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Keep working on Android custom building...

...almost there! raylib already works, issues with OpenAL Soft
linkage...
Ray San 8 years ago
parent
commit
c418aa2fb0

+ 34 - 19
templates/android_project/Makefile

@@ -44,27 +44,38 @@ ANDROID_BUILD_TOOLS = C:/android-sdk/build-tools/26.0.1
 JAVA_HOME = C:/PROGRA~1/Java/jdk1.8.0_144
 
 # Compilers
-CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
+CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-gcc
 AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
 
-# Define compiler flags
-CFLAGS = -Wall -std=c99 -DPLATFORM_ANDROID -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
-
-# Define any directories containing required header files
-INCLUDES = -I. -Ijni/include -I$(ANDROID_NDK)/sources/android/native_app_glue
-
-# Define library paths containing required libs
-LFLAGS = -L. -Ljni -Llib -Ljni/libs
+# Compiler flags for arquitecture
+CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
+# Compilation functions attributes options
+CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
+# Compiler options for the linker
+CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
+# Preprocessor macro definitions
+CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=16
+
+# Paths containing required header files
+INCLUDES = -I. -Isrc/include -I$(ANDROID_NDK)/sources/android/native_app_glue
+
+# Linker options
+LFLAGS = -Wl,-soname,lib$(LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a 
+LFLAGS = -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings 
+# Force linking of library module to define symbol
+LFLAGS = -u ANativeActivity_onCreate
+# Library paths containing required libs
+LFLAGS += -L. -Lsrc -Llib -Lsrc/libs
 
 # Define any libraries to link into executable
 # if you want to link libraries (libname.so or libname.a), use the -lname
-LIBS = -llog -landroid -lEGL -lGLESv2 -lOpenSLES
+LIBS = -lnative_app_glue -lraylib -lopenal -llog -landroid -lEGL -lGLESv2 -lOpenSLES -latomic -lc -lm
 
 # Building APK
 # NOTE: typing 'make' will invoke the default target entry called 'all',
 all: project_dirs \
      native_app_glue \
-     project_code \
+     project_code_ok \
      gen_keystore \
      project_package \
      project_class \
@@ -90,13 +101,17 @@ native_app_glue:
 
 # Compile project code as shared libraries
 # OUTPUT: $(PROJECT_DIR)/lib/lib$(LIBRARY_NAME).so 
-project_code:
-	$(CC) -c src/core.c -o temp/obj/core.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -fPIC 
-	$(CC) -c src/rlgl.c -o temp/obj/rlgl.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -fPIC -DGRAPHICS_API_OPENGL_ES2
-	$(CC) -c src/utils.c -o temp/obj/utils.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -fPIC 
-	$(CC) -c src/game_crash.c -o temp/obj/game_crash.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -fPIC 
-	$(CC) -o lib/armeabi-v7a/lib$(LIBRARY_NAME).so temp/obj/game_crash.o temp/obj/core.o temp/obj/rlgl.o temp/obj/utils.o -shared $(INCLUDES) $(LFLAGS) -lnative_app_glue $(LIBS) -u ANativeActivity_onCreate
+project_code_ok:
+	$(CC) -c src/game_basic.c -o temp/obj/game_basic.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot 
+	$(CC) -o lib/armeabi-v7a/lib$(LIBRARY_NAME).so temp/obj/game_basic.o -shared $(INCLUDES) $(LFLAGS) $(LIBS)
 
+project_code:
+	$(CC) -c src/core.c -o temp/obj/core.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
+	$(CC) -c src/rlgl.c -o temp/obj/rlgl.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -DGRAPHICS_API_OPENGL_ES2
+	$(CC) -c src/utils.c -o temp/obj/utils.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
+	$(CC) -c src/game_crash.c -o temp/obj/game_crash.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
+	$(CC) -o lib/armeabi-v7a/lib$(LIBRARY_NAME).so temp/obj/game_crash.o temp/obj/core.o temp/obj/rlgl.o temp/obj/utils.o -shared $(INCLUDES) $(LFLAGS) $(LIBS)
+    
 # Generate key for APK signing
 # OUTPUT: $(PROJECT_DIR)/temp/$(PROJECT_NAME).keystore
 gen_keystore: 
@@ -125,7 +140,7 @@ project_class_dex:
 # NOTE: Use -A resources to define additional directory in which to find raw asset files
 project_apk:
 	$(ANDROID_BUILD_TOOLS)/aapt package -v -f -M AndroidManifest.xml -S res -A assets -I $(ANDROID_HOME)/platforms/android-16/android.jar -F temp/bin/$(PROJECT_NAME).unsigned.apk temp/bin
-	$(ANDROID_BUILD_TOOLS)/aapt add -v $(PROJECT_DIR)/temp/bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(LIBRARY_NAME).so
+	$(ANDROID_BUILD_TOOLS)/aapt add -v $(PROJECT_DIR)/temp/bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(LIBRARY_NAME).so lib/armeabi-v7a/libopenal.so
 
 # Create temp/bin/$(PROJECT_NAME).signed.apk
 apk_signing:
@@ -139,7 +154,7 @@ apk_zip_align:
 deploy:
 	$(ANDROID_HOME)/platform-tools/adb install -r $(PROJECT_NAME).apk
 	$(ANDROID_HOME)/platform-tools/adb logcat -c
-	$(ANDROID_HOME)/platform-tools/adb logcat *:W
+	$(ANDROID_HOME)/platform-tools/adb -d logcat raylib:V *:S
 
 #$(ANDROID_HOME)/platform-tools/adb logcat *:W
 #$(ANDROID_HOME)/platform-tools/adb -d logcat raylib:V *:S

+ 0 - 0
templates/android_project/assets/EMPTY


BIN
templates/android_project/assets/ambient.ogg


BIN
templates/android_project/assets/coin.wav


BIN
templates/android_project/assets/raylib_logo.png


+ 172 - 0
templates/android_project/src/game_basic.c

@@ -0,0 +1,172 @@
+/*******************************************************************************************
+*
+*   raylib - Android Basic Game template
+*
+*   <Game title>
+*   <Game description>
+*
+*   This game has been created using raylib v1.2 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2014 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include "android_native_app_glue.h"
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen;
+
+//----------------------------------------------------------------------------------
+// Android Main entry point
+//----------------------------------------------------------------------------------
+void android_main(struct android_app *app) 
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+    
+    GameScreen currentScreen = LOGO;
+
+    InitWindow(screenWidth, screenHeight, app);
+    
+    // TODO: Initialize all required variables and load all required data here!
+
+    InitAudioDevice();                  // Initialize audio device
+    
+    Texture2D texture = LoadTexture("raylib_logo.png");     // Load texture (placed on assets folder)
+
+    Sound fx = LoadSound("coin.wav");   // Load WAV audio file (placed on assets folder)
+    Music ambient = LoadMusicStream("ambient.ogg");
+    PlayMusicStream(ambient);
+
+    int framesCounter = 0;          // Used to count frames
+    
+    SetTargetFPS(60);               // Not required on Android, already locked to 60 fps
+    //--------------------------------------------------------------------------------------
+    
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        UpdateMusicStream(ambient);
+        
+        switch(currentScreen) 
+        {
+            case LOGO: 
+            {
+                // TODO: Update LOGO screen variables here!
+
+                framesCounter++;    // Count frames
+
+                // Wait for 4 seconds (240 frames) before jumping to TITLE screen
+                if (framesCounter > 240)
+                {
+                    currentScreen = TITLE;
+                }
+            } break;
+            case TITLE: 
+            {
+                // TODO: Update TITLE screen variables here!
+
+                // Press enter to change to GAMEPLAY screen
+                if (IsGestureDetected(GESTURE_TAP))
+                {
+                    PlaySound(fx);
+                    currentScreen = GAMEPLAY;
+                }
+            } break;
+            case GAMEPLAY:
+            { 
+                // TODO: Update GAMEPLAY screen variables here!
+
+                // Press enter to change to ENDING screen
+                if (IsGestureDetected(GESTURE_TAP))
+                {  
+                    PlaySound(fx);
+                    currentScreen = ENDING;
+                } 
+            } break;
+            case ENDING: 
+            {
+                // TODO: Update ENDING screen variables here!
+
+                // Press enter to return to TITLE screen
+                if (IsGestureDetected(GESTURE_TAP))
+                {
+                    PlaySound(fx);
+                    currentScreen = TITLE;
+                }  
+            } break;
+            default: break;
+        }
+        //----------------------------------------------------------------------------------
+        
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+        
+            ClearBackground(RAYWHITE);
+            
+            switch(currentScreen) 
+            {
+                case LOGO: 
+                {
+                    // TODO: Draw LOGO screen here!
+                    DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
+                    DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
+                    DrawText("WAIT for 4 SECONDS...", 290, 400, 20, GRAY);
+                    
+                } break;
+                case TITLE: 
+                {
+                    // TODO: Draw TITLE screen here!
+                    DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
+                    DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
+                    DrawText("TAP SCREEN to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
+                    
+                } break;
+                case GAMEPLAY:
+                { 
+                    // TODO: Draw GAMEPLAY screen here!
+                    DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
+                    DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
+                    DrawText("TAP SCREEN to JUMP to ENDING SCREEN", 170, 220, 20, MAROON);
+
+                } break;
+                case ENDING: 
+                {
+                    // TODO: Draw ENDING screen here!
+                    DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
+                    DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
+                    DrawText("TAP SCREEN to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE);
+                    
+                } break;
+                default: break;
+            }
+        
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    
+    // TODO: Unload all loaded data (textures, fonts, audio) here!
+
+    UnloadSound(fx);            // Unload sound data
+    UnloadMusicStream(ambient); // Unload music stream data
+    
+    CloseAudioDevice();     // Close audio device (music streaming is automatically stopped)
+    
+    UnloadTexture(texture); // Unload texture data
+    
+    CloseWindow();          // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+}

+ 0 - 0
templates/android_project/src/game_crash.c → templates/android_project/src/game_raylib_stripped.c


+ 0 - 0
templates/android_project/src/game_ok.c → templates/android_project/src/game_standalone.c


+ 1147 - 0
templates/android_project/src/include/raylib.h

@@ -0,0 +1,1147 @@
+/**********************************************************************************************
+*
+*   raylib v1.8.0 
+*
+*   A simple and easy-to-use library to learn videogames programming (www.raylib.com)
+*
+*   FEATURES:
+*       - Library written in plain C code (C99)
+*       - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5.
+*       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
+*       - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+*       - Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
+*       - Multiple textures support, including compressed formats and mipmaps generation
+*       - Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
+*       - Powerful math module for Vector2, Vector3, Matrix and Quaternion operations: [raymath]
+*       - Audio loading and playing with streaming support and mixing channels: [audio]
+*       - VR stereo rendering support with configurable HMD device parameters
+*       - Minimal external dependencies (GLFW3, OpenGL, OpenAL)
+*       - Complete bindings for Lua, Go and Pascal
+*
+*   NOTES:
+*       32bit Colors - Any defined Color is always RGBA (4 byte)
+*       One custom font is loaded by default when InitWindow() [core]
+*       If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
+*       If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
+*
+*   DEPENDENCIES:
+*       GLFW3 (www.glfw.org) for window/context management and input [core]
+*       GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
+*       OpenAL Soft for audio device/context management [audio]
+*
+*   OPTIONAL DEPENDENCIES:
+*       stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
+*       stb_image_write (Sean Barret) for image writting (PNG) [utils]
+*       stb_truetype (Sean Barret) for ttf fonts loading [text]
+*       stb_vorbis (Sean Barret) for ogg audio loading [audio]
+*       jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
+*       jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
+*       dr_flac (David Reid) for FLAC audio file loading [audio]
+*       tinfl for data decompression (DEFLATE algorithm) [rres]
+*
+*
+*   LICENSE: zlib/libpng
+*
+*   raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+*   BSD-like license that allows static linking with closed source software:
+*
+*   Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef RAYLIB_H
+#define RAYLIB_H
+
+// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP
+//#define PLATFORM_DESKTOP      // Windows, Linux or OSX
+//#define PLATFORM_ANDROID      // Android device
+//#define PLATFORM_RPI          // Raspberry Pi
+//#define PLATFORM_WEB          // HTML5 (emscripten, asm.js)
+
+// Security check in case no PLATFORM_* defined
+#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
+    #define PLATFORM_DESKTOP
+#endif
+
+#if defined(_WIN32) && defined(BUILDING_DLL)
+    #define RLAPI __declspec(dllexport)         // We are building raylib as a Win32 DLL
+#elif defined(_WIN32) && defined(RAYLIB_DLL)
+    #define RLAPI __declspec(dllimport)         // We are using raylib as a Win32 DLL
+#else
+    #define RLAPI   // We are building or using raylib as a static library (or Linux shared library)
+#endif
+
+//----------------------------------------------------------------------------------
+// Some basic Defines
+//----------------------------------------------------------------------------------
+#ifndef PI
+    #define PI 3.14159265358979323846f
+#endif
+
+#define DEG2RAD (PI/180.0f)
+#define RAD2DEG (180.0f/PI)
+
+// raylib Config Flags
+#define FLAG_SHOW_LOGO              1       // Set to show raylib logo at startup
+#define FLAG_FULLSCREEN_MODE        2       // Set to run program in fullscreen
+#define FLAG_WINDOW_RESIZABLE       4       // Set to allow resizable window
+#define FLAG_WINDOW_DECORATED       8       // Set to show window decoration (frame and buttons)
+#define FLAG_WINDOW_TRANSPARENT    16       // Set to allow transparent window
+#define FLAG_MSAA_4X_HINT          32       // Set to try enabling MSAA 4X
+#define FLAG_VSYNC_HINT            64       // Set to try enabling V-Sync on GPU
+
+// Keyboard Function Keys
+#define KEY_SPACE            32
+#define KEY_ESCAPE          256
+#define KEY_ENTER           257
+#define KEY_BACKSPACE       259
+#define KEY_RIGHT           262
+#define KEY_LEFT            263
+#define KEY_DOWN            264
+#define KEY_UP              265
+#define KEY_F1              290
+#define KEY_F2              291
+#define KEY_F3              292
+#define KEY_F4              293
+#define KEY_F5              294
+#define KEY_F6              295
+#define KEY_F7              296
+#define KEY_F8              297
+#define KEY_F9              298
+#define KEY_F10             299
+#define KEY_F11             300
+#define KEY_F12             301
+#define KEY_LEFT_SHIFT      340
+#define KEY_LEFT_CONTROL    341
+#define KEY_LEFT_ALT        342
+#define KEY_RIGHT_SHIFT     344
+#define KEY_RIGHT_CONTROL   345
+#define KEY_RIGHT_ALT       346
+
+// Keyboard Alpha Numeric Keys
+#define KEY_ZERO             48
+#define KEY_ONE              49
+#define KEY_TWO              50
+#define KEY_THREE            51
+#define KEY_FOUR             52
+#define KEY_FIVE             53
+#define KEY_SIX              54
+#define KEY_SEVEN            55
+#define KEY_EIGHT            56
+#define KEY_NINE             57
+#define KEY_A                65
+#define KEY_B                66
+#define KEY_C                67
+#define KEY_D                68
+#define KEY_E                69
+#define KEY_F                70
+#define KEY_G                71
+#define KEY_H                72
+#define KEY_I                73
+#define KEY_J                74
+#define KEY_K                75
+#define KEY_L                76
+#define KEY_M                77
+#define KEY_N                78
+#define KEY_O                79
+#define KEY_P                80
+#define KEY_Q                81
+#define KEY_R                82
+#define KEY_S                83
+#define KEY_T                84
+#define KEY_U                85
+#define KEY_V                86
+#define KEY_W                87
+#define KEY_X                88
+#define KEY_Y                89
+#define KEY_Z                90
+
+#if defined(PLATFORM_ANDROID)
+    // Android Physical Buttons
+    #define KEY_BACK              4
+    #define KEY_MENU             82
+    #define KEY_VOLUME_UP        24
+    #define KEY_VOLUME_DOWN      25
+#endif
+
+// Mouse Buttons
+#define MOUSE_LEFT_BUTTON     0
+#define MOUSE_RIGHT_BUTTON    1
+#define MOUSE_MIDDLE_BUTTON   2
+
+// Touch points registered
+#define MAX_TOUCH_POINTS     2
+
+// Gamepad Number
+#define GAMEPAD_PLAYER1       0
+#define GAMEPAD_PLAYER2       1
+#define GAMEPAD_PLAYER3       2
+#define GAMEPAD_PLAYER4       3
+
+// Gamepad Buttons/Axis
+
+// PS3 USB Controller Buttons
+#define GAMEPAD_PS3_BUTTON_TRIANGLE 0
+#define GAMEPAD_PS3_BUTTON_CIRCLE   1
+#define GAMEPAD_PS3_BUTTON_CROSS    2
+#define GAMEPAD_PS3_BUTTON_SQUARE   3
+#define GAMEPAD_PS3_BUTTON_L1       6
+#define GAMEPAD_PS3_BUTTON_R1       7
+#define GAMEPAD_PS3_BUTTON_L2       4
+#define GAMEPAD_PS3_BUTTON_R2       5
+#define GAMEPAD_PS3_BUTTON_START    8
+#define GAMEPAD_PS3_BUTTON_SELECT   9
+#define GAMEPAD_PS3_BUTTON_UP      24
+#define GAMEPAD_PS3_BUTTON_RIGHT   25
+#define GAMEPAD_PS3_BUTTON_DOWN    26
+#define GAMEPAD_PS3_BUTTON_LEFT    27
+#define GAMEPAD_PS3_BUTTON_PS      12
+
+// PS3 USB Controller Axis
+#define GAMEPAD_PS3_AXIS_LEFT_X     0
+#define GAMEPAD_PS3_AXIS_LEFT_Y     1
+#define GAMEPAD_PS3_AXIS_RIGHT_X    2
+#define GAMEPAD_PS3_AXIS_RIGHT_Y    5
+#define GAMEPAD_PS3_AXIS_L2         3       // [1..-1] (pressure-level)
+#define GAMEPAD_PS3_AXIS_R2         4       // [1..-1] (pressure-level)
+
+// Xbox360 USB Controller Buttons
+#define GAMEPAD_XBOX_BUTTON_A       0
+#define GAMEPAD_XBOX_BUTTON_B       1
+#define GAMEPAD_XBOX_BUTTON_X       2
+#define GAMEPAD_XBOX_BUTTON_Y       3
+#define GAMEPAD_XBOX_BUTTON_LB      4
+#define GAMEPAD_XBOX_BUTTON_RB      5
+#define GAMEPAD_XBOX_BUTTON_SELECT  6
+#define GAMEPAD_XBOX_BUTTON_START   7
+#define GAMEPAD_XBOX_BUTTON_UP      10
+#define GAMEPAD_XBOX_BUTTON_RIGHT   11
+#define GAMEPAD_XBOX_BUTTON_DOWN    12
+#define GAMEPAD_XBOX_BUTTON_LEFT    13
+#define GAMEPAD_XBOX_BUTTON_HOME    8
+
+// Xbox360 USB Controller Axis
+// NOTE: For Raspberry Pi, axis must be reconfigured
+#if defined(PLATFORM_RPI)
+    #define GAMEPAD_XBOX_AXIS_LEFT_X    0   // [-1..1] (left->right)
+    #define GAMEPAD_XBOX_AXIS_LEFT_Y    1   // [-1..1] (up->down)
+    #define GAMEPAD_XBOX_AXIS_RIGHT_X   3   // [-1..1] (left->right)
+    #define GAMEPAD_XBOX_AXIS_RIGHT_Y   4   // [-1..1] (up->down)
+    #define GAMEPAD_XBOX_AXIS_LT        2   // [-1..1] (pressure-level)
+    #define GAMEPAD_XBOX_AXIS_RT        5   // [-1..1] (pressure-level)
+#else
+    #define GAMEPAD_XBOX_AXIS_LEFT_X    0   // [-1..1] (left->right)
+    #define GAMEPAD_XBOX_AXIS_LEFT_Y    1   // [1..-1] (up->down)
+    #define GAMEPAD_XBOX_AXIS_RIGHT_X   2   // [-1..1] (left->right)
+    #define GAMEPAD_XBOX_AXIS_RIGHT_Y   3   // [1..-1] (up->down)
+    #define GAMEPAD_XBOX_AXIS_LT        4   // [-1..1] (pressure-level)
+    #define GAMEPAD_XBOX_AXIS_RT        5   // [-1..1] (pressure-level)
+#endif
+
+// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
+// Plain structures in C++ (without constructors) can be initialized from { } initializers.
+#ifdef __cplusplus
+    #define CLITERAL
+#else
+    #define CLITERAL    (Color)
+#endif
+
+// Some Basic Colors
+// NOTE: Custom raylib color palette for amazing visuals on WHITE background
+#define LIGHTGRAY  CLITERAL{ 200, 200, 200, 255 }   // Light Gray
+#define GRAY       CLITERAL{ 130, 130, 130, 255 }   // Gray
+#define DARKGRAY   CLITERAL{ 80, 80, 80, 255 }      // Dark Gray
+#define YELLOW     CLITERAL{ 253, 249, 0, 255 }     // Yellow
+#define GOLD       CLITERAL{ 255, 203, 0, 255 }     // Gold
+#define ORANGE     CLITERAL{ 255, 161, 0, 255 }     // Orange
+#define PINK       CLITERAL{ 255, 109, 194, 255 }   // Pink
+#define RED        CLITERAL{ 230, 41, 55, 255 }     // Red
+#define MAROON     CLITERAL{ 190, 33, 55, 255 }     // Maroon
+#define GREEN      CLITERAL{ 0, 228, 48, 255 }      // Green
+#define LIME       CLITERAL{ 0, 158, 47, 255 }      // Lime
+#define DARKGREEN  CLITERAL{ 0, 117, 44, 255 }      // Dark Green
+#define SKYBLUE    CLITERAL{ 102, 191, 255, 255 }   // Sky Blue
+#define BLUE       CLITERAL{ 0, 121, 241, 255 }     // Blue
+#define DARKBLUE   CLITERAL{ 0, 82, 172, 255 }      // Dark Blue
+#define PURPLE     CLITERAL{ 200, 122, 255, 255 }   // Purple
+#define VIOLET     CLITERAL{ 135, 60, 190, 255 }    // Violet
+#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 }    // Dark Purple
+#define BEIGE      CLITERAL{ 211, 176, 131, 255 }   // Beige
+#define BROWN      CLITERAL{ 127, 106, 79, 255 }    // Brown
+#define DARKBROWN  CLITERAL{ 76, 63, 47, 255 }      // Dark Brown
+
+#define WHITE      CLITERAL{ 255, 255, 255, 255 }   // White
+#define BLACK      CLITERAL{ 0, 0, 0, 255 }         // Black
+#define BLANK      CLITERAL{ 0, 0, 0, 0 }           // Blank (Transparent)
+#define MAGENTA    CLITERAL{ 255, 0, 255, 255 }     // Magenta
+#define RAYWHITE   CLITERAL{ 245, 245, 245, 255 }   // My own White (raylib logo)
+
+// Shader and material limits
+#define MAX_SHADER_LOCATIONS        32      // Maximum number of predefined locations stored in shader struct
+#define MAX_MATERIAL_MAPS           12      // Maximum number of texture maps stored in shader struct
+
+//----------------------------------------------------------------------------------
+// Structures Definition
+//----------------------------------------------------------------------------------
+#ifndef __cplusplus
+// Boolean type
+    #if !defined(_STDBOOL_H) || !defined(__STDBOOL_H)   // CLang uses second form
+        typedef enum { false, true } bool;
+    #endif
+#endif
+
+// Vector2 type
+typedef struct Vector2 {
+    float x;
+    float y;
+} Vector2;
+
+// Vector3 type
+typedef struct Vector3 {
+    float x;
+    float y;
+    float z;
+} Vector3;
+
+// Matrix type (OpenGL style 4x4 - right handed, column major)
+typedef struct Matrix {
+    float m0, m4, m8, m12;
+    float m1, m5, m9, m13;
+    float m2, m6, m10, m14;
+    float m3, m7, m11, m15;
+} Matrix;
+
+// Color type, RGBA (32bit)
+typedef struct Color {
+    unsigned char r;
+    unsigned char g;
+    unsigned char b;
+    unsigned char a;
+} Color;
+
+// Rectangle type
+typedef struct Rectangle {
+    int x;
+    int y;
+    int width;
+    int height;
+} Rectangle;
+
+// Image type, bpp always RGBA (32bit)
+// NOTE: Data stored in CPU memory (RAM)
+typedef struct Image {
+    void *data;             // Image raw data
+    int width;              // Image base width
+    int height;             // Image base height
+    int mipmaps;            // Mipmap levels, 1 by default
+    int format;             // Data format (TextureFormat type)
+} Image;
+
+// Texture2D type
+// NOTE: Data stored in GPU memory
+typedef struct Texture2D {
+    unsigned int id;        // OpenGL texture id
+    int width;              // Texture base width
+    int height;             // Texture base height
+    int mipmaps;            // Mipmap levels, 1 by default
+    int format;             // Data format (TextureFormat type)
+} Texture2D;
+
+// RenderTexture2D type, for texture rendering
+typedef struct RenderTexture2D {
+    unsigned int id;        // OpenGL Framebuffer Object (FBO) id
+    Texture2D texture;      // Color buffer attachment texture
+    Texture2D depth;        // Depth buffer attachment texture
+} RenderTexture2D;
+
+// SpriteFont character info
+typedef struct CharInfo {
+    int value;              // Character value (Unicode)
+    Rectangle rec;          // Character rectangle in sprite font
+    int offsetX;            // Character offset X when drawing
+    int offsetY;            // Character offset Y when drawing
+    int advanceX;           // Character advance position X
+} CharInfo;
+
+// SpriteFont type, includes texture and charSet array data
+typedef struct SpriteFont {
+    Texture2D texture;      // Font texture
+    int baseSize;           // Base size (default chars height)
+    int charsCount;         // Number of characters
+    CharInfo *chars;        // Characters info data
+} SpriteFont;
+
+// Camera type, defines a camera position/orientation in 3d space
+typedef struct Camera {
+    Vector3 position;       // Camera position
+    Vector3 target;         // Camera target it looks-at
+    Vector3 up;             // Camera up vector (rotation over its axis)
+    float fovy;             // Camera field-of-view apperture in Y (degrees)
+} Camera;
+
+// Camera2D type, defines a 2d camera
+typedef struct Camera2D {
+    Vector2 offset;         // Camera offset (displacement from target)
+    Vector2 target;         // Camera target (rotation and zoom origin)
+    float rotation;         // Camera rotation in degrees
+    float zoom;             // Camera zoom (scaling), should be 1.0f by default
+} Camera2D;
+
+// Bounding box type
+typedef struct BoundingBox {
+    Vector3 min;            // Minimum vertex box-corner
+    Vector3 max;            // Maximum vertex box-corner
+} BoundingBox;
+
+// Vertex data definning a mesh
+// NOTE: Data stored in CPU memory (and GPU)
+typedef struct Mesh {
+    int vertexCount;        // Number of vertices stored in arrays
+    int triangleCount;      // Number of triangles stored (indexed or not)
+
+    float *vertices;        // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+    float *texcoords;       // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+    float *texcoords2;      // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
+    float *normals;         // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
+    float *tangents;        // Vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
+    unsigned char *colors;  // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+    unsigned short *indices;// Vertex indices (in case vertex data comes indexed)
+
+    unsigned int vaoId;     // OpenGL Vertex Array Object id
+    unsigned int vboId[7];  // OpenGL Vertex Buffer Objects id (7 types of vertex data)
+} Mesh;
+
+// Shader type (generic)
+typedef struct Shader {
+    unsigned int id;                // Shader program id
+    int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
+} Shader;
+
+// Material texture map
+typedef struct MaterialMap {
+    Texture2D texture;      // Material map texture
+    Color color;            // Material map color
+    float value;            // Material map value
+} MaterialMap;
+
+// Material type (generic)
+typedef struct Material {
+    Shader shader;          // Material shader
+    MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
+    float *params;          // Material generic parameters (if required)
+} Material;
+
+// Model type
+typedef struct Model {
+    Mesh mesh;              // Vertex data buffers (RAM and VRAM)
+    Matrix transform;       // Local transform matrix
+    Material material;      // Shader and textures data
+} Model;
+
+// Ray type (useful for raycast)
+typedef struct Ray {
+    Vector3 position;       // Ray position (origin)
+    Vector3 direction;      // Ray direction
+} Ray;
+
+// Raycast hit information
+typedef struct RayHitInfo {
+    bool hit;               // Did the ray hit something?
+    float distance;         // Distance to nearest hit
+    Vector3 position;       // Position of nearest hit
+    Vector3 normal;         // Surface normal of hit
+} RayHitInfo;
+
+// Wave type, defines audio wave data
+typedef struct Wave {
+    unsigned int sampleCount;   // Number of samples
+    unsigned int sampleRate;    // Frequency (samples per second)
+    unsigned int sampleSize;    // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+    unsigned int channels;      // Number of channels (1-mono, 2-stereo)
+    void *data;                 // Buffer data pointer
+} Wave;
+
+// Sound source type
+typedef struct Sound {
+    unsigned int source;    // OpenAL audio source id
+    unsigned int buffer;    // OpenAL audio buffer id
+    int format;             // OpenAL audio format specifier
+} Sound;
+
+// Music type (file streaming from memory)
+// NOTE: Anything longer than ~10 seconds should be streamed
+typedef struct MusicData *Music;
+
+// Audio stream type
+// NOTE: Useful to create custom audio streams not bound to a specific file
+typedef struct AudioStream {
+    unsigned int sampleRate;    // Frequency (samples per second)
+    unsigned int sampleSize;    // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+    unsigned int channels;      // Number of channels (1-mono, 2-stereo)
+
+    int format;                 // OpenAL audio format specifier
+    unsigned int source;        // OpenAL audio source id
+    unsigned int buffers[2];    // OpenAL audio buffers (double buffering)
+} AudioStream;
+
+// rRES data returned when reading a resource, 
+// it contains all required data for user (24 byte)
+typedef struct RRESData {
+    unsigned int type;          // Resource type (4 byte)
+
+    unsigned int param1;        // Resouce parameter 1 (4 byte)
+    unsigned int param2;        // Resouce parameter 2 (4 byte)
+    unsigned int param3;        // Resouce parameter 3 (4 byte)
+    unsigned int param4;        // Resouce parameter 4 (4 byte)
+
+    void *data;                 // Resource data pointer (4 byte)
+} RRESData;
+
+// RRES type (pointer to RRESData array)
+typedef struct RRESData *RRES;
+
+//----------------------------------------------------------------------------------
+// Enumerators Definition
+//----------------------------------------------------------------------------------
+// Trace log type
+typedef enum { 
+    LOG_INFO = 0,
+    LOG_WARNING, 
+    LOG_ERROR, 
+    LOG_DEBUG, 
+    LOG_OTHER 
+} LogType;
+
+// Shader location point type
+typedef enum {
+    LOC_VERTEX_POSITION = 0,
+    LOC_VERTEX_TEXCOORD01,
+    LOC_VERTEX_TEXCOORD02,
+    LOC_VERTEX_NORMAL,
+    LOC_VERTEX_TANGENT,
+    LOC_VERTEX_COLOR,
+    LOC_MATRIX_MVP,
+    LOC_MATRIX_MODEL,
+    LOC_MATRIX_VIEW,
+    LOC_MATRIX_PROJECTION,
+    LOC_VECTOR_VIEW,
+    LOC_COLOR_DIFFUSE,
+    LOC_COLOR_SPECULAR,
+    LOC_COLOR_AMBIENT,
+    LOC_MAP_ALBEDO,          // LOC_MAP_DIFFUSE
+    LOC_MAP_METALNESS,       // LOC_MAP_SPECULAR
+    LOC_MAP_NORMAL,
+    LOC_MAP_ROUGHNESS,
+    LOC_MAP_OCCUSION,
+    LOC_MAP_EMISSION,
+    LOC_MAP_HEIGHT,
+    LOC_MAP_CUBEMAP,
+    LOC_MAP_IRRADIANCE,
+    LOC_MAP_PREFILTER,
+    LOC_MAP_BRDF
+} ShaderLocationIndex;
+
+#define LOC_MAP_DIFFUSE      LOC_MAP_ALBEDO
+#define LOC_MAP_SPECULAR     LOC_MAP_METALNESS
+
+// Material map type
+typedef enum {
+    MAP_ALBEDO    = 0,       // MAP_DIFFUSE
+    MAP_METALNESS = 1,       // MAP_SPECULAR
+    MAP_NORMAL    = 2,
+    MAP_ROUGHNESS = 3,
+    MAP_OCCLUSION,
+    MAP_EMISSION,
+    MAP_HEIGHT,
+    MAP_CUBEMAP,             // NOTE: Uses GL_TEXTURE_CUBE_MAP
+    MAP_IRRADIANCE,          // NOTE: Uses GL_TEXTURE_CUBE_MAP
+    MAP_PREFILTER,           // NOTE: Uses GL_TEXTURE_CUBE_MAP
+    MAP_BRDF
+} TexmapIndex;
+
+#define MAP_DIFFUSE      MAP_ALBEDO
+#define MAP_SPECULAR     MAP_METALNESS
+
+// Texture formats
+// NOTE: Support depends on OpenGL version and platform
+typedef enum {
+    UNCOMPRESSED_GRAYSCALE = 1,     // 8 bit per pixel (no alpha)
+    UNCOMPRESSED_GRAY_ALPHA,        // 16 bpp (2 channels)
+    UNCOMPRESSED_R5G6B5,            // 16 bpp
+    UNCOMPRESSED_R8G8B8,            // 24 bpp
+    UNCOMPRESSED_R5G5B5A1,          // 16 bpp (1 bit alpha)
+    UNCOMPRESSED_R4G4B4A4,          // 16 bpp (4 bit alpha)
+    UNCOMPRESSED_R8G8B8A8,          // 32 bpp
+    UNCOMPRESSED_R32G32B32,         // 32 bit per channel (float) - HDR
+    COMPRESSED_DXT1_RGB,            // 4 bpp (no alpha)
+    COMPRESSED_DXT1_RGBA,           // 4 bpp (1 bit alpha)
+    COMPRESSED_DXT3_RGBA,           // 8 bpp
+    COMPRESSED_DXT5_RGBA,           // 8 bpp
+    COMPRESSED_ETC1_RGB,            // 4 bpp
+    COMPRESSED_ETC2_RGB,            // 4 bpp
+    COMPRESSED_ETC2_EAC_RGBA,       // 8 bpp
+    COMPRESSED_PVRT_RGB,            // 4 bpp
+    COMPRESSED_PVRT_RGBA,           // 4 bpp
+    COMPRESSED_ASTC_4x4_RGBA,       // 8 bpp
+    COMPRESSED_ASTC_8x8_RGBA        // 2 bpp
+} TextureFormat;
+
+// Texture parameters: filter mode
+// NOTE 1: Filtering considers mipmaps if available in the texture
+// NOTE 2: Filter is accordingly set for minification and magnification
+typedef enum {
+    FILTER_POINT = 0,               // No filter, just pixel aproximation
+    FILTER_BILINEAR,                // Linear filtering
+    FILTER_TRILINEAR,               // Trilinear filtering (linear with mipmaps)
+    FILTER_ANISOTROPIC_4X,          // Anisotropic filtering 4x
+    FILTER_ANISOTROPIC_8X,          // Anisotropic filtering 8x
+    FILTER_ANISOTROPIC_16X,         // Anisotropic filtering 16x
+} TextureFilterMode;
+
+// Texture parameters: wrap mode
+typedef enum { 
+    WRAP_REPEAT = 0, 
+    WRAP_CLAMP, 
+    WRAP_MIRROR 
+} TextureWrapMode;
+
+// Color blending modes (pre-defined)
+typedef enum { 
+    BLEND_ALPHA = 0, 
+    BLEND_ADDITIVE, 
+    BLEND_MULTIPLIED
+} BlendMode;
+
+// Gestures type
+// NOTE: It could be used as flags to enable only some gestures
+typedef enum {
+    GESTURE_NONE        = 0,
+    GESTURE_TAP         = 1,
+    GESTURE_DOUBLETAP   = 2,
+    GESTURE_HOLD        = 4,
+    GESTURE_DRAG        = 8,
+    GESTURE_SWIPE_RIGHT = 16,
+    GESTURE_SWIPE_LEFT  = 32,
+    GESTURE_SWIPE_UP    = 64,
+    GESTURE_SWIPE_DOWN  = 128,
+    GESTURE_PINCH_IN    = 256,
+    GESTURE_PINCH_OUT   = 512
+} Gestures;
+
+// Camera system modes
+typedef enum {
+    CAMERA_CUSTOM = 0,
+    CAMERA_FREE,
+    CAMERA_ORBITAL,
+    CAMERA_FIRST_PERSON,
+    CAMERA_THIRD_PERSON
+} CameraMode;
+
+// Head Mounted Display devices
+typedef enum {
+    HMD_DEFAULT_DEVICE = 0,
+    HMD_OCULUS_RIFT_DK2,
+    HMD_OCULUS_RIFT_CV1,
+    HMD_VALVE_HTC_VIVE,
+    HMD_SAMSUNG_GEAR_VR,
+    HMD_GOOGLE_CARDBOARD,
+    HMD_SONY_PLAYSTATION_VR,
+    HMD_RAZER_OSVR,
+    HMD_FOVE_VR,
+} VrDevice;
+
+// RRESData type
+typedef enum { 
+    RRES_TYPE_RAW = 0, 
+    RRES_TYPE_IMAGE, 
+    RRES_TYPE_WAVE, 
+    RRES_TYPE_VERTEX, 
+    RRES_TYPE_TEXT,
+    RRES_TYPE_FONT_IMAGE,
+    RRES_TYPE_FONT_CHARDATA,    // CharInfo data array
+    RRES_TYPE_DIRECTORY
+} RRESDataType;
+
+#ifdef __cplusplus
+extern "C" {            // Prevents name mangling of functions
+#endif
+
+//------------------------------------------------------------------------------------
+// Global Variables Definition
+//------------------------------------------------------------------------------------
+// It's lonely here...
+
+//------------------------------------------------------------------------------------
+// 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)
+RLAPI void ToggleFullscreen(void);                                // Toggle fullscreen mode (only PLATFORM_DESKTOP)
+RLAPI void SetWindowIcon(Image image);                            // Set icon for window (only PLATFORM_DESKTOP)
+RLAPI void SetWindowTitle(const char *title);                     // Set title for window (only PLATFORM_DESKTOP)
+RLAPI void SetWindowPosition(int x, int y);                       // Set window position on screen (only PLATFORM_DESKTOP)
+RLAPI void SetWindowMonitor(int monitor);                         // Set monitor for the current window (fullscreen mode)
+RLAPI void SetWindowMinSize(int width, int height);               // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
+RLAPI int GetScreenWidth(void);                                   // Get current screen width
+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
+RLAPI void EnableCursor(void);                                    // Enables cursor (unlock cursor)
+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)
+RLAPI void End3dMode(void);                                       // Ends 3D mode and returns to default 2D orthographic mode
+RLAPI void BeginTextureMode(RenderTexture2D target);              // Initializes render texture for drawing
+RLAPI void EndTextureMode(void);                                  // Ends drawing to render texture
+
+// 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
+
+// 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
+
+// Math useful functions (available from raymath.h)
+RLAPI float *VectorToFloat(Vector3 vec);                          // Returns Vector3 as float array
+RLAPI float *MatrixToFloat(Matrix mat);                           // Returns Matrix as float array
+RLAPI Vector3 Vector3Zero(void);                                  // Vector with components value 0.0f
+RLAPI Vector3 Vector3One(void);                                   // Vector with components value 1.0f
+RLAPI Matrix MatrixIdentity(void);                                // Returns identity matrix
+
+// 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 (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_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 *GetExtension(const char *fileName);             // Get 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
+RLAPI bool ChangeDirectory(const char *dir);                      // Change working directory, returns true if success
+RLAPI bool IsFileDropped(void);                                   // Check if a file has been dropped into window
+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
+RLAPI bool IsKeyUp(int key);                                  // Detect if a key is NOT being pressed
+RLAPI int GetKeyPressed(void);                                // Get latest key pressed
+RLAPI void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
+
+// 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
+RLAPI bool IsGamepadButtonPressed(int gamepad, int button);   // Detect if a gamepad button has been pressed once
+RLAPI bool IsGamepadButtonDown(int gamepad, int button);      // Detect if a gamepad button is being pressed
+RLAPI bool IsGamepadButtonReleased(int gamepad, int button);  // Detect if a gamepad button has been released once
+RLAPI bool IsGamepadButtonUp(int gamepad, int button);        // Detect if a gamepad button is NOT being pressed
+RLAPI int GetGamepadButtonPressed(void);                      // Get the last gamepad button pressed
+RLAPI int GetGamepadAxisCount(int gamepad);                   // Return gamepad axis count for a gamepad
+RLAPI float GetGamepadAxisMovement(int gamepad, int axis);    // Return axis movement value for a gamepad axis
+
+// 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
+RLAPI bool IsMouseButtonUp(int button);                       // Detect if a mouse button is NOT being pressed
+RLAPI int GetMouseX(void);                                    // Returns mouse position X
+RLAPI int GetMouseY(void);                                    // Returns mouse position Y
+RLAPI Vector2 GetMousePosition(void);                         // Returns mouse position XY
+RLAPI void SetMousePosition(Vector2 position);                // Set mouse position XY
+RLAPI int GetMouseWheelMove(void);                            // Returns mouse wheel movement Y
+
+// 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)
+
+//------------------------------------------------------------------------------------
+// Gestures and Touch Handling Functions (Module: gestures)
+//------------------------------------------------------------------------------------
+RLAPI void SetGesturesEnabled(unsigned int gestureFlags);     // Enable a set of gestures using flags
+RLAPI bool IsGestureDetected(int gesture);                    // Check if a gesture have been detected
+RLAPI int GetGestureDetected(void);                           // Get latest detected gesture
+RLAPI int GetTouchPointsCount(void);                          // Get touch points count
+RLAPI float GetGestureHoldDuration(void);                     // Get gesture hold time in milliseconds
+RLAPI Vector2 GetGestureDragVector(void);                     // Get gesture drag vector
+RLAPI float GetGestureDragAngle(void);                        // Get gesture drag angle
+RLAPI Vector2 GetGesturePinchVector(void);                    // Get gesture pinch delta
+RLAPI float GetGesturePinchAngle(void);                       // Get gesture pinch angle
+
+//------------------------------------------------------------------------------------
+// Camera System Functions (Module: camera)
+//------------------------------------------------------------------------------------
+RLAPI void SetCameraMode(Camera camera, int mode);                // Set camera mode (multiple camera modes available)
+RLAPI void UpdateCamera(Camera *camera);                          // Update camera position for selected mode
+
+RLAPI void SetCameraPanControl(int panKey);                       // Set camera pan key to combine with mouse movement (free camera)
+RLAPI void SetCameraAltControl(int altKey);                       // Set camera alt key to combine with mouse movement (free camera)
+RLAPI void SetCameraSmoothZoomControl(int szKey);                 // Set camera smooth zoom key to combine with mouse (free camera)
+RLAPI void SetCameraMoveControls(int frontKey, int backKey,
+                                 int rightKey, int leftKey,
+                                 int upKey, int downKey);         // Set camera move controls (1st person and 3rd person cameras)
+
+//------------------------------------------------------------------------------------
+// Basic Shapes Drawing Functions (Module: shapes)
+//------------------------------------------------------------------------------------
+
+// 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
+RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);                                     // Draw a line (Vector version)
+RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color);                       // Draw a line defining thickness
+RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color);                   // Draw a line using cubic-bezier curves in-out
+RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color);                              // Draw a color-filled circle
+RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2);       // Draw a gradient-filled circle
+RLAPI void DrawCircleV(Vector2 center, float radius, Color color);                                       // Draw a color-filled circle (Vector version)
+RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color);                         // Draw circle outline
+RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color);                        // Draw a color-filled rectangle
+RLAPI void DrawRectangleRec(Rectangle rec, Color color);                                                 // Draw a color-filled rectangle
+RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color);                 // Draw a color-filled rectangle with pro parameters
+RLAPI void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
+RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4);       // Draw a gradient-filled rectangle with custom vertex colors
+RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color);                                  // Draw a color-filled rectangle (Vector version)
+RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color);                   // Draw rectangle outline
+RLAPI void DrawRectangleT(int posX, int posY, int width, int height, Color color);                       // Draw rectangle using text character
+RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                                // Draw a color-filled triangle
+RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                           // Draw triangle outline
+RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color);               // Draw a regular polygon (Vector version)
+RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color);                                      // Draw a closed polygon defined by points
+RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color);                                 // Draw polygon lines
+
+// 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
+RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);                                         // Get collision rectangle for two rectangles collision
+RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec);                                         // Check if point is inside rectangle
+RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius);                       // Check if point is inside circle
+RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);               // Check if point is inside a triangle
+
+//------------------------------------------------------------------------------------
+// Texture Loading and Drawing Functions (Module: textures)
+//------------------------------------------------------------------------------------
+
+// Image/Texture2D data loading/unloading/saving 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
+RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize);       // Load image from RAW file data
+RLAPI Texture2D LoadTexture(const char *fileName);                                                       // Load texture from file into GPU memory (VRAM)
+RLAPI Texture2D LoadTextureFromImage(Image image);                                                       // Load texture from image data
+RLAPI RenderTexture2D LoadRenderTexture(int width, int height);                                          // Load texture for rendering (framebuffer)
+RLAPI void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
+RLAPI void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory (VRAM)
+RLAPI void UnloadRenderTexture(RenderTexture2D target);                                                  // Unload render texture from GPU memory (VRAM)
+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
+RLAPI void SaveImageAs(const char *fileName, Image image);                                               // Save image to a PNG file
+
+// 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
+RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);                            // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
+RLAPI Image ImageCopy(Image image);                                                                      // Create an image duplicate (useful for transformations)
+RLAPI void ImageCrop(Image *image, Rectangle crop);                                                      // Crop an image to a defined rectangle
+RLAPI void ImageResize(Image *image, int newWidth, int newHeight);                                       // Resize and image (bilinear filtering)
+RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight);                                       // Resize and image (Nearest-Neighbor scaling algorithm)
+RLAPI Image ImageText(const char *text, int fontSize, Color color);                                      // Create an image from text (default font)
+RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint);     // Create an image from text (custom sprite font)
+RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec);                         // Draw a source image within a destination image
+RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color);     // Draw text (default font) within an image (destination)
+RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text,
+                           float fontSize, int spacing, Color color);                                    // Draw text (custom sprite font) within an image (destination)
+RLAPI void ImageFlipVertical(Image *image);                                                              // Flip image vertically
+RLAPI void ImageFlipHorizontal(Image *image);                                                            // Flip image horizontally
+RLAPI void ImageColorTint(Image *image, Color color);                                                    // Modify image color: tint
+RLAPI void ImageColorInvert(Image *image);                                                               // Modify image color: invert
+RLAPI void ImageColorGrayscale(Image *image);                                                            // Modify image color: grayscale
+RLAPI void ImageColorContrast(Image *image, float contrast);                                             // Modify image color: contrast (-100 to 100)
+RLAPI void ImageColorBrightness(Image *image, int brightness);                                           // Modify image color: brightness (-255 to 255)
+
+// Image generation functions
+RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom);                           // Generate image: vertical gradient
+RLAPI Image GenImageGradientH(int width, int height, Color left, Color right);                           // Generate image: horizontal gradient
+RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer);      // Generate image: radial gradient
+RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2);    // Generate image: checked
+RLAPI Image GenImageWhiteNoise(int width, int height, float factor);                                     // Generate image: white noise
+RLAPI Image GenImagePerlinNoise(int width, int height, float scale);                                     // Generate image: perlin noise
+RLAPI Image GenImageCellular(int width, int height, int tileSize);                                       // Generate image: cellular algorithm. Bigger tileSize means bigger cells
+
+// 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
+RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);         // Draw a part of a texture defined by a rectangle
+RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin,     // Draw a part of a texture defined by a rectangle with 'pro' parameters
+                    float rotation, Color tint);
+
+//------------------------------------------------------------------------------------
+// Font Loading and Text Drawing Functions (Module: text)
+//------------------------------------------------------------------------------------
+
+// SpriteFont 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 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
+RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color);                                       // Draw cube (Vector version)
+RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);        // Draw cube wires
+RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
+RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color);                                     // Draw sphere
+RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color);            // Draw sphere with extended parameters
+RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);         // Draw sphere wires
+RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
+RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color);                                      // Draw a plane XZ
+RLAPI void DrawRay(Ray ray, Color color);                                                                // Draw a ray line
+RLAPI void DrawGrid(int slices, float spacing);                                                          // Draw a grid (centered at (0, 0, 0))
+RLAPI void DrawGizmo(Vector3 position);                                                                  // Draw simple gizmo
+//DrawTorus(), DrawTeapot() could be useful?
+
+//------------------------------------------------------------------------------------
+// Model 3d Loading and Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Model loading/unloading functions
+RLAPI Model LoadModel(const char *fileName);                                                            // Load model from files (mesh and material)
+RLAPI Model LoadModelFromMesh(Mesh mesh);                                                               // Load model from generated mesh
+RLAPI void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
+
+// Mesh loading/unloading functions
+RLAPI Mesh LoadMesh(const char *fileName);                                                              // Load mesh from file
+RLAPI void UnloadMesh(Mesh *mesh);                                                                      // Unload mesh from memory (RAM and/or VRAM)
+
+// Mesh generation functions
+RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ);                                 // Generate plane mesh (with subdivisions)
+RLAPI Mesh GenMeshCube(float width, float height, float length);                                        // Generate cuboid mesh
+RLAPI Mesh GenMeshSphere(float radius, int rings, int slices);                                          // Generate sphere mesh (standard sphere)
+RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices);                                      // Generate half-sphere mesh (no bottom cap)
+RLAPI Mesh GenMeshCylinder(float radius, float height, int slices);                                     // Generate cylinder mesh
+RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides);                               // Generate torus mesh
+RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides);                                // Generate trefoil knot mesh
+RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size);                                             // Generate heightmap mesh from image data
+RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);                                           // Generate cubes-based map mesh from image data
+
+// Material loading/unloading functions
+RLAPI Material LoadMaterial(const char *fileName);                                                      // Load material from file
+RLAPI Material LoadMaterialDefault(void);                                                               // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+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
+RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint);                      // Draw a model wires (with texture if set)
+RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
+                            float rotationAngle, Vector3 scale, Color tint);                            // Draw a model wires (with texture if set) with extended parameters
+RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                               // Draw bounding box (wires)
+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
+RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere);          // Detect collision between box and sphere
+RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius);                // Detect collision between ray and sphere
+RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius,
+                                     Vector3 *collisionPoint);                                          // Detect collision between ray and sphere, returns collision point
+RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box);                                              // Detect collision between ray and box
+RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh);                                              // Get collision info between ray and mesh
+RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);                  // Get collision info between ray and triangle
+RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);                                    // Get collision info between ray and ground plane (Y-normal plane)
+
+//------------------------------------------------------------------------------------
+// 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)
+
+RLAPI Shader GetShaderDefault(void);                                      // Get default shader
+RLAPI Texture2D GetTextureDefault(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)
+
+// Texture maps generation (PBR)
+// NOTE: Required shaders should be provided
+RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size);       // Generate cubemap texture from HDR texture
+RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size);   // Generate irradiance texture using cubemap data
+RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size);    // Generate prefilter texture using cubemap data
+RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size);         // Generate BRDF texture using cubemap data
+
+// 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 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 simulator is ready
+RLAPI void UpdateVrTracking(Camera *camera);        // Update VR tracking (position and orientation) and camera
+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
+RLAPI Sound LoadSoundFromWave(Wave wave);                             // Load sound from wave data
+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
+RLAPI void StopSound(Sound sound);                                    // Stop playing a sound
+RLAPI bool IsSoundPlaying(Sound sound);                               // Check if a sound is currently playing
+RLAPI void SetSoundVolume(Sound sound, float volume);                 // Set volume for a sound (1.0 is max level)
+RLAPI void SetSoundPitch(Sound sound, float pitch);                   // Set pitch for a sound (1.0 is base level)
+RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels);  // Convert wave data to desired format
+RLAPI Wave WaveCopy(Wave wave);                                       // Copy a wave to a new wave
+RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample);     // Crop a wave to defined samples range
+RLAPI float *GetWaveData(Wave wave);                                  // Get samples data from wave as a floats array
+
+// 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
+RLAPI void UpdateMusicStream(Music music);                            // Updates buffers for music streaming
+RLAPI void StopMusicStream(Music music);                              // Stop music playing
+RLAPI void PauseMusicStream(Music music);                             // Pause music playing
+RLAPI void ResumeMusicStream(Music music);                            // Resume playing paused music
+RLAPI bool IsMusicPlaying(Music music);                               // Check if music is playing
+RLAPI void SetMusicVolume(Music music, float volume);                 // Set volume for music (1.0 is max level)
+RLAPI void SetMusicPitch(Music music, float pitch);                   // Set pitch for a music (1.0 is base level)
+RLAPI void SetMusicLoopCount(Music music, float count);               // Set music loop count (loop repeats)
+RLAPI float GetMusicTimeLength(Music music);                          // Get music time length (in seconds)
+RLAPI float GetMusicTimePlayed(Music music);                          // Get current music time played (in seconds)
+
+// 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
+RLAPI bool IsAudioBufferProcessed(AudioStream stream);                // Check if any audio stream buffers requires refill
+RLAPI void PlayAudioStream(AudioStream stream);                       // Play audio stream
+RLAPI void PauseAudioStream(AudioStream stream);                      // Pause audio stream
+RLAPI void ResumeAudioStream(AudioStream stream);                     // Resume audio stream
+RLAPI void StopAudioStream(AudioStream stream);                       // Stop audio stream
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // RAYLIB_H

BIN
templates/android_project/src/libs/libopenal.so


+ 0 - 0
templates/android_project/src/core.c → templates/android_project/src/raylib_stripped/core.c


+ 0 - 0
templates/android_project/src/raylib.h → templates/android_project/src/raylib_stripped/raylib.h


+ 0 - 0
templates/android_project/src/raymath.h → templates/android_project/src/raylib_stripped/raymath.h


+ 0 - 0
templates/android_project/src/rlgl.c → templates/android_project/src/raylib_stripped/rlgl.c


+ 0 - 0
templates/android_project/src/rlgl.h → templates/android_project/src/raylib_stripped/rlgl.h


+ 0 - 0
templates/android_project/src/utils.c → templates/android_project/src/raylib_stripped/utils.c


+ 0 - 0
templates/android_project/src/utils.h → templates/android_project/src/raylib_stripped/utils.h