
release/win32/raylib.h

@@ -473,7 +473,7 @@ typedef struct Ray {
     Vector3 direction;      // Ray direction
 } Ray;
 
-// Information returned from a raycast
+// Raycast hit information
 typedef struct RayHitInfo {
     bool hit;               // Did the ray hit something?
     float distance;         // Distance to nearest hit
@@ -653,12 +653,13 @@ extern "C" {            // Prevents name mangling of functions
 //------------------------------------------------------------------------------------
 // Window and Graphics Device Functions (Module: core)
 //------------------------------------------------------------------------------------
+
+// Window-related functions
 #if defined(PLATFORM_ANDROID)
 RLAPI void InitWindow(int width, int height, void *state);        // Initialize Android activity
 #elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
 RLAPI void InitWindow(int width, int height, const char *title);  // Initialize window and OpenGL context
 #endif
-
 RLAPI void CloseWindow(void);                                     // Close window and unload OpenGL context
 RLAPI bool WindowShouldClose(void);                               // Check if KEY_ESCAPE pressed or Close icon pressed
 RLAPI bool IsWindowMinimized(void);                               // Check if window has been minimized (or lost focus)
@@ -671,6 +672,7 @@ RLAPI int GetScreenWidth(void);                                   // Get current
 RLAPI int GetScreenHeight(void);                                  // Get current screen height
 
 #if !defined(PLATFORM_ANDROID)
+// Cursor-related functions
 RLAPI void ShowCursor(void);                                      // Shows cursor
 RLAPI void HideCursor(void);                                      // Hides cursor
 RLAPI bool IsCursorHidden(void);                                  // Check if cursor is not visible
@@ -678,10 +680,10 @@ RLAPI void EnableCursor(void);                                    // Enables cur
 RLAPI void DisableCursor(void);                                   // Disables cursor (lock cursor)
 #endif
 
+// Drawing-related functions
 RLAPI void ClearBackground(Color color);                          // Set background color (framebuffer clear color)
 RLAPI void BeginDrawing(void);                                    // Setup canvas (framebuffer) to start drawing
 RLAPI void EndDrawing(void);                                      // End canvas drawing and swap buffers (double buffering)
-
 RLAPI void Begin2dMode(Camera2D camera);                          // Initialize 2D mode with custom camera (2D)
 RLAPI void End2dMode(void);                                       // Ends 2D mode with custom camera
 RLAPI void Begin3dMode(Camera camera);                            // Initializes 3D mode with custom camera (3D)
@@ -689,28 +691,33 @@ RLAPI void End3dMode(void);                                       // Ends 3D mod
 RLAPI void BeginTextureMode(RenderTexture2D target);              // Initializes render texture for drawing
 RLAPI void EndTextureMode(void);                                  // Ends drawing to render texture
 
+// Screen-space-related functions
 RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Returns a ray trace from mouse position
 RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Returns the screen space position for a 3d world space position
 RLAPI Matrix GetCameraMatrix(Camera camera);                      // Returns camera transform matrix (view matrix)
 
+// Timming-related functions
 RLAPI void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
 RLAPI int GetFPS(void);                                           // Returns current FPS
 RLAPI float GetFrameTime(void);                                   // Returns time in seconds for last frame drawn
 
-RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
+// Color-related functions
 RLAPI int GetHexValue(Color color);                               // Returns hexadecimal value for a Color
+RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
+RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
 RLAPI float *ColorToFloat(Color color);                           // Converts Color to float array and normalizes
 RLAPI float *VectorToFloat(Vector3 vec);                          // Converts Vector3 to float array
 RLAPI float *MatrixToFloat(Matrix mat);                           // Converts Matrix to float array
 
-RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
-RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
-
+// Misc. functions
 RLAPI void ShowLogo(void);                                        // Activate raylib logo at startup (can be done with flags)
 RLAPI void SetConfigFlags(char flags);                            // Setup window configuration flags (view FLAGS)
 RLAPI void TraceLog(int logType, const char *text, ...);          // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
 RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (saved a .png)
+RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
 
+
+// Files management functions
 RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
 RLAPI const char *GetDirectoryPath(const char *fileName);         // Get directory for a given fileName (with path)
 RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory
@@ -719,12 +726,15 @@ RLAPI bool IsFileDropped(void);                                   // Check if a
 RLAPI char **GetDroppedFiles(int *count);                         // Get dropped files names
 RLAPI void ClearDroppedFiles(void);                               // Clear dropped files paths buffer
 
+// Persistent storage management
 RLAPI void StorageSaveValue(int position, int value);             // Save integer value to storage file (to defined position)
 RLAPI int StorageLoadValue(int position);                         // Load integer value from storage file (from defined position)
 
 //------------------------------------------------------------------------------------
 // Input Handling Functions (Module: core)
 //------------------------------------------------------------------------------------
+
+// Input-related functions: keyboard
 RLAPI bool IsKeyPressed(int key);                             // Detect if a key has been pressed once
 RLAPI bool IsKeyDown(int key);                                // Detect if a key is being pressed
 RLAPI bool IsKeyReleased(int key);                            // Detect if a key has been released once
@@ -732,6 +742,7 @@ RLAPI bool IsKeyUp(int key);                                  // Detect if a key
 RLAPI int GetKeyPressed(void);                                // Get latest key pressed
 RLAPI void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
 
+// Input-related functions: gamepads
 RLAPI bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
 RLAPI bool IsGamepadName(int gamepad, const char *name);      // Check gamepad name (if available)
 RLAPI const char *GetGamepadName(int gamepad);                // Return gamepad internal name id
@@ -743,6 +754,7 @@ RLAPI int GetGamepadButtonPressed(void);                      // Get the last ga
 RLAPI int GetGamepadAxisCount(int gamepad);                   // Return gamepad axis count for a gamepad
 RLAPI float GetGamepadAxisMovement(int gamepad, int axis);    // Return axis movement value for a gamepad axis
 
+// Input-related functions: mouse
 RLAPI bool IsMouseButtonPressed(int button);                  // Detect if a mouse button has been pressed once
 RLAPI bool IsMouseButtonDown(int button);                     // Detect if a mouse button is being pressed
 RLAPI bool IsMouseButtonReleased(int button);                 // Detect if a mouse button has been released once
@@ -753,6 +765,7 @@ RLAPI Vector2 GetMousePosition(void);                         // Returns mouse p
 RLAPI void SetMousePosition(Vector2 position);                // Set mouse position XY
 RLAPI int GetMouseWheelMove(void);                            // Returns mouse wheel movement Y
 
+// Input-related functions: touch
 RLAPI int GetTouchX(void);                                    // Returns touch position X for touch point 0 (relative to screen size)
 RLAPI int GetTouchY(void);                                    // Returns touch position Y for touch point 0 (relative to screen size)
 RLAPI Vector2 GetTouchPosition(int index);                    // Returns touch position XY for a touch point index (relative to screen size)
@@ -786,6 +799,8 @@ RLAPI void SetCameraMoveControls(int frontKey, int backKey,
 //------------------------------------------------------------------------------------
 // Basic Shapes Drawing Functions (Module: shapes)
 //------------------------------------------------------------------------------------
+
+// Basic shapes drawing functions
 RLAPI void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel
 RLAPI void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel (Vector version)
 RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                // Draw a line
@@ -808,6 +823,7 @@ RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Col
 RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color);                                      // Draw a closed polygon defined by points
 RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color);                                 // Draw polygon lines
 
+// Basic shapes collision detection functions
 RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);                                           // Check collision between two rectangles
 RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);        // Check collision between two circles
 RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);                         // Check collision between circle and rectangle
@@ -819,6 +835,8 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve
 //------------------------------------------------------------------------------------
 // Texture Loading and Drawing Functions (Module: textures)
 //------------------------------------------------------------------------------------
+
+// Image/Texture2D data loading/unloading functions
 RLAPI Image LoadImage(const char *fileName);                                                             // Load image from file into CPU memory (RAM)
 RLAPI Image LoadImageEx(Color *pixels, int width, int height);                                           // Load image from Color array data (RGBA - 32bit)
 RLAPI Image LoadImagePro(void *data, int width, int height, int format);                                 // Load image from raw data with parameters
@@ -832,6 +850,8 @@ RLAPI void UnloadRenderTexture(RenderTexture2D target);
 RLAPI Color *GetImageData(Image image);                                                                  // Get pixel data from image as a Color struct array
 RLAPI Image GetTextureData(Texture2D texture);                                                           // Get pixel data from GPU texture and return an Image
 RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
+
+// Image manipulation functions
 RLAPI void ImageToPOT(Image *image, Color fillColor);                                                    // Convert image to POT (power-of-two)
 RLAPI void ImageFormat(Image *image, int newFormat);                                                     // Convert image data to desired format
 RLAPI void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to image
@@ -853,10 +873,13 @@ RLAPI void ImageColorInvert(Image *image);
 RLAPI void ImageColorGrayscale(Image *image);                                                            // Modify image color: grayscale
 RLAPI void ImageColorContrast(Image *image, float contrast);                                             // Modify image color: contrast (-100 to 100)
 RLAPI void ImageColorBrightness(Image *image, int brightness);                                           // Modify image color: brightness (-255 to 255)
+
+// Texture2D configuration functions
 RLAPI void GenTextureMipmaps(Texture2D *texture);                                                        // Generate GPU mipmaps for a texture
 RLAPI void SetTextureFilter(Texture2D texture, int filterMode);                                          // Set texture scaling filter mode
 RLAPI void SetTextureWrap(Texture2D texture, int wrapMode);                                              // Set texture wrapping mode
 
+// Texture2D drawing functions
 RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                               // Draw a Texture2D
 RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
 RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
@@ -867,24 +890,30 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest
 //------------------------------------------------------------------------------------
 // Font Loading and Text Drawing Functions (Module: text)
 //------------------------------------------------------------------------------------
+
+// SpriteFont loading/unloading functions
 RLAPI SpriteFont GetDefaultFont(void);                                                                   // Get the default SpriteFont
 RLAPI SpriteFont LoadSpriteFont(const char *fileName);                                                   // Load SpriteFont from file into GPU memory (VRAM)
 RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars);   // Load SpriteFont from file with extended parameters
 RLAPI void UnloadSpriteFont(SpriteFont spriteFont);                                                      // Unload SpriteFont from GPU memory (VRAM)
 
+// Text drawing functions
+RLAPI void DrawFPS(int posX, int posY);                                                                  // Shows current FPS
 RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color);                    // Draw text (using default font)
 RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position,                         // Draw text using SpriteFont and additional parameters
                 float fontSize, int spacing, Color tint);
+
+// Text misc. functions
 RLAPI int MeasureText(const char *text, int fontSize);                                                   // Measure string width for default font
 RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing);       // Measure string size for SpriteFont
-
-RLAPI void DrawFPS(int posX, int posY);                                                                  // Shows current FPS
 RLAPI const char *FormatText(const char *text, ...);                                                     // Formatting of text with variables to 'embed'
 RLAPI const char *SubText(const char *text, int position, int length);                                   // Get a piece of a text string
 
 //------------------------------------------------------------------------------------
 // Basic 3d Shapes Drawing Functions (Module: models)
 //------------------------------------------------------------------------------------
+
+// Basic geometric 3D shapes drawing functions
 RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);                                    // Draw a line in 3D world space
 RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
 RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color);             // Draw cube
@@ -905,6 +934,8 @@ RLAPI void DrawGizmo(Vector3 position);
 //------------------------------------------------------------------------------------
 // Model 3d Loading and Drawing Functions (Module: models)
 //------------------------------------------------------------------------------------
+
+// Model loading/unloading functions
 RLAPI Mesh LoadMesh(const char *fileName);                                                              // Load mesh from file
 RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData);         // Load mesh from vertex data
 RLAPI Model LoadModel(const char *fileName);                                                            // Load model from file
@@ -914,10 +945,12 @@ RLAPI Model LoadCubicmap(Image cubicmap);
 RLAPI void UnloadMesh(Mesh *mesh);                                                                      // Unload mesh from memory (RAM and/or VRAM)
 RLAPI void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
 
+// Material loading/unloading functions
 RLAPI Material LoadMaterial(const char *fileName);                                                      // Load material from file
 RLAPI Material LoadDefaultMaterial(void);                                                               // Load default material (uses default models shader)
 RLAPI void UnloadMaterial(Material material);                                                           // Unload material from GPU memory (VRAM)
 
+// Model drawing functions
 RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
 RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
                        float rotationAngle, Vector3 scale, Color tint);                                 // Draw a model with extended parameters
@@ -925,11 +958,11 @@ RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint
 RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
                             float rotationAngle, Vector3 scale, Color tint);                            // Draw a model wires (with texture if set) with extended parameters
 RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                               // Draw bounding box (wires)
-
 RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);     // Draw a billboard texture
 RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
                             Vector3 center, float size, Color tint);                                    // Draw a billboard texture defined by sourceRec
 
+// Collision detection functions
 RLAPI BoundingBox CalculateBoundingBox(Mesh mesh);                                                      // Calculate mesh bounding box limits
 RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);       // Detect collision between two spheres
 RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                     // Detect collision between two bounding boxes
@@ -946,6 +979,8 @@ RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);
 // Shaders System Functions (Module: rlgl)
 // NOTE: This functions are useless when using OpenGL 1.1
 //------------------------------------------------------------------------------------
+
+// Shader loading/unloading functions
 RLAPI char *LoadText(const char *fileName);                               // Load chars array from text file
 RLAPI Shader LoadShader(char *vsFileName, char *fsFileName);              // Load shader from files and bind default locations
 RLAPI void UnloadShader(Shader shader);                                   // Unload shader from GPU memory (VRAM)
@@ -953,39 +988,40 @@ RLAPI void UnloadShader(Shader shader);                                   // Unl
 RLAPI Shader GetDefaultShader(void);                                      // Get default shader
 RLAPI Texture2D GetDefaultTexture(void);                                  // Get default texture
 
+// Shader configuration functions
 RLAPI int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
 RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
 RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int)
 RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
-
 RLAPI void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
 RLAPI void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
 
+// Shading begin/end functions
 RLAPI void BeginShaderMode(Shader shader);                                // Begin custom shader drawing
 RLAPI void EndShaderMode(void);                                           // End custom shader drawing (use default shader)
 RLAPI void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied)
 RLAPI void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending)
 
-//------------------------------------------------------------------------------------
-// VR experience Functions (Module: rlgl)
-// NOTE: This functions are useless when using OpenGL 1.1
-//------------------------------------------------------------------------------------
+// VR control functions
 RLAPI void InitVrSimulator(int vrDevice);           // Init VR simulator for selected device
 RLAPI void CloseVrSimulator(void);                  // Close VR simulator for current device
-RLAPI bool IsVrSimulatorReady(void);                // Detect if VR device is ready
+RLAPI bool IsVrSimulatorReady(void);                // Detect if VR simulator is ready
 RLAPI void UpdateVrTracking(Camera *camera);        // Update VR tracking (position and orientation) and camera
-RLAPI void ToggleVrMode(void);                      // Enable/Disable VR experience (device or simulator)
+RLAPI void ToggleVrMode(void);                      // Enable/Disable VR experience
 RLAPI void BeginVrDrawing(void);                    // Begin VR simulator stereo rendering
 RLAPI void EndVrDrawing(void);                      // End VR simulator stereo rendering
 
 //------------------------------------------------------------------------------------
 // Audio Loading and Playing Functions (Module: audio)
 //------------------------------------------------------------------------------------
+
+// Audio device management functions
 RLAPI void InitAudioDevice(void);                                     // Initialize audio device and context
 RLAPI void CloseAudioDevice(void);                                    // Close the audio device and context
 RLAPI bool IsAudioDeviceReady(void);                                  // Check if audio device has been initialized successfully
 RLAPI void SetMasterVolume(float volume);                             // Set master volume (listener)
 
+// Wave/Sound loading/unloading functions
 RLAPI Wave LoadWave(const char *fileName);                            // Load wave data from file
 RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
 RLAPI Sound LoadSound(const char *fileName);                          // Load sound from file
@@ -993,6 +1029,8 @@ RLAPI Sound LoadSoundFromWave(Wave wave);                             // Load so
 RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
 RLAPI void UnloadWave(Wave wave);                                     // Unload wave data
 RLAPI void UnloadSound(Sound sound);                                  // Unload sound
+
+// Wave/Sound management functions
 RLAPI void PlaySound(Sound sound);                                    // Play a sound
 RLAPI void PauseSound(Sound sound);                                   // Pause a sound
 RLAPI void ResumeSound(Sound sound);                                  // Resume a paused sound
@@ -1004,6 +1042,8 @@ RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels);
 RLAPI Wave WaveCopy(Wave wave);                                       // Copy a wave to a new wave
 RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample);     // Crop a wave to defined samples range
 RLAPI float *GetWaveData(Wave wave);                                  // Get samples data from wave as a floats array
+
+// Music management functions
 RLAPI Music LoadMusicStream(const char *fileName);                    // Load music stream from file
 RLAPI void UnloadMusicStream(Music music);                            // Unload music stream
 RLAPI void PlayMusicStream(Music music);                              // Start music playing
@@ -1018,8 +1058,8 @@ RLAPI void SetMusicLoopCount(Music music, float count);               // Set mus
 RLAPI float GetMusicTimeLength(Music music);                          // Get music time length (in seconds)
 RLAPI float GetMusicTimePlayed(Music music);                          // Get current music time played (in seconds)
 
-RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
-                                  unsigned int sampleSize,
+// AudioStream management functions
+RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize,
                                   unsigned int channels);             // Init audio stream (to stream raw audio pcm data)
 RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
 RLAPI void CloseAudioStream(AudioStream stream);                      // Close audio stream and free memory

+ 2 - 6
src/Makefile

@@ -232,11 +232,7 @@ endif
 INCLUDES = -I. -Iexternal
 
 # OpenAL Soft library
-ifeq ($(PLATFORM),PLATFORM_ANDROID)
-    INCLUDES += -Iandroid/jni/include/AL
-else
-    INCLUDES += -Iexternal/openal_soft/include
-endif
+INCLUDES += -Iexternal/openal_soft/include
 
 # define any directories containing required header files
 ifeq ($(PLATFORM),PLATFORM_DESKTOP)
@@ -257,7 +253,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
     # Android required libraries
     INCLUDES += -I$(ANDROID_TOOLCHAIN)/sysroot/usr/include
     # Include android_native_app_glue.h
-    INCLUDES += -Iandroid/jni/include
+    INCLUDES += -Iexternal/android/native_app_glue
     #INCLUDES += -I$(ANDROID_NDK)/sources/android/native_app_glue
 endif