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add GNU/Linux buils of library

The builds refer to de865a9 commit.
LelixSuper 9 years ago
parent
commit
ce1c4055f7
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      release/linux/libraylib.a
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      release/linux/libraylib.so
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      release/linux/raylib.h

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+/**********************************************************************************************
+*
+*   raylib 1.5.0 (www.raylib.com)
+*
+*   A simple and easy-to-use library to learn videogames programming
+*
+*   Features:
+*     Library written in plain C code (C99)
+*     Uses C# PascalCase/camelCase notation
+*     Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
+*     Unique OpenGL abstraction layer [rlgl]
+*     Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF)
+*     Multiple textures support, including compressed formats and mipmaps generation
+*     Basic 3d support for Shapes, Models, Heightmaps and Billboards
+*     Powerful math module for Vector and Matrix operations [raymath]
+*     Audio loading and playing with streaming support (WAV and OGG)
+*     Multiplatform support, including Android devices, Raspberry Pi and HTML5
+*
+*   Used external libs:
+*     GLFW3 (www.glfw.org) for window/context management and input
+*     GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP)
+*     stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
+*     stb_image_write (Sean Barret) for image writting (PNG)
+*     stb_vorbis (Sean Barret) for ogg audio loading
+*     stb_truetype (Sean Barret) for ttf fonts loading
+*     OpenAL Soft for audio device/context management
+*     tinfl for data decompression (DEFLATE algorithm)
+*
+*   Some design decisions:
+*     32bit Colors - All defined color are always RGBA (struct Color is 4 byte)
+*     One custom default font is loaded automatically when InitWindow()
+*     If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
+*     If using OpenGL 3.3 or ES2, two default shaders are loaded automatically (internally defined)
+*
+*   -- LICENSE --
+*
+*   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 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)
+//#define RLGL_OCULUS_SUPPORT   // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
+
+// 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(PLATFORM_ANDROID)
+    typedef struct android_app; // Define android_app struct (android_native_app_glue.h)
+#endif
+
+//----------------------------------------------------------------------------------
+// Some basic Defines
+//----------------------------------------------------------------------------------
+#ifndef PI
+    #define PI 3.14159265358979323846
+#endif
+
+#define DEG2RAD (PI/180.0f)
+#define RAD2DEG (180.0f/PI)
+
+// raylib Config Flags
+#define FLAG_FULLSCREEN_MODE    1
+#define FLAG_SHOW_LOGO          2
+#define FLAG_SHOW_MOUSE_CURSOR  4
+#define FLAG_CENTERED_MODE      8
+#define FLAG_MSAA_4X_HINT      16
+#define FLAG_VSYNC_HINT        32
+
+// 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
+
+// Mouse Buttons
+#define MOUSE_LEFT_BUTTON     0
+#if defined(PLATFORM_WEB)
+    #define MOUSE_RIGHT_BUTTON    2
+    #define MOUSE_MIDDLE_BUTTON   1
+#else
+    #define MOUSE_RIGHT_BUTTON    1
+    #define MOUSE_MIDDLE_BUTTON   2
+#endif
+
+// Touch points registered
+#define MAX_TOUCH_POINTS     2
+
+// Gamepad Number
+#define GAMEPAD_PLAYER1       0
+#define GAMEPAD_PLAYER2       1
+#define GAMEPAD_PLAYER3       2     // Not supported
+#define GAMEPAD_PLAYER4       3     // Not supported
+
+// Gamepad Buttons
+// NOTE: Adjusted for a PS3 USB Controller
+#define GAMEPAD_BUTTON_A        2
+#define GAMEPAD_BUTTON_B        1
+#define GAMEPAD_BUTTON_X        3
+#define GAMEPAD_BUTTON_Y        4
+#define GAMEPAD_BUTTON_R1       7
+#define GAMEPAD_BUTTON_R2       5
+#define GAMEPAD_BUTTON_L1       6
+#define GAMEPAD_BUTTON_L2       8
+#define GAMEPAD_BUTTON_SELECT   9
+#define GAMEPAD_BUTTON_START   10
+
+// 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
+
+#if defined(PLATFORM_RPI)
+    #define GAMEPAD_XBOX_AXIS_DPAD_X    7
+    #define GAMEPAD_XBOX_AXIS_DPAD_Y    6
+    #define GAMEPAD_XBOX_AXIS_RIGHT_X   3
+    #define GAMEPAD_XBOX_AXIS_RIGHT_Y   4
+    #define GAMEPAD_XBOX_AXIS_LT        2
+    #define GAMEPAD_XBOX_AXIS_RT        5
+#else
+    #define GAMEPAD_XBOX_BUTTON_UP      10
+    #define GAMEPAD_XBOX_BUTTON_DOWN    12
+    #define GAMEPAD_XBOX_BUTTON_LEFT    13
+    #define GAMEPAD_XBOX_BUTTON_RIGHT   11
+    #define GAMEPAD_XBOX_AXIS_RIGHT_X   4
+    #define GAMEPAD_XBOX_AXIS_RIGHT_Y   3
+    #define GAMEPAD_XBOX_AXIS_LT_RT     2
+#endif
+
+#define GAMEPAD_XBOX_AXIS_LEFT_X    0
+#define GAMEPAD_XBOX_AXIS_LEFT_Y    1
+
+// Android Physic Buttons
+#define ANDROID_BACK            4
+#define ANDROID_MENU            82
+#define ANDROID_VOLUME_UP       24
+#define ANDROID_VOLUME_DOWN     25
+
+// Some Basic Colors
+// NOTE: Custom raylib color palette for amazing visuals on WHITE background
+#define LIGHTGRAY  (Color){ 200, 200, 200, 255 }   // Light Gray
+#define GRAY       (Color){ 130, 130, 130, 255 }   // Gray
+#define DARKGRAY   (Color){ 80, 80, 80, 255 }      // Dark Gray
+#define YELLOW     (Color){ 253, 249, 0, 255 }     // Yellow
+#define GOLD       (Color){ 255, 203, 0, 255 }     // Gold
+#define ORANGE     (Color){ 255, 161, 0, 255 }     // Orange
+#define PINK       (Color){ 255, 109, 194, 255 }   // Pink
+#define RED        (Color){ 230, 41, 55, 255 }     // Red
+#define MAROON     (Color){ 190, 33, 55, 255 }     // Maroon
+#define GREEN      (Color){ 0, 228, 48, 255 }      // Green
+#define LIME       (Color){ 0, 158, 47, 255 }      // Lime
+#define DARKGREEN  (Color){ 0, 117, 44, 255 }      // Dark Green
+#define SKYBLUE    (Color){ 102, 191, 255, 255 }   // Sky Blue
+#define BLUE       (Color){ 0, 121, 241, 255 }     // Blue
+#define DARKBLUE   (Color){ 0, 82, 172, 255 }      // Dark Blue
+#define PURPLE     (Color){ 200, 122, 255, 255 }   // Purple
+#define VIOLET     (Color){ 135, 60, 190, 255 }    // Violet
+#define DARKPURPLE (Color){ 112, 31, 126, 255 }    // Dark Purple
+#define BEIGE      (Color){ 211, 176, 131, 255 }   // Beige
+#define BROWN      (Color){ 127, 106, 79, 255 }    // Brown
+#define DARKBROWN  (Color){ 76, 63, 47, 255 }      // Dark Brown
+
+#define WHITE      (Color){ 255, 255, 255, 255 }   // White
+#define BLACK      (Color){ 0, 0, 0, 255 }         // Black
+#define BLANK      (Color){ 0, 0, 0, 0 }           // Blank (Transparent)
+#define MAGENTA    (Color){ 255, 0, 255, 255 }     // Magenta
+#define RAYWHITE   (Color){ 245, 245, 245, 255 }   // My own White (raylib logo)
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+#ifndef __cplusplus
+// Boolean type
+    #if !defined(_STDBOOL_H)
+        typedef enum { false, true } bool;
+        #define _STDBOOL_H
+    #endif
+#endif
+
+// byte type
+typedef unsigned char byte;
+
+// 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)
+} Image;
+
+// Texture2D type, bpp always RGBA (32bit)
+// 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)
+} Texture2D;
+
+// RenderTexture2D type, for texture rendering
+typedef struct RenderTexture2D {
+    unsigned int id;        // Render texture (fbo) id
+    Texture2D texture;      // Color buffer attachment texture
+    Texture2D depth;        // Depth buffer attachment texture
+} RenderTexture2D;
+
+// SpriteFont type, includes texture and charSet array data
+typedef struct SpriteFont {
+    Texture2D texture;      // Font texture
+    int size;               // Base size (default chars height)
+    int numChars;           // Number of characters
+    int *charValues;        // Characters values array
+    Rectangle *charRecs;    // Characters rectangles within the texture
+    Vector2 *charOffsets;   // Characters offsets (on drawing)
+    int *charAdvanceX;      // Characters x advance (on drawing)
+} 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
+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 shader)
+typedef struct Shader {
+    unsigned int id;        // Shader program id
+    
+    // Vertex attributes locations (default locations)
+    int vertexLoc;          // Vertex attribute location point    (default-location = 0)
+    int texcoordLoc;        // Texcoord attribute location point  (default-location = 1)
+    int texcoord2Loc;       // Texcoord2 attribute location point (default-location = 5)
+    int normalLoc;          // Normal attribute location point    (default-location = 2)
+    int tangentLoc;         // Tangent attribute location point   (default-location = 4)
+    int colorLoc;           // Color attibute location point      (default-location = 3)
+
+    // Uniform locations
+    int mvpLoc;             // ModelView-Projection matrix uniform location point (vertex shader)
+    int tintColorLoc;       // Diffuse color uniform location point (fragment shader)
+    
+    // Texture map locations (generic for any kind of map)
+    int mapTexture0Loc;     // Map texture uniform location point (default-texture-unit = 0)
+    int mapTexture1Loc;     // Map texture uniform location point (default-texture-unit = 1)
+    int mapTexture2Loc;     // Map texture uniform location point (default-texture-unit = 2)
+} Shader;
+
+// Material type
+typedef struct Material {
+    Shader shader;          // Standard shader (supports 3 map textures)
+
+    Texture2D texDiffuse;   // Diffuse texture  (binded to shader mapTexture0Loc)
+    Texture2D texNormal;    // Normal texture   (binded to shader mapTexture1Loc)
+    Texture2D texSpecular;  // Specular texture (binded to shader mapTexture2Loc)
+    
+    Color colDiffuse;       // Diffuse color
+    Color colAmbient;       // Ambient color
+    Color colSpecular;      // Specular color
+    
+    float glossiness;       // Glossiness level (Ranges from 0 to 1000)
+} Material;
+
+// 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;
+
+// Light type
+typedef struct LightData {
+    unsigned int id;        // Light unique id
+    bool enabled;           // Light enabled
+    int type;               // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
+    
+    Vector3 position;       // Light position
+    Vector3 target;         // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
+    float radius;           // Light attenuation radius light intensity reduced with distance (world distance)
+    
+    Color diffuse;          // Light diffuse color
+    float intensity;        // Light intensity level
+    
+    float coneAngle;        // Light cone max angle: LIGHT_SPOT
+} LightData, *Light;
+
+// Light types
+typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
+
+// Ray type (useful for raycast)
+typedef struct Ray {
+    Vector3 position;       // Ray position (origin)
+    Vector3 direction;      // Ray direction
+} Ray;
+
+// Sound source type
+typedef struct Sound {
+    unsigned int source;    // Sound audio source id
+    unsigned int buffer;    // Sound audio buffer id
+} Sound;
+
+// Wave type, defines audio wave data
+typedef struct Wave {
+    void *data;                 // Buffer data pointer
+    unsigned int dataSize;      // Data size in bytes
+    unsigned int sampleRate;    // Samples per second to be played
+    short bitsPerSample;        // Sample size in bits
+    short channels;
+} Wave;
+
+// 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
+    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;
+
+// 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;
+
+// Touch action (fingers or mouse)
+typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
+
+// Gesture events
+// NOTE: MAX_TOUCH_POINTS fixed to 2
+typedef struct GestureEvent {
+    int touchAction;
+    int pointCount;
+    int pointerId[MAX_TOUCH_POINTS];
+    Vector2 position[MAX_TOUCH_POINTS];
+} GestureEvent;
+
+// Camera system modes
+typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
+
+// 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,
+} HmdDevice;
+
+#ifdef __cplusplus
+extern "C" {            // Prevents name mangling of functions
+#endif
+
+//------------------------------------------------------------------------------------
+// Global Variables Definition
+//------------------------------------------------------------------------------------
+// It's lonely here...
+
+//------------------------------------------------------------------------------------
+// Window and Graphics Device Functions (Module: core)
+//------------------------------------------------------------------------------------
+#if defined(PLATFORM_ANDROID)
+void InitWindow(int width, int height, struct android_app *state);  // Init Android Activity and OpenGL Graphics
+#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
+void InitWindow(int width, int height, const char *title);  // Initialize Window and OpenGL Graphics
+#endif
+
+void CloseWindow(void);                                     // Close Window and Terminate Context
+bool WindowShouldClose(void);                               // Detect if KEY_ESCAPE pressed or Close icon pressed
+bool IsWindowMinimized(void);                               // Detect if window has been minimized (or lost focus)
+void ToggleFullscreen(void);                                // Fullscreen toggle (only PLATFORM_DESKTOP)
+int GetScreenWidth(void);                                   // Get current screen width
+int GetScreenHeight(void);                                  // Get current screen height
+
+void ShowCursor(void);                                      // Shows cursor
+void HideCursor(void);                                      // Hides cursor
+bool IsCursorHidden(void);                                  // Returns true if cursor is not visible
+void EnableCursor(void);                                    // Enables cursor
+void DisableCursor(void);                                   // Disables cursor
+
+void ClearBackground(Color color);                          // Sets Background Color
+void BeginDrawing(void);                                    // Setup drawing canvas to start drawing
+void EndDrawing(void);                                      // End canvas drawing and Swap Buffers (Double Buffering)
+
+void Begin2dMode(Camera2D camera);                          // Initialize 2D mode with custom camera
+void End2dMode(void);                                       // Ends 2D mode custom camera usage
+void Begin3dMode(Camera camera);                            // Initializes 3D mode for drawing (Camera setup)
+void End3dMode(void);                                       // Ends 3D mode and returns to default 2D orthographic mode
+void BeginTextureMode(RenderTexture2D target);              // Initializes render texture for drawing
+void EndTextureMode(void);                                  // Ends drawing to render texture
+
+Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Returns a ray trace from mouse position
+Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Returns the screen space position from a 3d world space position
+Matrix GetCameraMatrix(Camera camera);                      // Returns camera transform matrix (view matrix)
+
+void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
+float GetFPS(void);                                         // Returns current FPS
+float GetFrameTime(void);                                   // Returns time in seconds for one frame
+
+Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
+int GetHexValue(Color color);                               // Returns hexadecimal value for a Color
+float *ColorToFloat(Color color);                           // Converts Color to float array and normalizes
+float *VectorToFloat(Vector3 vec);                          // Converts Vector3 to float array
+float *MatrixToFloat(Matrix mat);                           // Converts Matrix to float array
+
+int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
+Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
+
+void SetConfigFlags(char flags);                            // Setup some window configuration flags
+void ShowLogo(void);                                        // Activates raylib logo at startup (can be done with flags)
+
+bool IsFileDropped(void);                                   // Check if a file have been dropped into window
+char **GetDroppedFiles(int *count);                         // Retrieve dropped files into window
+void ClearDroppedFiles(void);                               // Clear dropped files paths buffer
+
+void StorageSaveValue(int position, int value);             // Storage save integer value (to defined position)
+int StorageLoadValue(int position);                         // Storage load integer value (from defined position)
+
+//------------------------------------------------------------------------------------
+// Input Handling Functions (Module: core)
+//------------------------------------------------------------------------------------
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
+bool IsKeyPressed(int key);                             // Detect if a key has been pressed once
+bool IsKeyDown(int key);                                // Detect if a key is being pressed
+bool IsKeyReleased(int key);                            // Detect if a key has been released once
+bool IsKeyUp(int key);                                  // Detect if a key is NOT being pressed
+int GetKeyPressed(void);                                // Get latest key pressed
+void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
+
+bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
+float GetGamepadAxisMovement(int gamepad, int axis);    // Return axis movement value for a gamepad axis
+bool IsGamepadButtonPressed(int gamepad, int button);   // Detect if a gamepad button has been pressed once
+bool IsGamepadButtonDown(int gamepad, int button);      // Detect if a gamepad button is being pressed
+bool IsGamepadButtonReleased(int gamepad, int button);  // Detect if a gamepad button has been released once
+bool IsGamepadButtonUp(int gamepad, int button);        // Detect if a gamepad button is NOT being pressed
+#endif
+
+bool IsMouseButtonPressed(int button);                  // Detect if a mouse button has been pressed once
+bool IsMouseButtonDown(int button);                     // Detect if a mouse button is being pressed
+bool IsMouseButtonReleased(int button);                 // Detect if a mouse button has been released once
+bool IsMouseButtonUp(int button);                       // Detect if a mouse button is NOT being pressed
+int GetMouseX(void);                                    // Returns mouse position X
+int GetMouseY(void);                                    // Returns mouse position Y
+Vector2 GetMousePosition(void);                         // Returns mouse position XY
+void SetMousePosition(Vector2 position);                // Set mouse position XY
+int GetMouseWheelMove(void);                            // Returns mouse wheel movement Y
+
+int GetTouchX(void);                                    // Returns touch position X for touch point 0 (relative to screen size)
+int GetTouchY(void);                                    // Returns touch position Y for touch point 0 (relative to screen size)                   
+Vector2 GetTouchPosition(int index);                    // Returns touch position XY for a touch point index (relative to screen size)
+
+#if defined(PLATFORM_ANDROID)
+bool IsButtonPressed(int button);                       // Detect if an android physic button has been pressed
+bool IsButtonDown(int button);                          // Detect if an android physic button is being pressed
+bool IsButtonReleased(int button);                      // Detect if an android physic button has been released
+#endif
+
+//------------------------------------------------------------------------------------
+// Gestures and Touch Handling Functions (Module: gestures)
+//------------------------------------------------------------------------------------
+void SetGesturesEnabled(unsigned int gestureFlags);     // Enable a set of gestures using flags
+bool IsGestureDetected(int gesture);                    // Check if a gesture have been detected
+void ProcessGestureEvent(GestureEvent event);           // Process gesture event and translate it into gestures
+void UpdateGestures(void);                              // Update gestures detected (called automatically in PollInputEvents())
+
+int GetTouchPointsCount(void);                          // Get touch points count
+int GetGestureDetected(void);                           // Get latest detected gesture
+float GetGestureHoldDuration(void);                     // Get gesture hold time in milliseconds
+Vector2 GetGestureDragVector(void);                     // Get gesture drag vector
+float GetGestureDragAngle(void);                        // Get gesture drag angle
+Vector2 GetGesturePinchVector(void);                    // Get gesture pinch delta
+float GetGesturePinchAngle(void);                       // Get gesture pinch angle
+
+//------------------------------------------------------------------------------------
+// Camera System Functions (Module: camera)
+//------------------------------------------------------------------------------------
+void SetCameraMode(int mode);                               // Set camera mode (multiple camera modes available)
+void UpdateCamera(Camera *camera);                          // Update camera (player position is ignored)
+void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
+
+void SetCameraPosition(Vector3 position);                   // Set internal camera position
+void SetCameraTarget(Vector3 target);                       // Set internal camera target
+void SetCameraFovy(float fovy);                             // Set internal camera field-of-view-y
+
+void SetCameraPanControl(int panKey);                       // Set camera pan key to combine with mouse movement (free camera)
+void SetCameraAltControl(int altKey);                       // Set camera alt key to combine with mouse movement (free camera)
+void SetCameraSmoothZoomControl(int szKey);                 // Set camera smooth zoom key to combine with mouse (free camera)
+
+void SetCameraMoveControls(int frontKey, int backKey, 
+                           int leftKey, int rightKey, 
+                           int upKey, int downKey);         // Set camera move controls (1st person and 3rd person cameras)
+void SetCameraMouseSensitivity(float sensitivity);          // Set camera mouse sensitivity (1st person and 3rd person cameras)
+
+//------------------------------------------------------------------------------------
+// Basic Shapes Drawing Functions (Module: shapes)
+//------------------------------------------------------------------------------------
+void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel
+void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel (Vector version)
+void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                // Draw a line
+void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);                                     // Draw a line (Vector version)
+void DrawCircle(int centerX, int centerY, float radius, Color color);                              // Draw a color-filled circle
+void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2);       // Draw a gradient-filled circle
+void DrawCircleV(Vector2 center, float radius, Color color);                                       // Draw a color-filled circle (Vector version)
+void DrawCircleLines(int centerX, int centerY, float radius, Color color);                         // Draw circle outline
+void DrawRectangle(int posX, int posY, int width, int height, Color color);                        // Draw a color-filled rectangle
+void DrawRectangleRec(Rectangle rec, Color color);                                                 // Draw a color-filled rectangle
+void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
+void DrawRectangleV(Vector2 position, Vector2 size, Color color);                                  // Draw a color-filled rectangle (Vector version)
+void DrawRectangleLines(int posX, int posY, int width, int height, Color color);                   // Draw rectangle outline
+void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                                // Draw a color-filled triangle
+void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                           // Draw triangle outline
+void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color);               // Draw a regular polygon (Vector version)
+void DrawPolyEx(Vector2 *points, int numPoints, Color color);                                      // Draw a closed polygon defined by points
+void DrawPolyExLines(Vector2 *points, int numPoints, Color color);                                 // Draw polygon lines
+
+bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);                                           // Check collision between two rectangles
+bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);        // Check collision between two circles
+bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);                         // Check collision between circle and rectangle
+Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);                                         // Get collision rectangle for two rectangles collision
+bool CheckCollisionPointRec(Vector2 point, Rectangle rec);                                         // Check if point is inside rectangle
+bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius);                       // Check if point is inside circle
+bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);               // Check if point is inside a triangle
+
+//------------------------------------------------------------------------------------
+// Texture Loading and Drawing Functions (Module: textures)
+//------------------------------------------------------------------------------------
+Image LoadImage(const char *fileName);                                                             // Load an image into CPU memory (RAM)
+Image LoadImageEx(Color *pixels, int width, int height);                                           // Load image data from Color array data (RGBA - 32bit)
+Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize);       // Load image data from RAW file
+Image LoadImageFromRES(const char *rresName, int resId);                                           // Load an image from rRES file (raylib Resource)
+Texture2D LoadTexture(const char *fileName);                                                       // Load an image as texture into GPU memory
+Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat);                     // Load a texture from raw data into GPU memory
+Texture2D LoadTextureFromRES(const char *rresName, int resId);                                     // Load an image as texture from rRES file (raylib Resource)
+Texture2D LoadTextureFromImage(Image image);                                                       // Load a texture from image data
+RenderTexture2D LoadRenderTexture(int width, int height);                                          // Load a texture to be used for rendering
+void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
+void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory
+void UnloadRenderTexture(RenderTexture2D target);                                                  // Unload render texture from GPU memory
+Color *GetImageData(Image image);                                                                  // Get pixel data from image as a Color struct array
+Image GetTextureData(Texture2D texture);                                                           // Get pixel data from GPU texture and return an Image
+void ImageToPOT(Image *image, Color fillColor);                                                    // Convert image to POT (power-of-two)
+void ImageFormat(Image *image, int newFormat);                                                     // Convert image data to desired format
+void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);                            // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
+Image ImageCopy(Image image);                                                                      // Create an image duplicate (useful for transformations)
+void ImageCrop(Image *image, Rectangle crop);                                                      // Crop an image to a defined rectangle
+void ImageResize(Image *image, int newWidth, int newHeight);                                       // Resize and image (bilinear filtering)
+void ImageResizeNN(Image *image,int newWidth,int newHeight);                                       // Resize and image (Nearest-Neighbor scaling algorithm)
+Image ImageText(const char *text, int fontSize, Color color);                                      // Create an image from text (default font)
+Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint);       // Create an image from text (custom sprite font)
+void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec);                         // Draw a source image within a destination image
+void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color);     // Draw text (default font) within an image (destination)
+void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
+void ImageFlipVertical(Image *image);                                                              // Flip image vertically
+void ImageFlipHorizontal(Image *image);                                                            // Flip image horizontally
+void ImageColorTint(Image *image, Color color);                                                    // Modify image color: tint
+void ImageColorInvert(Image *image);                                                               // Modify image color: invert
+void ImageColorGrayscale(Image *image);                                                            // Modify image color: grayscale
+void ImageColorContrast(Image *image, float contrast);                                             // Modify image color: contrast (-100 to 100)
+void ImageColorBrightness(Image *image, int brightness);                                           // Modify image color: brightness (-255 to 255)
+void GenTextureMipmaps(Texture2D texture);                                                         // Generate GPU mipmaps for a texture
+void UpdateTexture(Texture2D texture, void *pixels);                                               // Update GPU texture with new data
+
+void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                               // Draw a Texture2D
+void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
+void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
+void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);         // Draw a part of a texture defined by a rectangle
+void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin,     // Draw a part of a texture defined by a rectangle with 'pro' parameters
+                    float rotation, Color tint);
+
+//------------------------------------------------------------------------------------
+// Font Loading and Text Drawing Functions (Module: text)
+//------------------------------------------------------------------------------------
+SpriteFont GetDefaultFont(void);                                                                   // Get the default SpriteFont
+SpriteFont LoadSpriteFont(const char *fileName);                                                   // Load a SpriteFont image into GPU memory
+void UnloadSpriteFont(SpriteFont spriteFont);                                                      // Unload SpriteFont from GPU memory
+
+void DrawText(const char *text, int posX, int posY, int fontSize, Color color);                    // Draw text (using default font)
+void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position,                         // Draw text using SpriteFont and additional parameters
+                int fontSize, int spacing, Color tint);
+int MeasureText(const char *text, int fontSize);                                                   // Measure string width for default font
+Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing);         // Measure string size for SpriteFont
+
+void DrawFPS(int posX, int posY);                                                                  // Shows current FPS on top-left corner
+const char *FormatText(const char *text, ...);                                                     // Formatting of text with variables to 'embed'
+const char *SubText(const char *text, int position, int length);                                   // Get a piece of a text string
+
+//------------------------------------------------------------------------------------
+// Basic 3d Shapes Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color);                                    // Draw a line in 3D world space
+void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color);    // Draw a circle in 3D world space
+void DrawCube(Vector3 position, float width, float height, float lenght, Color color);             // Draw cube
+void DrawCubeV(Vector3 position, Vector3 size, Color color);                                       // Draw cube (Vector version)
+void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color);        // Draw cube wires
+void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured
+void DrawSphere(Vector3 centerPos, float radius, Color color);                                     // Draw sphere
+void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color);            // Draw sphere with extended parameters
+void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);         // Draw sphere wires
+void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
+void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+void DrawPlane(Vector3 centerPos, Vector2 size, Color color);                                      // Draw a plane XZ
+void DrawRay(Ray ray, Color color);                                                                // Draw a ray line
+void DrawGrid(int slices, float spacing);                                                          // Draw a grid (centered at (0, 0, 0))
+void DrawGizmo(Vector3 position);                                                                  // Draw simple gizmo
+void DrawLight(Light light);                                                                       // Draw light in 3D world
+//DrawTorus(), DrawTeapot() are useless...
+
+//------------------------------------------------------------------------------------
+// Model 3d Loading and Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+Model LoadModel(const char *fileName);                          // Load a 3d model (.OBJ)
+Model LoadModelEx(Mesh data, bool dynamic);                     // Load a 3d model (from mesh data)
+Model LoadModelFromRES(const char *rresName, int resId);        // Load a 3d model from rRES file (raylib Resource)
+Model LoadHeightmap(Image heightmap, Vector3 size);             // Load a heightmap image as a 3d model
+Model LoadCubicmap(Image cubicmap);                             // Load a map image as a 3d model (cubes based)
+void UnloadModel(Model model);                                  // Unload 3d model from memory
+
+Material LoadMaterial(const char *fileName);                    // Load material data (from file)
+Material LoadDefaultMaterial(void);                             // Load default material (uses default models shader)
+Material LoadStandardMaterial(void);                            // Load standard material (uses material attributes and lighting shader)
+void UnloadMaterial(Material material);                         // Unload material textures from VRAM
+
+void DrawModel(Model model, Vector3 position, float scale, Color tint);                            // Draw a model (with texture if set)
+void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);      // Draw a model with extended parameters
+void DrawModelWires(Model model, Vector3 position, float scale, Color tint);                      // Draw a model wires (with texture if set)
+void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
+void DrawBoundingBox(BoundingBox box, Color color);                                                // Draw bounding box (wires)
+
+void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);                         // Draw a billboard texture
+void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
+
+BoundingBox CalculateBoundingBox(Mesh mesh);                                                                    // Calculate mesh bounding box limits
+bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);                     // Detect collision between two spheres
+bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                                   // Detect collision between two bounding boxes
+bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere);                        // Detect collision between box and sphere
+bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius);                              // Detect collision between ray and sphere
+bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint);   // Detect collision between ray and sphere with extended parameters and collision point detection
+bool CheckCollisionRayBox(Ray ray, BoundingBox box);                                                            // Detect collision between ray and box
+Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius);   // Detect collision of player radius with cubicmap
+                                                                                                                // NOTE: Return the normal vector of the impacted surface
+//------------------------------------------------------------------------------------
+// Shaders System Functions (Module: rlgl)
+// NOTE: This functions are useless when using OpenGL 1.1
+//------------------------------------------------------------------------------------
+Shader LoadShader(char *vsFileName, char *fsFileName);              // Load a custom shader and bind default locations
+void UnloadShader(Shader shader);                                   // Unload a custom shader from memory
+
+Shader GetDefaultShader(void);                                      // Get default shader
+Shader GetStandardShader(void);                                     // Get default shader
+Texture2D GetDefaultTexture(void);                                  // Get default texture
+
+int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
+void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
+void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int)
+void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
+
+void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
+void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
+
+void BeginShaderMode(Shader shader);                                // Begin custom shader drawing
+void EndShaderMode(void);                                           // End custom shader drawing (use default shader)
+void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied)
+void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending)
+
+Light CreateLight(int type, Vector3 position, Color diffuse);       // Create a new light, initialize it and add to pool
+void DestroyLight(Light light);                                     // Destroy a light and take it out of the list
+
+//------------------------------------------------------------------------------------
+// VR experience Functions (Module: rlgl)
+// NOTE: This functions are useless when using OpenGL 1.1
+//------------------------------------------------------------------------------------
+void InitVrDevice(int hmdDevice);           // Init VR device
+void CloseVrDevice(void);                   // Close VR device
+void UpdateVrTracking(void);                // Update VR tracking (position and orientation)
+void BeginVrDrawing(void);                  // Begin VR drawing configuration
+void EndVrDrawing(void);                    // End VR drawing process (and desktop mirror)
+bool IsVrDeviceReady(void);                 // Detect if VR device (or simulator) is ready
+void ToggleVrMode(void);                    // Enable/Disable VR experience (device or simulator)
+
+//------------------------------------------------------------------------------------
+// Audio Loading and Playing Functions (Module: audio)
+//------------------------------------------------------------------------------------
+void InitAudioDevice(void);                                     // Initialize audio device and context
+void CloseAudioDevice(void);                                    // Close the audio device and context (and music stream)
+bool IsAudioDeviceReady(void);                                  // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
+
+Sound LoadSound(char *fileName);                                // Load sound to memory
+Sound LoadSoundFromWave(Wave wave);                             // Load sound to memory from wave data
+Sound LoadSoundFromRES(const char *rresName, int resId);        // Load sound to memory from rRES file (raylib Resource)
+void UnloadSound(Sound sound);                                  // Unload sound
+void PlaySound(Sound sound);                                    // Play a sound
+void PauseSound(Sound sound);                                   // Pause a sound
+void StopSound(Sound sound);                                    // Stop playing a sound
+bool IsSoundPlaying(Sound sound);                               // Check if a sound is currently playing
+void SetSoundVolume(Sound sound, float volume);                 // Set volume for a sound (1.0 is max level)
+void SetSoundPitch(Sound sound, float pitch);                   // Set pitch for a sound (1.0 is base level)
+
+int PlayMusicStream(int index, char *fileName);                 // Start music playing (open stream)
+void UpdateMusicStream(int index);                              // Updates buffers for music streaming
+void StopMusicStream(int index);                                // Stop music playing (close stream)
+void PauseMusicStream(int index);                               // Pause music playing
+void ResumeMusicStream(int index);                              // Resume playing paused music
+bool IsMusicPlaying(int index);                                 // Check if music is playing
+void SetMusicVolume(int index, float volume);                   // Set volume for music (1.0 is max level)
+void SetMusicPitch(int index, float pitch);                     // Set pitch for a music (1.0 is base level)
+float GetMusicTimeLength(int index);                            // Get current music time length (in seconds)
+float GetMusicTimePlayed(int index);                            // Get current music time played (in seconds)
+int GetMusicStreamCount(void);                                  // Get number of streams loaded
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // RAYLIB_H