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Reorganize release and dependencies

Ray San 8 năm trước cách đây
mục cha
commit
d302316e51
56 tập tin đã thay đổi với 7357 bổ sung6540 xóa
  1. 3 20
      .gitignore
  2. 7 0
      release/README.md
  3. 0 1076
      release/android/raylib.h
  4. 0 1076
      release/html5/raylib.h
  5. 0 0
      release/include/AL/al.h
  6. 0 0
      release/include/AL/alc.h
  7. 0 0
      release/include/AL/alext.h
  8. 0 0
      release/include/AL/efx-creative.h
  9. 0 0
      release/include/AL/efx-presets.h
  10. 0 0
      release/include/AL/efx.h
  11. 0 0
      release/include/GLFW/glfw3.h
  12. 0 0
      release/include/GLFW/glfw3native.h
  13. 131 64
      release/include/raylib.h
  14. BIN
      release/libs/android/armeabi-v7a/libopenal.a
  15. 0 0
      release/libs/android/armeabi-v7a/libopenal.so
  16. BIN
      release/libs/android/armeabi-v7a/libraylib.a
  17. 0 0
      release/libs/android/armeabi-v7a/libraylib.so
  18. 0 0
      release/libs/html5/libraylib.bc
  19. 0 0
      release/libs/linux/ADDLIBS
  20. 0 0
      release/libs/linux/libglfw3.a
  21. 0 0
      release/libs/osx/ADDLIBS
  22. 0 0
      release/libs/osx/libglfw.3.0.dylib
  23. 0 0
      release/libs/osx/libglfw.3.dylib
  24. 0 0
      release/libs/osx/libglfw.dylib
  25. 0 0
      release/libs/rpi/ADDLIBS
  26. 0 0
      release/libs/win32/mingw32/glfw3.lib
  27. 0 0
      release/libs/win32/mingw32/libOpenAL32.a
  28. 0 0
      release/libs/win32/mingw32/libOpenAL32dll.a
  29. 0 0
      release/libs/win32/mingw32/libglfw3.a
  30. 0 0
      release/libs/win32/mingw32/libglfw3dll.a
  31. 0 0
      release/libs/win32/mingw32/libraylib.a
  32. 0 0
      release/libs/win32/mingw32/libraylibdll.a
  33. BIN
      release/libs/win32/msvc/OpenAL32.lib
  34. BIN
      release/libs/win32/msvc/libOpenAL32.dll.a
  35. 0 0
      release/libs/win32/msvc/raylib.lib
  36. 0 1076
      release/linux/raylib.h
  37. 0 1076
      release/osx/raylib.h
  38. 0 1076
      release/rpi/raylib.h
  39. BIN
      release/win32/mingw32/raylib.dll
  40. 0 1076
      release/win32/raylib.h
  41. BIN
      src/external/glfw3/lib/win32/glfw3.dll
  42. 656 0
      src/external/include/AL/al.h
  43. 237 0
      src/external/include/AL/alc.h
  44. 466 0
      src/external/include/AL/alext.h
  45. 3 0
      src/external/include/AL/efx-creative.h
  46. 402 0
      src/external/include/AL/efx-presets.h
  47. 761 0
      src/external/include/AL/efx.h
  48. 0 0
      src/external/include/AL_COPYING
  49. 4235 0
      src/external/include/GLFW/glfw3.h
  50. 456 0
      src/external/include/GLFW/glfw3native.h
  51. 0 0
      src/external/include/GLFW_COPYING.txt
  52. BIN
      src/external/openal_soft/lib/win32/OpenAL32.dll
  53. BIN
      templates/android_project/libs/shared/libopenal.so
  54. BIN
      templates/android_project/libs/shared/libraylib.so
  55. BIN
      templates/android_project/libs/static/libopenal.a
  56. BIN
      templates/android_project/libs/static/libraylib.a

+ 3 - 20
.gitignore

@@ -6,13 +6,6 @@
 *.swo
 *~
 
-# Ignore Android generated files and folders
-src_android/obj/
-templates/android_project/bin/
-templates/android_project/obj/
-templates/android_project/libs/
-local.properties
-
 # Ignore thumbnails created by windows
 Thumbs.db
 
@@ -42,7 +35,7 @@ Thumbs.db
 *.sbr
 *.sdf
 obj/
-[Rr]elease/
+[R]elease/
 [Rr]elease.win32/
 _ReSharper*/
 [Tt]est[Rr]esult*
@@ -119,14 +112,6 @@ docs/examples/web/*/*.html
 !docs/examples/web/shaders/loader.html
 !docs/examples/web/models/loader.html
 
-# raylib release libs
-!release/android/armeabi-v7a/libraylib.a
-!release/android/armeabi-v7a/libraylib.so
-!release/linux/libraylib.a
-!release/linux/libraylib.so
-!release/rpi/libraylib.a
-!release/win32/mingw32/raylib.dll
-
 # Meson build system
 builddir/
 
@@ -147,7 +132,5 @@ build
 !examples/CMakeLists.txt
 !games/CMakeLists.txt
 
-# binaries made from raylib
-libraylib.so
-libraylib.dylib
-libraylib.dll
+# Ignore Android generated files and folders
+templates/android_project/output

+ 7 - 0
release/README.md

@@ -0,0 +1,7 @@
+RELEASE versions of the required libraries to code with raylib are provided in this folder, depending on target platform some libraries can be just downloaded from their repos.
+
+Provided libraries are:
+
+raylib 1.8 - Oct 2017 (All platforms)
+GLFW 3.2.1 - Aug 2016 (Win32-mingw32, Win32-msvc)
+OpenAL Soft 1.18.2 - Sept 2017 (Win32-mingw32, Win32-msvc, Android)

+ 0 - 1076
release/android/raylib.h

@@ -1,1076 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib v1.7.0 
-*
-*   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)
-
-//----------------------------------------------------------------------------------
-// Structures Definition
-//----------------------------------------------------------------------------------
-#ifndef __cplusplus
-// Boolean type
-    #if !defined(_STDBOOL_H)
-        typedef enum { false, true } bool;
-        #define _STDBOOL_H
-    #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
-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 colDiffuseLoc;      // Diffuse color uniform location point (fragment shader)
-    int colAmbientLoc;      // Ambient color uniform location point (fragment shader)
-    int colSpecularLoc;     // Specular 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;
-
-// 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 { 
-    INFO = 0,
-    WARNING, 
-    ERROR, 
-    DEBUG, 
-    OTHER 
-} LogType;
-
-// 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 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
-RLAPI float *VectorToFloat(Vector3 vec);                          // Converts Vector3 to float array
-RLAPI float *MatrixToFloat(Matrix mat);                           // Converts Matrix to float array
-
-// Misc. functions
-RLAPI void ShowLogo(void);                                        // Activate raylib logo at startup (can be done with flags)
-RLAPI void SetConfigFlags(char flags);                            // Setup window configuration flags (view FLAGS)
-RLAPI void TraceLog(int logType, const char *text, ...);          // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
-RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (saved a .png)
-RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
-
-
-// Files management functions
-RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
-RLAPI const char *GetDirectoryPath(const char *fileName);         // Get directory for a given fileName (with path)
-RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory
-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 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 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 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
-
-// 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)
-
-// 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 Mesh LoadMesh(const char *fileName);                                                              // Load mesh from file
-RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData);         // Load mesh from vertex data
-RLAPI Model LoadModel(const char *fileName);                                                            // Load model from file
-RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic);                                                 // Load model from mesh data
-RLAPI Model LoadHeightmap(Image heightmap, Vector3 size);                                               // Load heightmap model from image data
-RLAPI Model LoadCubicmap(Image cubicmap);                                                               // Load cubes-based map model from image data
-RLAPI void UnloadMesh(Mesh *mesh);                                                                      // Unload mesh from memory (RAM and/or VRAM)
-RLAPI void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
-
-// Material loading/unloading functions
-RLAPI Material LoadMaterial(const char *fileName);                                                      // Load material from file
-RLAPI Material LoadDefaultMaterial(void);                                                               // Load default material (uses default models shader)
-RLAPI void UnloadMaterial(Material material);                                                           // Unload material from GPU memory (VRAM)
-
-// Model drawing functions
-RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
-RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
-                       float rotationAngle, Vector3 scale, Color tint);                                 // Draw a model with extended parameters
-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 GetDefaultShader(void);                                      // Get default shader
-RLAPI Texture2D GetDefaultTexture(void);                                  // Get default texture
-
-// Shader configuration functions
-RLAPI int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
-RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
-RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int)
-RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
-RLAPI void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
-RLAPI void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
-
-// Shading begin/end functions
-RLAPI void BeginShaderMode(Shader shader);                                // Begin custom shader drawing
-RLAPI void EndShaderMode(void);                                           // End custom shader drawing (use default shader)
-RLAPI void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied)
-RLAPI void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending)
-
-// VR 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

+ 0 - 1076
release/html5/raylib.h

@@ -1,1076 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib v1.7.0 
-*
-*   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)
-
-//----------------------------------------------------------------------------------
-// Structures Definition
-//----------------------------------------------------------------------------------
-#ifndef __cplusplus
-// Boolean type
-    #if !defined(_STDBOOL_H)
-        typedef enum { false, true } bool;
-        #define _STDBOOL_H
-    #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
-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 colDiffuseLoc;      // Diffuse color uniform location point (fragment shader)
-    int colAmbientLoc;      // Ambient color uniform location point (fragment shader)
-    int colSpecularLoc;     // Specular 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;
-
-// 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 { 
-    INFO = 0,
-    WARNING, 
-    ERROR, 
-    DEBUG, 
-    OTHER 
-} LogType;
-
-// 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 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
-RLAPI float *VectorToFloat(Vector3 vec);                          // Converts Vector3 to float array
-RLAPI float *MatrixToFloat(Matrix mat);                           // Converts Matrix to float array
-
-// Misc. functions
-RLAPI void ShowLogo(void);                                        // Activate raylib logo at startup (can be done with flags)
-RLAPI void SetConfigFlags(char flags);                            // Setup window configuration flags (view FLAGS)
-RLAPI void TraceLog(int logType, const char *text, ...);          // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
-RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (saved a .png)
-RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
-
-
-// Files management functions
-RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
-RLAPI const char *GetDirectoryPath(const char *fileName);         // Get directory for a given fileName (with path)
-RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory
-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 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 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 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
-
-// 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)
-
-// 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 Mesh LoadMesh(const char *fileName);                                                              // Load mesh from file
-RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData);         // Load mesh from vertex data
-RLAPI Model LoadModel(const char *fileName);                                                            // Load model from file
-RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic);                                                 // Load model from mesh data
-RLAPI Model LoadHeightmap(Image heightmap, Vector3 size);                                               // Load heightmap model from image data
-RLAPI Model LoadCubicmap(Image cubicmap);                                                               // Load cubes-based map model from image data
-RLAPI void UnloadMesh(Mesh *mesh);                                                                      // Unload mesh from memory (RAM and/or VRAM)
-RLAPI void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
-
-// Material loading/unloading functions
-RLAPI Material LoadMaterial(const char *fileName);                                                      // Load material from file
-RLAPI Material LoadDefaultMaterial(void);                                                               // Load default material (uses default models shader)
-RLAPI void UnloadMaterial(Material material);                                                           // Unload material from GPU memory (VRAM)
-
-// Model drawing functions
-RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
-RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
-                       float rotationAngle, Vector3 scale, Color tint);                                 // Draw a model with extended parameters
-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 GetDefaultShader(void);                                      // Get default shader
-RLAPI Texture2D GetDefaultTexture(void);                                  // Get default texture
-
-// Shader configuration functions
-RLAPI int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
-RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
-RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int)
-RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
-RLAPI void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
-RLAPI void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
-
-// Shading begin/end functions
-RLAPI void BeginShaderMode(Shader shader);                                // Begin custom shader drawing
-RLAPI void EndShaderMode(void);                                           // End custom shader drawing (use default shader)
-RLAPI void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied)
-RLAPI void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending)
-
-// VR 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

+ 0 - 0
src/external/openal_soft/include/AL/al.h → release/include/AL/al.h


+ 0 - 0
src/external/openal_soft/include/AL/alc.h → release/include/AL/alc.h


+ 0 - 0
src/external/openal_soft/include/AL/alext.h → release/include/AL/alext.h


+ 0 - 0
src/external/openal_soft/include/AL/efx-creative.h → release/include/AL/efx-creative.h


+ 0 - 0
src/external/openal_soft/include/AL/efx-presets.h → release/include/AL/efx-presets.h


+ 0 - 0
src/external/openal_soft/include/AL/efx.h → release/include/AL/efx.h


+ 0 - 0
src/external/glfw3/include/GLFW/glfw3.h → release/include/GLFW/glfw3.h


+ 0 - 0
src/external/glfw3/include/GLFW/glfw3native.h → release/include/GLFW/glfw3native.h


+ 131 - 64
release/win32/msvc/raylib.h → release/include/raylib.h

@@ -1,4 +1,4 @@
-/**********************************************************************************************
+/**********************************************************************************************
 *
 *   raylib v1.8.0 
 *
@@ -74,14 +74,17 @@
 //#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
+#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
+#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
+    #define RLAPI __declspec(dllexport)         // We are building raylib as a Win32 shared library (.dll)
+#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
+    #define RLAPI __declspec(dllimport)         // We are using raylib as a Win32 shared library (.dll)
 #else
     #define RLAPI   // We are building or using raylib as a static library (or Linux shared library)
 #endif
@@ -291,6 +294,10 @@
 #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
 //----------------------------------------------------------------------------------
@@ -400,63 +407,46 @@ typedef struct Camera2D {
 
 // Bounding box type
 typedef struct BoundingBox {
-    Vector3 min;            // minimum vertex box-corner
-    Vector3 max;            // maximum vertex box-corner
+    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)
+    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)
+// Shader type (generic)
 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 colDiffuseLoc;      // Diffuse color uniform location point (fragment shader)
-    int colAmbientLoc;      // Ambient color uniform location point (fragment shader)
-    int colSpecularLoc;     // Specular 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)
+    unsigned int id;                // Shader program id
+    int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
 } 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)
+// Material texture map
+typedef struct MaterialMap {
+    Texture2D texture;      // Material map texture
+    Color color;            // Material map color
+    float value;            // Material map value
+} MaterialMap;
 
-    Color colDiffuse;       // Diffuse color
-    Color colAmbient;       // Ambient color
-    Color colSpecular;      // Specular color
-
-    float glossiness;       // Glossiness level (Ranges from 0 to 1000)
+// 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
@@ -540,6 +530,56 @@ typedef enum {
     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 {
@@ -664,6 +704,7 @@ RLAPI bool WindowShouldClose(void);                               // Check if KE
 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)
@@ -705,8 +746,13 @@ RLAPI int GetHexValue(Color color);                               // Returns hex
 RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
 RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
 RLAPI float *ColorToFloat(Color color);                           // Converts Color to float array and normalizes
-RLAPI float *VectorToFloat(Vector3 vec);                          // Converts Vector3 to float array
-RLAPI float *MatrixToFloat(Matrix mat);                           // Converts Matrix to float array
+
+// 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)
@@ -717,6 +763,7 @@ RLAPI int GetRandomValue(int min, int max);                       // Returns a r
 
 // 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
@@ -812,9 +859,12 @@ RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color);
 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 DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
+RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-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)
@@ -876,7 +926,7 @@ RLAPI void ImageColorBrightness(Image *image, int brightness);
 // 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 GenImageRadialGradient(int width, int height, float density, Color inner, Color outer);      // Generate image: radial 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
@@ -944,18 +994,28 @@ RLAPI void DrawGizmo(Vector3 position);
 //------------------------------------------------------------------------------------
 
 // 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 Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData);         // Load mesh from vertex data
-RLAPI Model LoadModel(const char *fileName);                                                            // Load model from file
-RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic);                                                 // Load model from mesh data
-RLAPI Model LoadHeightmap(Image heightmap, Vector3 size);                                               // Load heightmap model from image data
-RLAPI Model LoadCubicmap(Image cubicmap);                                                               // Load cubes-based map model from image data
 RLAPI void UnloadMesh(Mesh *mesh);                                                                      // Unload mesh from memory (RAM and/or VRAM)
-RLAPI void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
+
+// 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 LoadDefaultMaterial(void);                                                               // Load default material (uses default models shader)
+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
@@ -993,8 +1053,8 @@ RLAPI char *LoadText(const char *fileName);                               // Loa
 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 GetDefaultShader(void);                                      // Get default shader
-RLAPI Texture2D GetDefaultTexture(void);                                  // Get default texture
+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
@@ -1004,6 +1064,13 @@ RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);
 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)

BIN
release/libs/android/armeabi-v7a/libopenal.a


+ 0 - 0
src/external/openal_soft/lib/android/libopenal.so → release/libs/android/armeabi-v7a/libopenal.so


BIN
release/libs/android/armeabi-v7a/libraylib.a


+ 0 - 0
release/android/armeabi-v7a/libraylib.so → release/libs/android/armeabi-v7a/libraylib.so


+ 0 - 0
release/html5/libraylib.bc → release/libs/html5/libraylib.bc


+ 0 - 0
release/libs/linux/ADDLIBS


+ 0 - 0
src/external/glfw3/lib/linux/libglfw3.a → release/libs/linux/libglfw3.a


+ 0 - 0
release/libs/osx/ADDLIBS


+ 0 - 0
src/external/glfw3/lib/osx/libglfw.3.0.dylib → release/libs/osx/libglfw.3.0.dylib


+ 0 - 0
src/external/glfw3/lib/osx/libglfw.3.dylib → release/libs/osx/libglfw.3.dylib


+ 0 - 0
src/external/glfw3/lib/osx/libglfw.dylib → release/libs/osx/libglfw.dylib


+ 0 - 0
release/libs/rpi/ADDLIBS


+ 0 - 0
src/external/glfw3/lib/win32/glfw3.lib → release/libs/win32/mingw32/glfw3.lib


+ 0 - 0
src/external/openal_soft/lib/win32/libOpenAL32.a → release/libs/win32/mingw32/libOpenAL32.a


+ 0 - 0
src/external/openal_soft/lib/win32/libOpenAL32dll.a → release/libs/win32/mingw32/libOpenAL32dll.a


+ 0 - 0
src/external/glfw3/lib/win32/libglfw3.a → release/libs/win32/mingw32/libglfw3.a


+ 0 - 0
src/external/glfw3/lib/win32/libglfw3dll.a → release/libs/win32/mingw32/libglfw3dll.a


+ 0 - 0
release/win32/mingw32/libraylib.a → release/libs/win32/mingw32/libraylib.a


+ 0 - 0
release/win32/mingw32/libraylibdll.a → release/libs/win32/mingw32/libraylibdll.a


BIN
release/libs/win32/msvc/OpenAL32.lib


BIN
release/libs/win32/msvc/libOpenAL32.dll.a


+ 0 - 0
release/win32/msvc/raylib.lib → release/libs/win32/msvc/raylib.lib


+ 0 - 1076
release/linux/raylib.h

@@ -1,1076 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib v1.7.0 
-*
-*   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)
-
-//----------------------------------------------------------------------------------
-// Structures Definition
-//----------------------------------------------------------------------------------
-#ifndef __cplusplus
-// Boolean type
-    #if !defined(_STDBOOL_H)
-        typedef enum { false, true } bool;
-        #define _STDBOOL_H
-    #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
-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 colDiffuseLoc;      // Diffuse color uniform location point (fragment shader)
-    int colAmbientLoc;      // Ambient color uniform location point (fragment shader)
-    int colSpecularLoc;     // Specular 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;
-
-// 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 { 
-    INFO = 0,
-    WARNING, 
-    ERROR, 
-    DEBUG, 
-    OTHER 
-} LogType;
-
-// 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 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
-RLAPI float *VectorToFloat(Vector3 vec);                          // Converts Vector3 to float array
-RLAPI float *MatrixToFloat(Matrix mat);                           // Converts Matrix to float array
-
-// Misc. functions
-RLAPI void ShowLogo(void);                                        // Activate raylib logo at startup (can be done with flags)
-RLAPI void SetConfigFlags(char flags);                            // Setup window configuration flags (view FLAGS)
-RLAPI void TraceLog(int logType, const char *text, ...);          // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
-RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (saved a .png)
-RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
-
-
-// Files management functions
-RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
-RLAPI const char *GetDirectoryPath(const char *fileName);         // Get directory for a given fileName (with path)
-RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory
-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 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 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 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
-
-// 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)
-
-// 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 Mesh LoadMesh(const char *fileName);                                                              // Load mesh from file
-RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData);         // Load mesh from vertex data
-RLAPI Model LoadModel(const char *fileName);                                                            // Load model from file
-RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic);                                                 // Load model from mesh data
-RLAPI Model LoadHeightmap(Image heightmap, Vector3 size);                                               // Load heightmap model from image data
-RLAPI Model LoadCubicmap(Image cubicmap);                                                               // Load cubes-based map model from image data
-RLAPI void UnloadMesh(Mesh *mesh);                                                                      // Unload mesh from memory (RAM and/or VRAM)
-RLAPI void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
-
-// Material loading/unloading functions
-RLAPI Material LoadMaterial(const char *fileName);                                                      // Load material from file
-RLAPI Material LoadDefaultMaterial(void);                                                               // Load default material (uses default models shader)
-RLAPI void UnloadMaterial(Material material);                                                           // Unload material from GPU memory (VRAM)
-
-// Model drawing functions
-RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
-RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
-                       float rotationAngle, Vector3 scale, Color tint);                                 // Draw a model with extended parameters
-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 GetDefaultShader(void);                                      // Get default shader
-RLAPI Texture2D GetDefaultTexture(void);                                  // Get default texture
-
-// Shader configuration functions
-RLAPI int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
-RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
-RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int)
-RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
-RLAPI void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
-RLAPI void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
-
-// Shading begin/end functions
-RLAPI void BeginShaderMode(Shader shader);                                // Begin custom shader drawing
-RLAPI void EndShaderMode(void);                                           // End custom shader drawing (use default shader)
-RLAPI void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied)
-RLAPI void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending)
-
-// VR 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

+ 0 - 1076
release/osx/raylib.h

@@ -1,1076 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib v1.7.0 
-*
-*   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)
-
-//----------------------------------------------------------------------------------
-// Structures Definition
-//----------------------------------------------------------------------------------
-#ifndef __cplusplus
-// Boolean type
-    #if !defined(_STDBOOL_H)
-        typedef enum { false, true } bool;
-        #define _STDBOOL_H
-    #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
-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 colDiffuseLoc;      // Diffuse color uniform location point (fragment shader)
-    int colAmbientLoc;      // Ambient color uniform location point (fragment shader)
-    int colSpecularLoc;     // Specular 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;
-
-// 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 { 
-    INFO = 0,
-    WARNING, 
-    ERROR, 
-    DEBUG, 
-    OTHER 
-} LogType;
-
-// 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 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
-RLAPI float *VectorToFloat(Vector3 vec);                          // Converts Vector3 to float array
-RLAPI float *MatrixToFloat(Matrix mat);                           // Converts Matrix to float array
-
-// Misc. functions
-RLAPI void ShowLogo(void);                                        // Activate raylib logo at startup (can be done with flags)
-RLAPI void SetConfigFlags(char flags);                            // Setup window configuration flags (view FLAGS)
-RLAPI void TraceLog(int logType, const char *text, ...);          // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
-RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (saved a .png)
-RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
-
-
-// Files management functions
-RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
-RLAPI const char *GetDirectoryPath(const char *fileName);         // Get directory for a given fileName (with path)
-RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory
-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 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 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 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
-
-// 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)
-
-// 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 Mesh LoadMesh(const char *fileName);                                                              // Load mesh from file
-RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData);         // Load mesh from vertex data
-RLAPI Model LoadModel(const char *fileName);                                                            // Load model from file
-RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic);                                                 // Load model from mesh data
-RLAPI Model LoadHeightmap(Image heightmap, Vector3 size);                                               // Load heightmap model from image data
-RLAPI Model LoadCubicmap(Image cubicmap);                                                               // Load cubes-based map model from image data
-RLAPI void UnloadMesh(Mesh *mesh);                                                                      // Unload mesh from memory (RAM and/or VRAM)
-RLAPI void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
-
-// Material loading/unloading functions
-RLAPI Material LoadMaterial(const char *fileName);                                                      // Load material from file
-RLAPI Material LoadDefaultMaterial(void);                                                               // Load default material (uses default models shader)
-RLAPI void UnloadMaterial(Material material);                                                           // Unload material from GPU memory (VRAM)
-
-// Model drawing functions
-RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
-RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
-                       float rotationAngle, Vector3 scale, Color tint);                                 // Draw a model with extended parameters
-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 GetDefaultShader(void);                                      // Get default shader
-RLAPI Texture2D GetDefaultTexture(void);                                  // Get default texture
-
-// Shader configuration functions
-RLAPI int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
-RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
-RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int)
-RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
-RLAPI void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
-RLAPI void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
-
-// Shading begin/end functions
-RLAPI void BeginShaderMode(Shader shader);                                // Begin custom shader drawing
-RLAPI void EndShaderMode(void);                                           // End custom shader drawing (use default shader)
-RLAPI void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied)
-RLAPI void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending)
-
-// VR 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

+ 0 - 1076
release/rpi/raylib.h

@@ -1,1076 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib v1.7.0 
-*
-*   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)
-
-//----------------------------------------------------------------------------------
-// Structures Definition
-//----------------------------------------------------------------------------------
-#ifndef __cplusplus
-// Boolean type
-    #if !defined(_STDBOOL_H)
-        typedef enum { false, true } bool;
-        #define _STDBOOL_H
-    #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
-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 colDiffuseLoc;      // Diffuse color uniform location point (fragment shader)
-    int colAmbientLoc;      // Ambient color uniform location point (fragment shader)
-    int colSpecularLoc;     // Specular 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;
-
-// 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 { 
-    INFO = 0,
-    WARNING, 
-    ERROR, 
-    DEBUG, 
-    OTHER 
-} LogType;
-
-// 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 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
-RLAPI float *VectorToFloat(Vector3 vec);                          // Converts Vector3 to float array
-RLAPI float *MatrixToFloat(Matrix mat);                           // Converts Matrix to float array
-
-// Misc. functions
-RLAPI void ShowLogo(void);                                        // Activate raylib logo at startup (can be done with flags)
-RLAPI void SetConfigFlags(char flags);                            // Setup window configuration flags (view FLAGS)
-RLAPI void TraceLog(int logType, const char *text, ...);          // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
-RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (saved a .png)
-RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
-
-
-// Files management functions
-RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
-RLAPI const char *GetDirectoryPath(const char *fileName);         // Get directory for a given fileName (with path)
-RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory
-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 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 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 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
-
-// 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)
-
-// 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 Mesh LoadMesh(const char *fileName);                                                              // Load mesh from file
-RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData);         // Load mesh from vertex data
-RLAPI Model LoadModel(const char *fileName);                                                            // Load model from file
-RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic);                                                 // Load model from mesh data
-RLAPI Model LoadHeightmap(Image heightmap, Vector3 size);                                               // Load heightmap model from image data
-RLAPI Model LoadCubicmap(Image cubicmap);                                                               // Load cubes-based map model from image data
-RLAPI void UnloadMesh(Mesh *mesh);                                                                      // Unload mesh from memory (RAM and/or VRAM)
-RLAPI void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
-
-// Material loading/unloading functions
-RLAPI Material LoadMaterial(const char *fileName);                                                      // Load material from file
-RLAPI Material LoadDefaultMaterial(void);                                                               // Load default material (uses default models shader)
-RLAPI void UnloadMaterial(Material material);                                                           // Unload material from GPU memory (VRAM)
-
-// Model drawing functions
-RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
-RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
-                       float rotationAngle, Vector3 scale, Color tint);                                 // Draw a model with extended parameters
-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 GetDefaultShader(void);                                      // Get default shader
-RLAPI Texture2D GetDefaultTexture(void);                                  // Get default texture
-
-// Shader configuration functions
-RLAPI int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
-RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
-RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int)
-RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
-RLAPI void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
-RLAPI void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
-
-// Shading begin/end functions
-RLAPI void BeginShaderMode(Shader shader);                                // Begin custom shader drawing
-RLAPI void EndShaderMode(void);                                           // End custom shader drawing (use default shader)
-RLAPI void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied)
-RLAPI void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending)
-
-// VR 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
release/win32/mingw32/raylib.dll


+ 0 - 1076
release/win32/raylib.h

@@ -1,1076 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib v1.7.0 
-*
-*   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)
-
-//----------------------------------------------------------------------------------
-// Structures Definition
-//----------------------------------------------------------------------------------
-#ifndef __cplusplus
-// Boolean type
-    #if !defined(_STDBOOL_H)
-        typedef enum { false, true } bool;
-        #define _STDBOOL_H
-    #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
-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 colDiffuseLoc;      // Diffuse color uniform location point (fragment shader)
-    int colAmbientLoc;      // Ambient color uniform location point (fragment shader)
-    int colSpecularLoc;     // Specular 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;
-
-// 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 { 
-    INFO = 0,
-    WARNING, 
-    ERROR, 
-    DEBUG, 
-    OTHER 
-} LogType;
-
-// 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 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
-RLAPI float *VectorToFloat(Vector3 vec);                          // Converts Vector3 to float array
-RLAPI float *MatrixToFloat(Matrix mat);                           // Converts Matrix to float array
-
-// Misc. functions
-RLAPI void ShowLogo(void);                                        // Activate raylib logo at startup (can be done with flags)
-RLAPI void SetConfigFlags(char flags);                            // Setup window configuration flags (view FLAGS)
-RLAPI void TraceLog(int logType, const char *text, ...);          // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
-RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (saved a .png)
-RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
-
-
-// Files management functions
-RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
-RLAPI const char *GetDirectoryPath(const char *fileName);         // Get directory for a given fileName (with path)
-RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory
-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 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 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 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
-
-// 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)
-
-// 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 Mesh LoadMesh(const char *fileName);                                                              // Load mesh from file
-RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData);         // Load mesh from vertex data
-RLAPI Model LoadModel(const char *fileName);                                                            // Load model from file
-RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic);                                                 // Load model from mesh data
-RLAPI Model LoadHeightmap(Image heightmap, Vector3 size);                                               // Load heightmap model from image data
-RLAPI Model LoadCubicmap(Image cubicmap);                                                               // Load cubes-based map model from image data
-RLAPI void UnloadMesh(Mesh *mesh);                                                                      // Unload mesh from memory (RAM and/or VRAM)
-RLAPI void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
-
-// Material loading/unloading functions
-RLAPI Material LoadMaterial(const char *fileName);                                                      // Load material from file
-RLAPI Material LoadDefaultMaterial(void);                                                               // Load default material (uses default models shader)
-RLAPI void UnloadMaterial(Material material);                                                           // Unload material from GPU memory (VRAM)
-
-// Model drawing functions
-RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
-RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
-                       float rotationAngle, Vector3 scale, Color tint);                                 // Draw a model with extended parameters
-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 GetDefaultShader(void);                                      // Get default shader
-RLAPI Texture2D GetDefaultTexture(void);                                  // Get default texture
-
-// Shader configuration functions
-RLAPI int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
-RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
-RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int)
-RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
-RLAPI void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
-RLAPI void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
-
-// Shading begin/end functions
-RLAPI void BeginShaderMode(Shader shader);                                // Begin custom shader drawing
-RLAPI void EndShaderMode(void);                                           // End custom shader drawing (use default shader)
-RLAPI void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied)
-RLAPI void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending)
-
-// VR 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
src/external/glfw3/lib/win32/glfw3.dll


+ 656 - 0
src/external/include/AL/al.h

@@ -0,0 +1,656 @@
+#ifndef AL_AL_H
+#define AL_AL_H
+
+#if defined(__cplusplus)
+extern "C" {
+#endif
+
+#ifndef AL_API
+ #if defined(AL_LIBTYPE_STATIC)
+  #define AL_API
+ #elif defined(_WIN32)
+  #define AL_API __declspec(dllimport)
+ #else
+  #define AL_API extern
+ #endif
+#endif
+
+#if defined(_WIN32)
+ #define AL_APIENTRY __cdecl
+#else
+ #define AL_APIENTRY
+#endif
+
+
+/** Deprecated macro. */
+#define OPENAL
+#define ALAPI                                    AL_API
+#define ALAPIENTRY                               AL_APIENTRY
+#define AL_INVALID                               (-1)
+#define AL_ILLEGAL_ENUM                          AL_INVALID_ENUM
+#define AL_ILLEGAL_COMMAND                       AL_INVALID_OPERATION
+
+/** Supported AL version. */
+#define AL_VERSION_1_0
+#define AL_VERSION_1_1
+
+/** 8-bit boolean */
+typedef char ALboolean;
+
+/** character */
+typedef char ALchar;
+
+/** signed 8-bit 2's complement integer */
+typedef signed char ALbyte;
+
+/** unsigned 8-bit integer */
+typedef unsigned char ALubyte;
+
+/** signed 16-bit 2's complement integer */
+typedef short ALshort;
+
+/** unsigned 16-bit integer */
+typedef unsigned short ALushort;
+
+/** signed 32-bit 2's complement integer */
+typedef int ALint;
+
+/** unsigned 32-bit integer */
+typedef unsigned int ALuint;
+
+/** non-negative 32-bit binary integer size */
+typedef int ALsizei;
+
+/** enumerated 32-bit value */
+typedef int ALenum;
+
+/** 32-bit IEEE754 floating-point */
+typedef float ALfloat;
+
+/** 64-bit IEEE754 floating-point */
+typedef double ALdouble;
+
+/** void type (for opaque pointers only) */
+typedef void ALvoid;
+
+
+/* Enumerant values begin at column 50. No tabs. */
+
+/** "no distance model" or "no buffer" */
+#define AL_NONE                                  0
+
+/** Boolean False. */
+#define AL_FALSE                                 0
+
+/** Boolean True. */
+#define AL_TRUE                                  1
+
+
+/**
+ * Relative source.
+ * Type:    ALboolean
+ * Range:   [AL_TRUE, AL_FALSE]
+ * Default: AL_FALSE
+ *
+ * Specifies if the Source has relative coordinates.
+ */
+#define AL_SOURCE_RELATIVE                       0x202
+
+
+/**
+ * Inner cone angle, in degrees.
+ * Type:    ALint, ALfloat
+ * Range:   [0 - 360]
+ * Default: 360
+ *
+ * The angle covered by the inner cone, where the source will not attenuate.
+ */
+#define AL_CONE_INNER_ANGLE                      0x1001
+
+/**
+ * Outer cone angle, in degrees.
+ * Range:   [0 - 360]
+ * Default: 360
+ *
+ * The angle covered by the outer cone, where the source will be fully
+ * attenuated.
+ */
+#define AL_CONE_OUTER_ANGLE                      0x1002
+
+/**
+ * Source pitch.
+ * Type:    ALfloat
+ * Range:   [0.5 - 2.0]
+ * Default: 1.0
+ *
+ * A multiplier for the frequency (sample rate) of the source's buffer.
+ */
+#define AL_PITCH                                 0x1003
+
+/**
+ * Source or listener position.
+ * Type:    ALfloat[3], ALint[3]
+ * Default: {0, 0, 0}
+ *
+ * The source or listener location in three dimensional space.
+ *
+ * OpenAL, like OpenGL, uses a right handed coordinate system, where in a
+ * frontal default view X (thumb) points right, Y points up (index finger), and
+ * Z points towards the viewer/camera (middle finger).
+ *
+ * To switch from a left handed coordinate system, flip the sign on the Z
+ * coordinate.
+ */
+#define AL_POSITION                              0x1004
+
+/**
+ * Source direction.
+ * Type:    ALfloat[3], ALint[3]
+ * Default: {0, 0, 0}
+ *
+ * Specifies the current direction in local space.
+ * A zero-length vector specifies an omni-directional source (cone is ignored).
+ */
+#define AL_DIRECTION                             0x1005
+
+/**
+ * Source or listener velocity.
+ * Type:    ALfloat[3], ALint[3]
+ * Default: {0, 0, 0}
+ *
+ * Specifies the current velocity in local space.
+ */
+#define AL_VELOCITY                              0x1006
+
+/**
+ * Source looping.
+ * Type:    ALboolean
+ * Range:   [AL_TRUE, AL_FALSE]
+ * Default: AL_FALSE
+ *
+ * Specifies whether source is looping.
+ */
+#define AL_LOOPING                               0x1007
+
+/**
+ * Source buffer.
+ * Type:  ALuint
+ * Range: any valid Buffer.
+ *
+ * Specifies the buffer to provide sound samples.
+ */
+#define AL_BUFFER                                0x1009
+
+/**
+ * Source or listener gain.
+ * Type:  ALfloat
+ * Range: [0.0 - ]
+ *
+ * A value of 1.0 means unattenuated. Each division by 2 equals an attenuation
+ * of about -6dB. Each multiplicaton by 2 equals an amplification of about
+ * +6dB.
+ *
+ * A value of 0.0 is meaningless with respect to a logarithmic scale; it is
+ * silent.
+ */
+#define AL_GAIN                                  0x100A
+
+/**
+ * Minimum source gain.
+ * Type:  ALfloat
+ * Range: [0.0 - 1.0]
+ *
+ * The minimum gain allowed for a source, after distance and cone attenation is
+ * applied (if applicable).
+ */
+#define AL_MIN_GAIN                              0x100D
+
+/**
+ * Maximum source gain.
+ * Type:  ALfloat
+ * Range: [0.0 - 1.0]
+ *
+ * The maximum gain allowed for a source, after distance and cone attenation is
+ * applied (if applicable).
+ */
+#define AL_MAX_GAIN                              0x100E
+
+/**
+ * Listener orientation.
+ * Type: ALfloat[6]
+ * Default: {0.0, 0.0, -1.0, 0.0, 1.0, 0.0}
+ *
+ * Effectively two three dimensional vectors. The first vector is the front (or
+ * "at") and the second is the top (or "up").
+ *
+ * Both vectors are in local space.
+ */
+#define AL_ORIENTATION                           0x100F
+
+/**
+ * Source state (query only).
+ * Type:  ALint
+ * Range: [AL_INITIAL, AL_PLAYING, AL_PAUSED, AL_STOPPED]
+ */
+#define AL_SOURCE_STATE                          0x1010
+
+/** Source state value. */
+#define AL_INITIAL                               0x1011
+#define AL_PLAYING                               0x1012
+#define AL_PAUSED                                0x1013
+#define AL_STOPPED                               0x1014
+
+/**
+ * Source Buffer Queue size (query only).
+ * Type: ALint
+ *
+ * The number of buffers queued using alSourceQueueBuffers, minus the buffers
+ * removed with alSourceUnqueueBuffers.
+ */
+#define AL_BUFFERS_QUEUED                        0x1015
+
+/**
+ * Source Buffer Queue processed count (query only).
+ * Type: ALint
+ *
+ * The number of queued buffers that have been fully processed, and can be
+ * removed with alSourceUnqueueBuffers.
+ *
+ * Looping sources will never fully process buffers because they will be set to
+ * play again for when the source loops.
+ */
+#define AL_BUFFERS_PROCESSED                     0x1016
+
+/**
+ * Source reference distance.
+ * Type:    ALfloat
+ * Range:   [0.0 - ]
+ * Default: 1.0
+ *
+ * The distance in units that no attenuation occurs.
+ *
+ * At 0.0, no distance attenuation ever occurs on non-linear attenuation models.
+ */
+#define AL_REFERENCE_DISTANCE                    0x1020
+
+/**
+ * Source rolloff factor.
+ * Type:    ALfloat
+ * Range:   [0.0 - ]
+ * Default: 1.0
+ *
+ * Multiplier to exaggerate or diminish distance attenuation.
+ *
+ * At 0.0, no distance attenuation ever occurs.
+ */
+#define AL_ROLLOFF_FACTOR                        0x1021
+
+/**
+ * Outer cone gain.
+ * Type:    ALfloat
+ * Range:   [0.0 - 1.0]
+ * Default: 0.0
+ *
+ * The gain attenuation applied when the listener is outside of the source's
+ * outer cone.
+ */
+#define AL_CONE_OUTER_GAIN                       0x1022
+
+/**
+ * Source maximum distance.
+ * Type:    ALfloat
+ * Range:   [0.0 - ]
+ * Default: +inf
+ *
+ * The distance above which the source is not attenuated any further with a
+ * clamped distance model, or where attenuation reaches 0.0 gain for linear
+ * distance models with a default rolloff factor.
+ */
+#define AL_MAX_DISTANCE                          0x1023
+
+/** Source buffer position, in seconds */
+#define AL_SEC_OFFSET                            0x1024
+/** Source buffer position, in sample frames */
+#define AL_SAMPLE_OFFSET                         0x1025
+/** Source buffer position, in bytes */
+#define AL_BYTE_OFFSET                           0x1026
+
+/**
+ * Source type (query only).
+ * Type:  ALint
+ * Range: [AL_STATIC, AL_STREAMING, AL_UNDETERMINED]
+ *
+ * A Source is Static if a Buffer has been attached using AL_BUFFER.
+ *
+ * A Source is Streaming if one or more Buffers have been attached using
+ * alSourceQueueBuffers.
+ *
+ * A Source is Undetermined when it has the NULL buffer attached using
+ * AL_BUFFER.
+ */
+#define AL_SOURCE_TYPE                           0x1027
+
+/** Source type value. */
+#define AL_STATIC                                0x1028
+#define AL_STREAMING                             0x1029
+#define AL_UNDETERMINED                          0x1030
+
+/** Buffer format specifier. */
+#define AL_FORMAT_MONO8                          0x1100
+#define AL_FORMAT_MONO16                         0x1101
+#define AL_FORMAT_STEREO8                        0x1102
+#define AL_FORMAT_STEREO16                       0x1103
+
+/** Buffer frequency (query only). */
+#define AL_FREQUENCY                             0x2001
+/** Buffer bits per sample (query only). */
+#define AL_BITS                                  0x2002
+/** Buffer channel count (query only). */
+#define AL_CHANNELS                              0x2003
+/** Buffer data size (query only). */
+#define AL_SIZE                                  0x2004
+
+/**
+ * Buffer state.
+ *
+ * Not for public use.
+ */
+#define AL_UNUSED                                0x2010
+#define AL_PENDING                               0x2011
+#define AL_PROCESSED                             0x2012
+
+
+/** No error. */
+#define AL_NO_ERROR                              0
+
+/** Invalid name paramater passed to AL call. */
+#define AL_INVALID_NAME                          0xA001
+
+/** Invalid enum parameter passed to AL call. */
+#define AL_INVALID_ENUM                          0xA002
+
+/** Invalid value parameter passed to AL call. */
+#define AL_INVALID_VALUE                         0xA003
+
+/** Illegal AL call. */
+#define AL_INVALID_OPERATION                     0xA004
+
+/** Not enough memory. */
+#define AL_OUT_OF_MEMORY                         0xA005
+
+
+/** Context string: Vendor ID. */
+#define AL_VENDOR                                0xB001
+/** Context string: Version. */
+#define AL_VERSION                               0xB002
+/** Context string: Renderer ID. */
+#define AL_RENDERER                              0xB003
+/** Context string: Space-separated extension list. */
+#define AL_EXTENSIONS                            0xB004
+
+
+/**
+ * Doppler scale.
+ * Type:    ALfloat
+ * Range:   [0.0 - ]
+ * Default: 1.0
+ *
+ * Scale for source and listener velocities.
+ */
+#define AL_DOPPLER_FACTOR                        0xC000
+AL_API void AL_APIENTRY alDopplerFactor(ALfloat value);
+
+/**
+ * Doppler velocity (deprecated).
+ *
+ * A multiplier applied to the Speed of Sound.
+ */
+#define AL_DOPPLER_VELOCITY                      0xC001
+AL_API void AL_APIENTRY alDopplerVelocity(ALfloat value);
+
+/**
+ * Speed of Sound, in units per second.
+ * Type:    ALfloat
+ * Range:   [0.0001 - ]
+ * Default: 343.3
+ *
+ * The speed at which sound waves are assumed to travel, when calculating the
+ * doppler effect.
+ */
+#define AL_SPEED_OF_SOUND                        0xC003
+AL_API void AL_APIENTRY alSpeedOfSound(ALfloat value);
+
+/**
+ * Distance attenuation model.
+ * Type:    ALint
+ * Range:   [AL_NONE, AL_INVERSE_DISTANCE, AL_INVERSE_DISTANCE_CLAMPED,
+ *           AL_LINEAR_DISTANCE, AL_LINEAR_DISTANCE_CLAMPED,
+ *           AL_EXPONENT_DISTANCE, AL_EXPONENT_DISTANCE_CLAMPED]
+ * Default: AL_INVERSE_DISTANCE_CLAMPED
+ *
+ * The model by which sources attenuate with distance.
+ *
+ * None     - No distance attenuation.
+ * Inverse  - Doubling the distance halves the source gain.
+ * Linear   - Linear gain scaling between the reference and max distances.
+ * Exponent - Exponential gain dropoff.
+ *
+ * Clamped variations work like the non-clamped counterparts, except the
+ * distance calculated is clamped between the reference and max distances.
+ */
+#define AL_DISTANCE_MODEL                        0xD000
+AL_API void AL_APIENTRY alDistanceModel(ALenum distanceModel);
+
+/** Distance model value. */
+#define AL_INVERSE_DISTANCE                      0xD001
+#define AL_INVERSE_DISTANCE_CLAMPED              0xD002
+#define AL_LINEAR_DISTANCE                       0xD003
+#define AL_LINEAR_DISTANCE_CLAMPED               0xD004
+#define AL_EXPONENT_DISTANCE                     0xD005
+#define AL_EXPONENT_DISTANCE_CLAMPED             0xD006
+
+/** Renderer State management. */
+AL_API void AL_APIENTRY alEnable(ALenum capability);
+AL_API void AL_APIENTRY alDisable(ALenum capability);
+AL_API ALboolean AL_APIENTRY alIsEnabled(ALenum capability);
+
+/** State retrieval. */
+AL_API const ALchar* AL_APIENTRY alGetString(ALenum param);
+AL_API void AL_APIENTRY alGetBooleanv(ALenum param, ALboolean *values);
+AL_API void AL_APIENTRY alGetIntegerv(ALenum param, ALint *values);
+AL_API void AL_APIENTRY alGetFloatv(ALenum param, ALfloat *values);
+AL_API void AL_APIENTRY alGetDoublev(ALenum param, ALdouble *values);
+AL_API ALboolean AL_APIENTRY alGetBoolean(ALenum param);
+AL_API ALint AL_APIENTRY alGetInteger(ALenum param);
+AL_API ALfloat AL_APIENTRY alGetFloat(ALenum param);
+AL_API ALdouble AL_APIENTRY alGetDouble(ALenum param);
+
+/**
+ * Error retrieval.
+ *
+ * Obtain the first error generated in the AL context since the last check.
+ */
+AL_API ALenum AL_APIENTRY alGetError(void);
+
+/**
+ * Extension support.
+ *
+ * Query for the presence of an extension, and obtain any appropriate function
+ * pointers and enum values.
+ */
+AL_API ALboolean AL_APIENTRY alIsExtensionPresent(const ALchar *extname);
+AL_API void* AL_APIENTRY alGetProcAddress(const ALchar *fname);
+AL_API ALenum AL_APIENTRY alGetEnumValue(const ALchar *ename);
+
+
+/** Set Listener parameters */
+AL_API void AL_APIENTRY alListenerf(ALenum param, ALfloat value);
+AL_API void AL_APIENTRY alListener3f(ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
+AL_API void AL_APIENTRY alListenerfv(ALenum param, const ALfloat *values);
+AL_API void AL_APIENTRY alListeneri(ALenum param, ALint value);
+AL_API void AL_APIENTRY alListener3i(ALenum param, ALint value1, ALint value2, ALint value3);
+AL_API void AL_APIENTRY alListeneriv(ALenum param, const ALint *values);
+
+/** Get Listener parameters */
+AL_API void AL_APIENTRY alGetListenerf(ALenum param, ALfloat *value);
+AL_API void AL_APIENTRY alGetListener3f(ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
+AL_API void AL_APIENTRY alGetListenerfv(ALenum param, ALfloat *values);
+AL_API void AL_APIENTRY alGetListeneri(ALenum param, ALint *value);
+AL_API void AL_APIENTRY alGetListener3i(ALenum param, ALint *value1, ALint *value2, ALint *value3);
+AL_API void AL_APIENTRY alGetListeneriv(ALenum param, ALint *values);
+
+
+/** Create Source objects. */
+AL_API void AL_APIENTRY alGenSources(ALsizei n, ALuint *sources);
+/** Delete Source objects. */
+AL_API void AL_APIENTRY alDeleteSources(ALsizei n, const ALuint *sources);
+/** Verify a handle is a valid Source. */
+AL_API ALboolean AL_APIENTRY alIsSource(ALuint source);
+
+/** Set Source parameters. */
+AL_API void AL_APIENTRY alSourcef(ALuint source, ALenum param, ALfloat value);
+AL_API void AL_APIENTRY alSource3f(ALuint source, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
+AL_API void AL_APIENTRY alSourcefv(ALuint source, ALenum param, const ALfloat *values);
+AL_API void AL_APIENTRY alSourcei(ALuint source, ALenum param, ALint value);
+AL_API void AL_APIENTRY alSource3i(ALuint source, ALenum param, ALint value1, ALint value2, ALint value3);
+AL_API void AL_APIENTRY alSourceiv(ALuint source, ALenum param, const ALint *values);
+
+/** Get Source parameters. */
+AL_API void AL_APIENTRY alGetSourcef(ALuint source, ALenum param, ALfloat *value);
+AL_API void AL_APIENTRY alGetSource3f(ALuint source, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
+AL_API void AL_APIENTRY alGetSourcefv(ALuint source, ALenum param, ALfloat *values);
+AL_API void AL_APIENTRY alGetSourcei(ALuint source,  ALenum param, ALint *value);
+AL_API void AL_APIENTRY alGetSource3i(ALuint source, ALenum param, ALint *value1, ALint *value2, ALint *value3);
+AL_API void AL_APIENTRY alGetSourceiv(ALuint source,  ALenum param, ALint *values);
+
+
+/** Play, replay, or resume (if paused) a list of Sources */
+AL_API void AL_APIENTRY alSourcePlayv(ALsizei n, const ALuint *sources);
+/** Stop a list of Sources */
+AL_API void AL_APIENTRY alSourceStopv(ALsizei n, const ALuint *sources);
+/** Rewind a list of Sources */
+AL_API void AL_APIENTRY alSourceRewindv(ALsizei n, const ALuint *sources);
+/** Pause a list of Sources */
+AL_API void AL_APIENTRY alSourcePausev(ALsizei n, const ALuint *sources);
+
+/** Play, replay, or resume a Source */
+AL_API void AL_APIENTRY alSourcePlay(ALuint source);
+/** Stop a Source */
+AL_API void AL_APIENTRY alSourceStop(ALuint source);
+/** Rewind a Source (set playback postiton to beginning) */
+AL_API void AL_APIENTRY alSourceRewind(ALuint source);
+/** Pause a Source */
+AL_API void AL_APIENTRY alSourcePause(ALuint source);
+
+/** Queue buffers onto a source */
+AL_API void AL_APIENTRY alSourceQueueBuffers(ALuint source, ALsizei nb, const ALuint *buffers);
+/** Unqueue processed buffers from a source */
+AL_API void AL_APIENTRY alSourceUnqueueBuffers(ALuint source, ALsizei nb, ALuint *buffers);
+
+
+/** Create Buffer objects */
+AL_API void AL_APIENTRY alGenBuffers(ALsizei n, ALuint *buffers);
+/** Delete Buffer objects */
+AL_API void AL_APIENTRY alDeleteBuffers(ALsizei n, const ALuint *buffers);
+/** Verify a handle is a valid Buffer */
+AL_API ALboolean AL_APIENTRY alIsBuffer(ALuint buffer);
+
+/** Specifies the data to be copied into a buffer */
+AL_API void AL_APIENTRY alBufferData(ALuint buffer, ALenum format, const ALvoid *data, ALsizei size, ALsizei freq);
+
+/** Set Buffer parameters, */
+AL_API void AL_APIENTRY alBufferf(ALuint buffer, ALenum param, ALfloat value);
+AL_API void AL_APIENTRY alBuffer3f(ALuint buffer, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
+AL_API void AL_APIENTRY alBufferfv(ALuint buffer, ALenum param, const ALfloat *values);
+AL_API void AL_APIENTRY alBufferi(ALuint buffer, ALenum param, ALint value);
+AL_API void AL_APIENTRY alBuffer3i(ALuint buffer, ALenum param, ALint value1, ALint value2, ALint value3);
+AL_API void AL_APIENTRY alBufferiv(ALuint buffer, ALenum param, const ALint *values);
+
+/** Get Buffer parameters. */
+AL_API void AL_APIENTRY alGetBufferf(ALuint buffer, ALenum param, ALfloat *value);
+AL_API void AL_APIENTRY alGetBuffer3f(ALuint buffer, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
+AL_API void AL_APIENTRY alGetBufferfv(ALuint buffer, ALenum param, ALfloat *values);
+AL_API void AL_APIENTRY alGetBufferi(ALuint buffer, ALenum param, ALint *value);
+AL_API void AL_APIENTRY alGetBuffer3i(ALuint buffer, ALenum param, ALint *value1, ALint *value2, ALint *value3);
+AL_API void AL_APIENTRY alGetBufferiv(ALuint buffer, ALenum param, ALint *values);
+
+/** Pointer-to-function type, useful for dynamically getting AL entry points. */
+typedef void          (AL_APIENTRY *LPALENABLE)(ALenum capability);
+typedef void          (AL_APIENTRY *LPALDISABLE)(ALenum capability);
+typedef ALboolean     (AL_APIENTRY *LPALISENABLED)(ALenum capability);
+typedef const ALchar* (AL_APIENTRY *LPALGETSTRING)(ALenum param);
+typedef void          (AL_APIENTRY *LPALGETBOOLEANV)(ALenum param, ALboolean *values);
+typedef void          (AL_APIENTRY *LPALGETINTEGERV)(ALenum param, ALint *values);
+typedef void          (AL_APIENTRY *LPALGETFLOATV)(ALenum param, ALfloat *values);
+typedef void          (AL_APIENTRY *LPALGETDOUBLEV)(ALenum param, ALdouble *values);
+typedef ALboolean     (AL_APIENTRY *LPALGETBOOLEAN)(ALenum param);
+typedef ALint         (AL_APIENTRY *LPALGETINTEGER)(ALenum param);
+typedef ALfloat       (AL_APIENTRY *LPALGETFLOAT)(ALenum param);
+typedef ALdouble      (AL_APIENTRY *LPALGETDOUBLE)(ALenum param);
+typedef ALenum        (AL_APIENTRY *LPALGETERROR)(void);
+typedef ALboolean     (AL_APIENTRY *LPALISEXTENSIONPRESENT)(const ALchar *extname);
+typedef void*         (AL_APIENTRY *LPALGETPROCADDRESS)(const ALchar *fname);
+typedef ALenum        (AL_APIENTRY *LPALGETENUMVALUE)(const ALchar *ename);
+typedef void          (AL_APIENTRY *LPALLISTENERF)(ALenum param, ALfloat value);
+typedef void          (AL_APIENTRY *LPALLISTENER3F)(ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
+typedef void          (AL_APIENTRY *LPALLISTENERFV)(ALenum param, const ALfloat *values);
+typedef void          (AL_APIENTRY *LPALLISTENERI)(ALenum param, ALint value);
+typedef void          (AL_APIENTRY *LPALLISTENER3I)(ALenum param, ALint value1, ALint value2, ALint value3);
+typedef void          (AL_APIENTRY *LPALLISTENERIV)(ALenum param, const ALint *values);
+typedef void          (AL_APIENTRY *LPALGETLISTENERF)(ALenum param, ALfloat *value);
+typedef void          (AL_APIENTRY *LPALGETLISTENER3F)(ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
+typedef void          (AL_APIENTRY *LPALGETLISTENERFV)(ALenum param, ALfloat *values);
+typedef void          (AL_APIENTRY *LPALGETLISTENERI)(ALenum param, ALint *value);
+typedef void          (AL_APIENTRY *LPALGETLISTENER3I)(ALenum param, ALint *value1, ALint *value2, ALint *value3);
+typedef void          (AL_APIENTRY *LPALGETLISTENERIV)(ALenum param, ALint *values);
+typedef void          (AL_APIENTRY *LPALGENSOURCES)(ALsizei n, ALuint *sources);
+typedef void          (AL_APIENTRY *LPALDELETESOURCES)(ALsizei n, const ALuint *sources);
+typedef ALboolean     (AL_APIENTRY *LPALISSOURCE)(ALuint source);
+typedef void          (AL_APIENTRY *LPALSOURCEF)(ALuint source, ALenum param, ALfloat value);
+typedef void          (AL_APIENTRY *LPALSOURCE3F)(ALuint source, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
+typedef void          (AL_APIENTRY *LPALSOURCEFV)(ALuint source, ALenum param, const ALfloat *values);
+typedef void          (AL_APIENTRY *LPALSOURCEI)(ALuint source, ALenum param, ALint value);
+typedef void          (AL_APIENTRY *LPALSOURCE3I)(ALuint source, ALenum param, ALint value1, ALint value2, ALint value3);
+typedef void          (AL_APIENTRY *LPALSOURCEIV)(ALuint source, ALenum param, const ALint *values);
+typedef void          (AL_APIENTRY *LPALGETSOURCEF)(ALuint source, ALenum param, ALfloat *value);
+typedef void          (AL_APIENTRY *LPALGETSOURCE3F)(ALuint source, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
+typedef void          (AL_APIENTRY *LPALGETSOURCEFV)(ALuint source, ALenum param, ALfloat *values);
+typedef void          (AL_APIENTRY *LPALGETSOURCEI)(ALuint source, ALenum param, ALint *value);
+typedef void          (AL_APIENTRY *LPALGETSOURCE3I)(ALuint source, ALenum param, ALint *value1, ALint *value2, ALint *value3);
+typedef void          (AL_APIENTRY *LPALGETSOURCEIV)(ALuint source, ALenum param, ALint *values);
+typedef void          (AL_APIENTRY *LPALSOURCEPLAYV)(ALsizei n, const ALuint *sources);
+typedef void          (AL_APIENTRY *LPALSOURCESTOPV)(ALsizei n, const ALuint *sources);
+typedef void          (AL_APIENTRY *LPALSOURCEREWINDV)(ALsizei n, const ALuint *sources);
+typedef void          (AL_APIENTRY *LPALSOURCEPAUSEV)(ALsizei n, const ALuint *sources);
+typedef void          (AL_APIENTRY *LPALSOURCEPLAY)(ALuint source);
+typedef void          (AL_APIENTRY *LPALSOURCESTOP)(ALuint source);
+typedef void          (AL_APIENTRY *LPALSOURCEREWIND)(ALuint source);
+typedef void          (AL_APIENTRY *LPALSOURCEPAUSE)(ALuint source);
+typedef void          (AL_APIENTRY *LPALSOURCEQUEUEBUFFERS)(ALuint source, ALsizei nb, const ALuint *buffers);
+typedef void          (AL_APIENTRY *LPALSOURCEUNQUEUEBUFFERS)(ALuint source, ALsizei nb, ALuint *buffers);
+typedef void          (AL_APIENTRY *LPALGENBUFFERS)(ALsizei n, ALuint *buffers);
+typedef void          (AL_APIENTRY *LPALDELETEBUFFERS)(ALsizei n, const ALuint *buffers);
+typedef ALboolean     (AL_APIENTRY *LPALISBUFFER)(ALuint buffer);
+typedef void          (AL_APIENTRY *LPALBUFFERDATA)(ALuint buffer, ALenum format, const ALvoid *data, ALsizei size, ALsizei freq);
+typedef void          (AL_APIENTRY *LPALBUFFERF)(ALuint buffer, ALenum param, ALfloat value);
+typedef void          (AL_APIENTRY *LPALBUFFER3F)(ALuint buffer, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
+typedef void          (AL_APIENTRY *LPALBUFFERFV)(ALuint buffer, ALenum param, const ALfloat *values);
+typedef void          (AL_APIENTRY *LPALBUFFERI)(ALuint buffer, ALenum param, ALint value);
+typedef void          (AL_APIENTRY *LPALBUFFER3I)(ALuint buffer, ALenum param, ALint value1, ALint value2, ALint value3);
+typedef void          (AL_APIENTRY *LPALBUFFERIV)(ALuint buffer, ALenum param, const ALint *values);
+typedef void          (AL_APIENTRY *LPALGETBUFFERF)(ALuint buffer, ALenum param, ALfloat *value);
+typedef void          (AL_APIENTRY *LPALGETBUFFER3F)(ALuint buffer, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
+typedef void          (AL_APIENTRY *LPALGETBUFFERFV)(ALuint buffer, ALenum param, ALfloat *values);
+typedef void          (AL_APIENTRY *LPALGETBUFFERI)(ALuint buffer, ALenum param, ALint *value);
+typedef void          (AL_APIENTRY *LPALGETBUFFER3I)(ALuint buffer, ALenum param, ALint *value1, ALint *value2, ALint *value3);
+typedef void          (AL_APIENTRY *LPALGETBUFFERIV)(ALuint buffer, ALenum param, ALint *values);
+typedef void          (AL_APIENTRY *LPALDOPPLERFACTOR)(ALfloat value);
+typedef void          (AL_APIENTRY *LPALDOPPLERVELOCITY)(ALfloat value);
+typedef void          (AL_APIENTRY *LPALSPEEDOFSOUND)(ALfloat value);
+typedef void          (AL_APIENTRY *LPALDISTANCEMODEL)(ALenum distanceModel);
+
+#if defined(__cplusplus)
+}  /* extern "C" */
+#endif
+
+#endif /* AL_AL_H */

+ 237 - 0
src/external/include/AL/alc.h

@@ -0,0 +1,237 @@
+#ifndef AL_ALC_H
+#define AL_ALC_H
+
+#if defined(__cplusplus)
+extern "C" {
+#endif
+
+#ifndef ALC_API
+ #if defined(AL_LIBTYPE_STATIC)
+  #define ALC_API
+ #elif defined(_WIN32)
+  #define ALC_API __declspec(dllimport)
+ #else
+  #define ALC_API extern
+ #endif
+#endif
+
+#if defined(_WIN32)
+ #define ALC_APIENTRY __cdecl
+#else
+ #define ALC_APIENTRY
+#endif
+
+
+/** Deprecated macro. */
+#define ALCAPI                                   ALC_API
+#define ALCAPIENTRY                              ALC_APIENTRY
+#define ALC_INVALID                              0
+
+/** Supported ALC version? */
+#define ALC_VERSION_0_1                          1
+
+/** Opaque device handle */
+typedef struct ALCdevice_struct ALCdevice;
+/** Opaque context handle */
+typedef struct ALCcontext_struct ALCcontext;
+
+/** 8-bit boolean */
+typedef char ALCboolean;
+
+/** character */
+typedef char ALCchar;
+
+/** signed 8-bit 2's complement integer */
+typedef signed char ALCbyte;
+
+/** unsigned 8-bit integer */
+typedef unsigned char ALCubyte;
+
+/** signed 16-bit 2's complement integer */
+typedef short ALCshort;
+
+/** unsigned 16-bit integer */
+typedef unsigned short ALCushort;
+
+/** signed 32-bit 2's complement integer */
+typedef int ALCint;
+
+/** unsigned 32-bit integer */
+typedef unsigned int ALCuint;
+
+/** non-negative 32-bit binary integer size */
+typedef int ALCsizei;
+
+/** enumerated 32-bit value */
+typedef int ALCenum;
+
+/** 32-bit IEEE754 floating-point */
+typedef float ALCfloat;
+
+/** 64-bit IEEE754 floating-point */
+typedef double ALCdouble;
+
+/** void type (for opaque pointers only) */
+typedef void ALCvoid;
+
+
+/* Enumerant values begin at column 50. No tabs. */
+
+/** Boolean False. */
+#define ALC_FALSE                                0
+
+/** Boolean True. */
+#define ALC_TRUE                                 1
+
+/** Context attribute: <int> Hz. */
+#define ALC_FREQUENCY                            0x1007
+
+/** Context attribute: <int> Hz. */
+#define ALC_REFRESH                              0x1008
+
+/** Context attribute: AL_TRUE or AL_FALSE. */
+#define ALC_SYNC                                 0x1009
+
+/** Context attribute: <int> requested Mono (3D) Sources. */
+#define ALC_MONO_SOURCES                         0x1010
+
+/** Context attribute: <int> requested Stereo Sources. */
+#define ALC_STEREO_SOURCES                       0x1011
+
+/** No error. */
+#define ALC_NO_ERROR                             0
+
+/** Invalid device handle. */
+#define ALC_INVALID_DEVICE                       0xA001
+
+/** Invalid context handle. */
+#define ALC_INVALID_CONTEXT                      0xA002
+
+/** Invalid enum parameter passed to an ALC call. */
+#define ALC_INVALID_ENUM                         0xA003
+
+/** Invalid value parameter passed to an ALC call. */
+#define ALC_INVALID_VALUE                        0xA004
+
+/** Out of memory. */
+#define ALC_OUT_OF_MEMORY                        0xA005
+
+
+/** Runtime ALC version. */
+#define ALC_MAJOR_VERSION                        0x1000
+#define ALC_MINOR_VERSION                        0x1001
+
+/** Context attribute list properties. */
+#define ALC_ATTRIBUTES_SIZE                      0x1002
+#define ALC_ALL_ATTRIBUTES                       0x1003
+
+/** String for the default device specifier. */
+#define ALC_DEFAULT_DEVICE_SPECIFIER             0x1004
+/**
+ * String for the given device's specifier.
+ *
+ * If device handle is NULL, it is instead a null-char separated list of
+ * strings of known device specifiers (list ends with an empty string).
+ */
+#define ALC_DEVICE_SPECIFIER                     0x1005
+/** String for space-separated list of ALC extensions. */
+#define ALC_EXTENSIONS                           0x1006
+
+
+/** Capture extension */
+#define ALC_EXT_CAPTURE 1
+/**
+ * String for the given capture device's specifier.
+ *
+ * If device handle is NULL, it is instead a null-char separated list of
+ * strings of known capture device specifiers (list ends with an empty string).
+ */
+#define ALC_CAPTURE_DEVICE_SPECIFIER             0x310
+/** String for the default capture device specifier. */
+#define ALC_CAPTURE_DEFAULT_DEVICE_SPECIFIER     0x311
+/** Number of sample frames available for capture. */
+#define ALC_CAPTURE_SAMPLES                      0x312
+
+
+/** Enumerate All extension */
+#define ALC_ENUMERATE_ALL_EXT 1
+/** String for the default extended device specifier. */
+#define ALC_DEFAULT_ALL_DEVICES_SPECIFIER        0x1012
+/**
+ * String for the given extended device's specifier.
+ *
+ * If device handle is NULL, it is instead a null-char separated list of
+ * strings of known extended device specifiers (list ends with an empty string).
+ */
+#define ALC_ALL_DEVICES_SPECIFIER                0x1013
+
+
+/** Context management. */
+ALC_API ALCcontext* ALC_APIENTRY alcCreateContext(ALCdevice *device, const ALCint* attrlist);
+ALC_API ALCboolean  ALC_APIENTRY alcMakeContextCurrent(ALCcontext *context);
+ALC_API void        ALC_APIENTRY alcProcessContext(ALCcontext *context);
+ALC_API void        ALC_APIENTRY alcSuspendContext(ALCcontext *context);
+ALC_API void        ALC_APIENTRY alcDestroyContext(ALCcontext *context);
+ALC_API ALCcontext* ALC_APIENTRY alcGetCurrentContext(void);
+ALC_API ALCdevice*  ALC_APIENTRY alcGetContextsDevice(ALCcontext *context);
+
+/** Device management. */
+ALC_API ALCdevice* ALC_APIENTRY alcOpenDevice(const ALCchar *devicename);
+ALC_API ALCboolean ALC_APIENTRY alcCloseDevice(ALCdevice *device);
+
+
+/**
+ * Error support.
+ *
+ * Obtain the most recent Device error.
+ */
+ALC_API ALCenum ALC_APIENTRY alcGetError(ALCdevice *device);
+
+/**
+ * Extension support.
+ *
+ * Query for the presence of an extension, and obtain any appropriate
+ * function pointers and enum values.
+ */
+ALC_API ALCboolean ALC_APIENTRY alcIsExtensionPresent(ALCdevice *device, const ALCchar *extname);
+ALC_API void*      ALC_APIENTRY alcGetProcAddress(ALCdevice *device, const ALCchar *funcname);
+ALC_API ALCenum    ALC_APIENTRY alcGetEnumValue(ALCdevice *device, const ALCchar *enumname);
+
+/** Query function. */
+ALC_API const ALCchar* ALC_APIENTRY alcGetString(ALCdevice *device, ALCenum param);
+ALC_API void           ALC_APIENTRY alcGetIntegerv(ALCdevice *device, ALCenum param, ALCsizei size, ALCint *values);
+
+/** Capture function. */
+ALC_API ALCdevice* ALC_APIENTRY alcCaptureOpenDevice(const ALCchar *devicename, ALCuint frequency, ALCenum format, ALCsizei buffersize);
+ALC_API ALCboolean ALC_APIENTRY alcCaptureCloseDevice(ALCdevice *device);
+ALC_API void       ALC_APIENTRY alcCaptureStart(ALCdevice *device);
+ALC_API void       ALC_APIENTRY alcCaptureStop(ALCdevice *device);
+ALC_API void       ALC_APIENTRY alcCaptureSamples(ALCdevice *device, ALCvoid *buffer, ALCsizei samples);
+
+/** Pointer-to-function type, useful for dynamically getting ALC entry points. */
+typedef ALCcontext*    (ALC_APIENTRY *LPALCCREATECONTEXT)(ALCdevice *device, const ALCint *attrlist);
+typedef ALCboolean     (ALC_APIENTRY *LPALCMAKECONTEXTCURRENT)(ALCcontext *context);
+typedef void           (ALC_APIENTRY *LPALCPROCESSCONTEXT)(ALCcontext *context);
+typedef void           (ALC_APIENTRY *LPALCSUSPENDCONTEXT)(ALCcontext *context);
+typedef void           (ALC_APIENTRY *LPALCDESTROYCONTEXT)(ALCcontext *context);
+typedef ALCcontext*    (ALC_APIENTRY *LPALCGETCURRENTCONTEXT)(void);
+typedef ALCdevice*     (ALC_APIENTRY *LPALCGETCONTEXTSDEVICE)(ALCcontext *context);
+typedef ALCdevice*     (ALC_APIENTRY *LPALCOPENDEVICE)(const ALCchar *devicename);
+typedef ALCboolean     (ALC_APIENTRY *LPALCCLOSEDEVICE)(ALCdevice *device);
+typedef ALCenum        (ALC_APIENTRY *LPALCGETERROR)(ALCdevice *device);
+typedef ALCboolean     (ALC_APIENTRY *LPALCISEXTENSIONPRESENT)(ALCdevice *device, const ALCchar *extname);
+typedef void*          (ALC_APIENTRY *LPALCGETPROCADDRESS)(ALCdevice *device, const ALCchar *funcname);
+typedef ALCenum        (ALC_APIENTRY *LPALCGETENUMVALUE)(ALCdevice *device, const ALCchar *enumname);
+typedef const ALCchar* (ALC_APIENTRY *LPALCGETSTRING)(ALCdevice *device, ALCenum param);
+typedef void           (ALC_APIENTRY *LPALCGETINTEGERV)(ALCdevice *device, ALCenum param, ALCsizei size, ALCint *values);
+typedef ALCdevice*     (ALC_APIENTRY *LPALCCAPTUREOPENDEVICE)(const ALCchar *devicename, ALCuint frequency, ALCenum format, ALCsizei buffersize);
+typedef ALCboolean     (ALC_APIENTRY *LPALCCAPTURECLOSEDEVICE)(ALCdevice *device);
+typedef void           (ALC_APIENTRY *LPALCCAPTURESTART)(ALCdevice *device);
+typedef void           (ALC_APIENTRY *LPALCCAPTURESTOP)(ALCdevice *device);
+typedef void           (ALC_APIENTRY *LPALCCAPTURESAMPLES)(ALCdevice *device, ALCvoid *buffer, ALCsizei samples);
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif /* AL_ALC_H */

+ 466 - 0
src/external/include/AL/alext.h

@@ -0,0 +1,466 @@
+/**
+ * OpenAL cross platform audio library
+ * Copyright (C) 2008 by authors.
+ * This library is free software; you can redistribute it and/or
+ *  modify it under the terms of the GNU Library General Public
+ *  License as published by the Free Software Foundation; either
+ *  version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ *  but WITHOUT ANY WARRANTY; without even the implied warranty of
+ *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ *  Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ *  License along with this library; if not, write to the
+ *  Free Software Foundation, Inc.,
+ *  51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+ * Or go to http://www.gnu.org/copyleft/lgpl.html
+ */
+
+#ifndef AL_ALEXT_H
+#define AL_ALEXT_H
+
+#include <stddef.h>
+/* Define int64_t and uint64_t types */
+#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L
+#include <inttypes.h>
+#elif defined(_WIN32) && defined(__GNUC__)
+#include <stdint.h>
+#elif defined(_WIN32)
+typedef __int64 int64_t;
+typedef unsigned __int64 uint64_t;
+#else
+/* Fallback if nothing above works */
+#include <inttypes.h>
+#endif
+
+#include "alc.h"
+#include "al.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#ifndef AL_LOKI_IMA_ADPCM_format
+#define AL_LOKI_IMA_ADPCM_format 1
+#define AL_FORMAT_IMA_ADPCM_MONO16_EXT           0x10000
+#define AL_FORMAT_IMA_ADPCM_STEREO16_EXT         0x10001
+#endif
+
+#ifndef AL_LOKI_WAVE_format
+#define AL_LOKI_WAVE_format 1
+#define AL_FORMAT_WAVE_EXT                       0x10002
+#endif
+
+#ifndef AL_EXT_vorbis
+#define AL_EXT_vorbis 1
+#define AL_FORMAT_VORBIS_EXT                     0x10003
+#endif
+
+#ifndef AL_LOKI_quadriphonic
+#define AL_LOKI_quadriphonic 1
+#define AL_FORMAT_QUAD8_LOKI                     0x10004
+#define AL_FORMAT_QUAD16_LOKI                    0x10005
+#endif
+
+#ifndef AL_EXT_float32
+#define AL_EXT_float32 1
+#define AL_FORMAT_MONO_FLOAT32                   0x10010
+#define AL_FORMAT_STEREO_FLOAT32                 0x10011
+#endif
+
+#ifndef AL_EXT_double
+#define AL_EXT_double 1
+#define AL_FORMAT_MONO_DOUBLE_EXT                0x10012
+#define AL_FORMAT_STEREO_DOUBLE_EXT              0x10013
+#endif
+
+#ifndef AL_EXT_MULAW
+#define AL_EXT_MULAW 1
+#define AL_FORMAT_MONO_MULAW_EXT                 0x10014
+#define AL_FORMAT_STEREO_MULAW_EXT               0x10015
+#endif
+
+#ifndef AL_EXT_ALAW
+#define AL_EXT_ALAW 1
+#define AL_FORMAT_MONO_ALAW_EXT                  0x10016
+#define AL_FORMAT_STEREO_ALAW_EXT                0x10017
+#endif
+
+#ifndef ALC_LOKI_audio_channel
+#define ALC_LOKI_audio_channel 1
+#define ALC_CHAN_MAIN_LOKI                       0x500001
+#define ALC_CHAN_PCM_LOKI                        0x500002
+#define ALC_CHAN_CD_LOKI                         0x500003
+#endif
+
+#ifndef AL_EXT_MCFORMATS
+#define AL_EXT_MCFORMATS 1
+#define AL_FORMAT_QUAD8                          0x1204
+#define AL_FORMAT_QUAD16                         0x1205
+#define AL_FORMAT_QUAD32                         0x1206
+#define AL_FORMAT_REAR8                          0x1207
+#define AL_FORMAT_REAR16                         0x1208
+#define AL_FORMAT_REAR32                         0x1209
+#define AL_FORMAT_51CHN8                         0x120A
+#define AL_FORMAT_51CHN16                        0x120B
+#define AL_FORMAT_51CHN32                        0x120C
+#define AL_FORMAT_61CHN8                         0x120D
+#define AL_FORMAT_61CHN16                        0x120E
+#define AL_FORMAT_61CHN32                        0x120F
+#define AL_FORMAT_71CHN8                         0x1210
+#define AL_FORMAT_71CHN16                        0x1211
+#define AL_FORMAT_71CHN32                        0x1212
+#endif
+
+#ifndef AL_EXT_MULAW_MCFORMATS
+#define AL_EXT_MULAW_MCFORMATS 1
+#define AL_FORMAT_MONO_MULAW                     0x10014
+#define AL_FORMAT_STEREO_MULAW                   0x10015
+#define AL_FORMAT_QUAD_MULAW                     0x10021
+#define AL_FORMAT_REAR_MULAW                     0x10022
+#define AL_FORMAT_51CHN_MULAW                    0x10023
+#define AL_FORMAT_61CHN_MULAW                    0x10024
+#define AL_FORMAT_71CHN_MULAW                    0x10025
+#endif
+
+#ifndef AL_EXT_IMA4
+#define AL_EXT_IMA4 1
+#define AL_FORMAT_MONO_IMA4                      0x1300
+#define AL_FORMAT_STEREO_IMA4                    0x1301
+#endif
+
+#ifndef AL_EXT_STATIC_BUFFER
+#define AL_EXT_STATIC_BUFFER 1
+typedef ALvoid (AL_APIENTRY*PFNALBUFFERDATASTATICPROC)(const ALint,ALenum,ALvoid*,ALsizei,ALsizei);
+#ifdef AL_ALEXT_PROTOTYPES
+AL_API ALvoid AL_APIENTRY alBufferDataStatic(const ALint buffer, ALenum format, ALvoid *data, ALsizei len, ALsizei freq);
+#endif
+#endif
+
+#ifndef ALC_EXT_EFX
+#define ALC_EXT_EFX 1
+#include "efx.h"
+#endif
+
+#ifndef ALC_EXT_disconnect
+#define ALC_EXT_disconnect 1
+#define ALC_CONNECTED                            0x313
+#endif
+
+#ifndef ALC_EXT_thread_local_context
+#define ALC_EXT_thread_local_context 1
+typedef ALCboolean  (ALC_APIENTRY*PFNALCSETTHREADCONTEXTPROC)(ALCcontext *context);
+typedef ALCcontext* (ALC_APIENTRY*PFNALCGETTHREADCONTEXTPROC)(void);
+#ifdef AL_ALEXT_PROTOTYPES
+ALC_API ALCboolean  ALC_APIENTRY alcSetThreadContext(ALCcontext *context);
+ALC_API ALCcontext* ALC_APIENTRY alcGetThreadContext(void);
+#endif
+#endif
+
+#ifndef AL_EXT_source_distance_model
+#define AL_EXT_source_distance_model 1
+#define AL_SOURCE_DISTANCE_MODEL                 0x200
+#endif
+
+#ifndef AL_SOFT_buffer_sub_data
+#define AL_SOFT_buffer_sub_data 1
+#define AL_BYTE_RW_OFFSETS_SOFT                  0x1031
+#define AL_SAMPLE_RW_OFFSETS_SOFT                0x1032
+typedef ALvoid (AL_APIENTRY*PFNALBUFFERSUBDATASOFTPROC)(ALuint,ALenum,const ALvoid*,ALsizei,ALsizei);
+#ifdef AL_ALEXT_PROTOTYPES
+AL_API ALvoid AL_APIENTRY alBufferSubDataSOFT(ALuint buffer,ALenum format,const ALvoid *data,ALsizei offset,ALsizei length);
+#endif
+#endif
+
+#ifndef AL_SOFT_loop_points
+#define AL_SOFT_loop_points 1
+#define AL_LOOP_POINTS_SOFT                      0x2015
+#endif
+
+#ifndef AL_EXT_FOLDBACK
+#define AL_EXT_FOLDBACK 1
+#define AL_EXT_FOLDBACK_NAME                     "AL_EXT_FOLDBACK"
+#define AL_FOLDBACK_EVENT_BLOCK                  0x4112
+#define AL_FOLDBACK_EVENT_START                  0x4111
+#define AL_FOLDBACK_EVENT_STOP                   0x4113
+#define AL_FOLDBACK_MODE_MONO                    0x4101
+#define AL_FOLDBACK_MODE_STEREO                  0x4102
+typedef void (AL_APIENTRY*LPALFOLDBACKCALLBACK)(ALenum,ALsizei);
+typedef void (AL_APIENTRY*LPALREQUESTFOLDBACKSTART)(ALenum,ALsizei,ALsizei,ALfloat*,LPALFOLDBACKCALLBACK);
+typedef void (AL_APIENTRY*LPALREQUESTFOLDBACKSTOP)(void);
+#ifdef AL_ALEXT_PROTOTYPES
+AL_API void AL_APIENTRY alRequestFoldbackStart(ALenum mode,ALsizei count,ALsizei length,ALfloat *mem,LPALFOLDBACKCALLBACK callback);
+AL_API void AL_APIENTRY alRequestFoldbackStop(void);
+#endif
+#endif
+
+#ifndef ALC_EXT_DEDICATED
+#define ALC_EXT_DEDICATED 1
+#define AL_DEDICATED_GAIN                        0x0001
+#define AL_EFFECT_DEDICATED_DIALOGUE             0x9001
+#define AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT 0x9000
+#endif
+
+#ifndef AL_SOFT_buffer_samples
+#define AL_SOFT_buffer_samples 1
+/* Channel configurations */
+#define AL_MONO_SOFT                             0x1500
+#define AL_STEREO_SOFT                           0x1501
+#define AL_REAR_SOFT                             0x1502
+#define AL_QUAD_SOFT                             0x1503
+#define AL_5POINT1_SOFT                          0x1504
+#define AL_6POINT1_SOFT                          0x1505
+#define AL_7POINT1_SOFT                          0x1506
+
+/* Sample types */
+#define AL_BYTE_SOFT                             0x1400
+#define AL_UNSIGNED_BYTE_SOFT                    0x1401
+#define AL_SHORT_SOFT                            0x1402
+#define AL_UNSIGNED_SHORT_SOFT                   0x1403
+#define AL_INT_SOFT                              0x1404
+#define AL_UNSIGNED_INT_SOFT                     0x1405
+#define AL_FLOAT_SOFT                            0x1406
+#define AL_DOUBLE_SOFT                           0x1407
+#define AL_BYTE3_SOFT                            0x1408
+#define AL_UNSIGNED_BYTE3_SOFT                   0x1409
+
+/* Storage formats */
+#define AL_MONO8_SOFT                            0x1100
+#define AL_MONO16_SOFT                           0x1101
+#define AL_MONO32F_SOFT                          0x10010
+#define AL_STEREO8_SOFT                          0x1102
+#define AL_STEREO16_SOFT                         0x1103
+#define AL_STEREO32F_SOFT                        0x10011
+#define AL_QUAD8_SOFT                            0x1204
+#define AL_QUAD16_SOFT                           0x1205
+#define AL_QUAD32F_SOFT                          0x1206
+#define AL_REAR8_SOFT                            0x1207
+#define AL_REAR16_SOFT                           0x1208
+#define AL_REAR32F_SOFT                          0x1209
+#define AL_5POINT1_8_SOFT                        0x120A
+#define AL_5POINT1_16_SOFT                       0x120B
+#define AL_5POINT1_32F_SOFT                      0x120C
+#define AL_6POINT1_8_SOFT                        0x120D
+#define AL_6POINT1_16_SOFT                       0x120E
+#define AL_6POINT1_32F_SOFT                      0x120F
+#define AL_7POINT1_8_SOFT                        0x1210
+#define AL_7POINT1_16_SOFT                       0x1211
+#define AL_7POINT1_32F_SOFT                      0x1212
+
+/* Buffer attributes */
+#define AL_INTERNAL_FORMAT_SOFT                  0x2008
+#define AL_BYTE_LENGTH_SOFT                      0x2009
+#define AL_SAMPLE_LENGTH_SOFT                    0x200A
+#define AL_SEC_LENGTH_SOFT                       0x200B
+
+typedef void (AL_APIENTRY*LPALBUFFERSAMPLESSOFT)(ALuint,ALuint,ALenum,ALsizei,ALenum,ALenum,const ALvoid*);
+typedef void (AL_APIENTRY*LPALBUFFERSUBSAMPLESSOFT)(ALuint,ALsizei,ALsizei,ALenum,ALenum,const ALvoid*);
+typedef void (AL_APIENTRY*LPALGETBUFFERSAMPLESSOFT)(ALuint,ALsizei,ALsizei,ALenum,ALenum,ALvoid*);
+typedef ALboolean (AL_APIENTRY*LPALISBUFFERFORMATSUPPORTEDSOFT)(ALenum);
+#ifdef AL_ALEXT_PROTOTYPES
+AL_API void AL_APIENTRY alBufferSamplesSOFT(ALuint buffer, ALuint samplerate, ALenum internalformat, ALsizei samples, ALenum channels, ALenum type, const ALvoid *data);
+AL_API void AL_APIENTRY alBufferSubSamplesSOFT(ALuint buffer, ALsizei offset, ALsizei samples, ALenum channels, ALenum type, const ALvoid *data);
+AL_API void AL_APIENTRY alGetBufferSamplesSOFT(ALuint buffer, ALsizei offset, ALsizei samples, ALenum channels, ALenum type, ALvoid *data);
+AL_API ALboolean AL_APIENTRY alIsBufferFormatSupportedSOFT(ALenum format);
+#endif
+#endif
+
+#ifndef AL_SOFT_direct_channels
+#define AL_SOFT_direct_channels 1
+#define AL_DIRECT_CHANNELS_SOFT                  0x1033
+#endif
+
+#ifndef ALC_SOFT_loopback
+#define ALC_SOFT_loopback 1
+#define ALC_FORMAT_CHANNELS_SOFT                 0x1990
+#define ALC_FORMAT_TYPE_SOFT                     0x1991
+
+/* Sample types */
+#define ALC_BYTE_SOFT                            0x1400
+#define ALC_UNSIGNED_BYTE_SOFT                   0x1401
+#define ALC_SHORT_SOFT                           0x1402
+#define ALC_UNSIGNED_SHORT_SOFT                  0x1403
+#define ALC_INT_SOFT                             0x1404
+#define ALC_UNSIGNED_INT_SOFT                    0x1405
+#define ALC_FLOAT_SOFT                           0x1406
+
+/* Channel configurations */
+#define ALC_MONO_SOFT                            0x1500
+#define ALC_STEREO_SOFT                          0x1501
+#define ALC_QUAD_SOFT                            0x1503
+#define ALC_5POINT1_SOFT                         0x1504
+#define ALC_6POINT1_SOFT                         0x1505
+#define ALC_7POINT1_SOFT                         0x1506
+
+typedef ALCdevice* (ALC_APIENTRY*LPALCLOOPBACKOPENDEVICESOFT)(const ALCchar*);
+typedef ALCboolean (ALC_APIENTRY*LPALCISRENDERFORMATSUPPORTEDSOFT)(ALCdevice*,ALCsizei,ALCenum,ALCenum);
+typedef void (ALC_APIENTRY*LPALCRENDERSAMPLESSOFT)(ALCdevice*,ALCvoid*,ALCsizei);
+#ifdef AL_ALEXT_PROTOTYPES
+ALC_API ALCdevice* ALC_APIENTRY alcLoopbackOpenDeviceSOFT(const ALCchar *deviceName);
+ALC_API ALCboolean ALC_APIENTRY alcIsRenderFormatSupportedSOFT(ALCdevice *device, ALCsizei freq, ALCenum channels, ALCenum type);
+ALC_API void ALC_APIENTRY alcRenderSamplesSOFT(ALCdevice *device, ALCvoid *buffer, ALCsizei samples);
+#endif
+#endif
+
+#ifndef AL_EXT_STEREO_ANGLES
+#define AL_EXT_STEREO_ANGLES 1
+#define AL_STEREO_ANGLES                         0x1030
+#endif
+
+#ifndef AL_EXT_SOURCE_RADIUS
+#define AL_EXT_SOURCE_RADIUS 1
+#define AL_SOURCE_RADIUS                         0x1031
+#endif
+
+#ifndef AL_SOFT_source_latency
+#define AL_SOFT_source_latency 1
+#define AL_SAMPLE_OFFSET_LATENCY_SOFT            0x1200
+#define AL_SEC_OFFSET_LATENCY_SOFT               0x1201
+typedef int64_t ALint64SOFT;
+typedef uint64_t ALuint64SOFT;
+typedef void (AL_APIENTRY*LPALSOURCEDSOFT)(ALuint,ALenum,ALdouble);
+typedef void (AL_APIENTRY*LPALSOURCE3DSOFT)(ALuint,ALenum,ALdouble,ALdouble,ALdouble);
+typedef void (AL_APIENTRY*LPALSOURCEDVSOFT)(ALuint,ALenum,const ALdouble*);
+typedef void (AL_APIENTRY*LPALGETSOURCEDSOFT)(ALuint,ALenum,ALdouble*);
+typedef void (AL_APIENTRY*LPALGETSOURCE3DSOFT)(ALuint,ALenum,ALdouble*,ALdouble*,ALdouble*);
+typedef void (AL_APIENTRY*LPALGETSOURCEDVSOFT)(ALuint,ALenum,ALdouble*);
+typedef void (AL_APIENTRY*LPALSOURCEI64SOFT)(ALuint,ALenum,ALint64SOFT);
+typedef void (AL_APIENTRY*LPALSOURCE3I64SOFT)(ALuint,ALenum,ALint64SOFT,ALint64SOFT,ALint64SOFT);
+typedef void (AL_APIENTRY*LPALSOURCEI64VSOFT)(ALuint,ALenum,const ALint64SOFT*);
+typedef void (AL_APIENTRY*LPALGETSOURCEI64SOFT)(ALuint,ALenum,ALint64SOFT*);
+typedef void (AL_APIENTRY*LPALGETSOURCE3I64SOFT)(ALuint,ALenum,ALint64SOFT*,ALint64SOFT*,ALint64SOFT*);
+typedef void (AL_APIENTRY*LPALGETSOURCEI64VSOFT)(ALuint,ALenum,ALint64SOFT*);
+#ifdef AL_ALEXT_PROTOTYPES
+AL_API void AL_APIENTRY alSourcedSOFT(ALuint source, ALenum param, ALdouble value);
+AL_API void AL_APIENTRY alSource3dSOFT(ALuint source, ALenum param, ALdouble value1, ALdouble value2, ALdouble value3);
+AL_API void AL_APIENTRY alSourcedvSOFT(ALuint source, ALenum param, const ALdouble *values);
+AL_API void AL_APIENTRY alGetSourcedSOFT(ALuint source, ALenum param, ALdouble *value);
+AL_API void AL_APIENTRY alGetSource3dSOFT(ALuint source, ALenum param, ALdouble *value1, ALdouble *value2, ALdouble *value3);
+AL_API void AL_APIENTRY alGetSourcedvSOFT(ALuint source, ALenum param, ALdouble *values);
+AL_API void AL_APIENTRY alSourcei64SOFT(ALuint source, ALenum param, ALint64SOFT value);
+AL_API void AL_APIENTRY alSource3i64SOFT(ALuint source, ALenum param, ALint64SOFT value1, ALint64SOFT value2, ALint64SOFT value3);
+AL_API void AL_APIENTRY alSourcei64vSOFT(ALuint source, ALenum param, const ALint64SOFT *values);
+AL_API void AL_APIENTRY alGetSourcei64SOFT(ALuint source, ALenum param, ALint64SOFT *value);
+AL_API void AL_APIENTRY alGetSource3i64SOFT(ALuint source, ALenum param, ALint64SOFT *value1, ALint64SOFT *value2, ALint64SOFT *value3);
+AL_API void AL_APIENTRY alGetSourcei64vSOFT(ALuint source, ALenum param, ALint64SOFT *values);
+#endif
+#endif
+
+#ifndef ALC_EXT_DEFAULT_FILTER_ORDER
+#define ALC_EXT_DEFAULT_FILTER_ORDER 1
+#define ALC_DEFAULT_FILTER_ORDER                 0x1100
+#endif
+
+#ifndef AL_SOFT_deferred_updates
+#define AL_SOFT_deferred_updates 1
+#define AL_DEFERRED_UPDATES_SOFT                 0xC002
+typedef ALvoid (AL_APIENTRY*LPALDEFERUPDATESSOFT)(void);
+typedef ALvoid (AL_APIENTRY*LPALPROCESSUPDATESSOFT)(void);
+#ifdef AL_ALEXT_PROTOTYPES
+AL_API ALvoid AL_APIENTRY alDeferUpdatesSOFT(void);
+AL_API ALvoid AL_APIENTRY alProcessUpdatesSOFT(void);
+#endif
+#endif
+
+#ifndef AL_SOFT_block_alignment
+#define AL_SOFT_block_alignment 1
+#define AL_UNPACK_BLOCK_ALIGNMENT_SOFT           0x200C
+#define AL_PACK_BLOCK_ALIGNMENT_SOFT             0x200D
+#endif
+
+#ifndef AL_SOFT_MSADPCM
+#define AL_SOFT_MSADPCM 1
+#define AL_FORMAT_MONO_MSADPCM_SOFT              0x1302
+#define AL_FORMAT_STEREO_MSADPCM_SOFT            0x1303
+#endif
+
+#ifndef AL_SOFT_source_length
+#define AL_SOFT_source_length 1
+/*#define AL_BYTE_LENGTH_SOFT                      0x2009*/
+/*#define AL_SAMPLE_LENGTH_SOFT                    0x200A*/
+/*#define AL_SEC_LENGTH_SOFT                       0x200B*/
+#endif
+
+#ifndef ALC_SOFT_pause_device
+#define ALC_SOFT_pause_device 1
+typedef void (ALC_APIENTRY*LPALCDEVICEPAUSESOFT)(ALCdevice *device);
+typedef void (ALC_APIENTRY*LPALCDEVICERESUMESOFT)(ALCdevice *device);
+#ifdef AL_ALEXT_PROTOTYPES
+ALC_API void ALC_APIENTRY alcDevicePauseSOFT(ALCdevice *device);
+ALC_API void ALC_APIENTRY alcDeviceResumeSOFT(ALCdevice *device);
+#endif
+#endif
+
+#ifndef AL_EXT_BFORMAT
+#define AL_EXT_BFORMAT 1
+#define AL_FORMAT_BFORMAT2D_8                    0x20021
+#define AL_FORMAT_BFORMAT2D_16                   0x20022
+#define AL_FORMAT_BFORMAT2D_FLOAT32              0x20023
+#define AL_FORMAT_BFORMAT3D_8                    0x20031
+#define AL_FORMAT_BFORMAT3D_16                   0x20032
+#define AL_FORMAT_BFORMAT3D_FLOAT32              0x20033
+#endif
+
+#ifndef AL_EXT_MULAW_BFORMAT
+#define AL_EXT_MULAW_BFORMAT 1
+#define AL_FORMAT_BFORMAT2D_MULAW                0x10031
+#define AL_FORMAT_BFORMAT3D_MULAW                0x10032
+#endif
+
+#ifndef ALC_SOFT_HRTF
+#define ALC_SOFT_HRTF 1
+#define ALC_HRTF_SOFT                            0x1992
+#define ALC_DONT_CARE_SOFT                       0x0002
+#define ALC_HRTF_STATUS_SOFT                     0x1993
+#define ALC_HRTF_DISABLED_SOFT                   0x0000
+#define ALC_HRTF_ENABLED_SOFT                    0x0001
+#define ALC_HRTF_DENIED_SOFT                     0x0002
+#define ALC_HRTF_REQUIRED_SOFT                   0x0003
+#define ALC_HRTF_HEADPHONES_DETECTED_SOFT        0x0004
+#define ALC_HRTF_UNSUPPORTED_FORMAT_SOFT         0x0005
+#define ALC_NUM_HRTF_SPECIFIERS_SOFT             0x1994
+#define ALC_HRTF_SPECIFIER_SOFT                  0x1995
+#define ALC_HRTF_ID_SOFT                         0x1996
+typedef const ALCchar* (ALC_APIENTRY*LPALCGETSTRINGISOFT)(ALCdevice *device, ALCenum paramName, ALCsizei index);
+typedef ALCboolean (ALC_APIENTRY*LPALCRESETDEVICESOFT)(ALCdevice *device, const ALCint *attribs);
+#ifdef AL_ALEXT_PROTOTYPES
+ALC_API const ALCchar* ALC_APIENTRY alcGetStringiSOFT(ALCdevice *device, ALCenum paramName, ALCsizei index);
+ALC_API ALCboolean ALC_APIENTRY alcResetDeviceSOFT(ALCdevice *device, const ALCint *attribs);
+#endif
+#endif
+
+#ifndef AL_SOFT_gain_clamp_ex
+#define AL_SOFT_gain_clamp_ex 1
+#define AL_GAIN_LIMIT_SOFT                       0x200E
+#endif
+
+#ifndef AL_SOFT_source_resampler
+#define AL_SOFT_source_resampler
+#define AL_NUM_RESAMPLERS_SOFT                   0x1210
+#define AL_DEFAULT_RESAMPLER_SOFT                0x1211
+#define AL_SOURCE_RESAMPLER_SOFT                 0x1212
+#define AL_RESAMPLER_NAME_SOFT                   0x1213
+typedef const ALchar* (AL_APIENTRY*LPALGETSTRINGISOFT)(ALenum pname, ALsizei index);
+#ifdef AL_ALEXT_PROTOTYPES
+AL_API const ALchar* AL_APIENTRY alGetStringiSOFT(ALenum pname, ALsizei index);
+#endif
+#endif
+
+#ifndef AL_SOFT_source_spatialize
+#define AL_SOFT_source_spatialize
+#define AL_SOURCE_SPATIALIZE_SOFT                0x1214
+#define AL_AUTO_SOFT                             0x0002
+#endif
+
+#ifndef ALC_SOFT_output_limiter
+#define ALC_SOFT_output_limiter
+#define ALC_OUTPUT_LIMITER_SOFT                  0x199A
+#endif
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif

+ 3 - 0
src/external/include/AL/efx-creative.h

@@ -0,0 +1,3 @@
+/* The tokens that would be defined here are already defined in efx.h. This
+ * empty file is here to provide compatibility with Windows-based projects
+ * that would include it. */

+ 402 - 0
src/external/include/AL/efx-presets.h

@@ -0,0 +1,402 @@
+/* Reverb presets for EFX */
+
+#ifndef EFX_PRESETS_H
+#define EFX_PRESETS_H
+
+#ifndef EFXEAXREVERBPROPERTIES_DEFINED
+#define EFXEAXREVERBPROPERTIES_DEFINED
+typedef struct {
+    float flDensity;
+    float flDiffusion;
+    float flGain;
+    float flGainHF;
+    float flGainLF;
+    float flDecayTime;
+    float flDecayHFRatio;
+    float flDecayLFRatio;
+    float flReflectionsGain;
+    float flReflectionsDelay;
+    float flReflectionsPan[3];
+    float flLateReverbGain;
+    float flLateReverbDelay;
+    float flLateReverbPan[3];
+    float flEchoTime;
+    float flEchoDepth;
+    float flModulationTime;
+    float flModulationDepth;
+    float flAirAbsorptionGainHF;
+    float flHFReference;
+    float flLFReference;
+    float flRoomRolloffFactor;
+    int   iDecayHFLimit;
+} EFXEAXREVERBPROPERTIES, *LPEFXEAXREVERBPROPERTIES;
+#endif
+
+/* Default Presets */
+
+#define EFX_REVERB_PRESET_GENERIC \
+    { 1.0000f, 1.0000f, 0.3162f, 0.8913f, 1.0000f, 1.4900f, 0.8300f, 1.0000f, 0.0500f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_PADDEDCELL \
+    { 0.1715f, 1.0000f, 0.3162f, 0.0010f, 1.0000f, 0.1700f, 0.1000f, 1.0000f, 0.2500f, 0.0010f, { 0.0000f, 0.0000f, 0.0000f }, 1.2691f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_ROOM \
+    { 0.4287f, 1.0000f, 0.3162f, 0.5929f, 1.0000f, 0.4000f, 0.8300f, 1.0000f, 0.1503f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 1.0629f, 0.0030f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_BATHROOM \
+    { 0.1715f, 1.0000f, 0.3162f, 0.2512f, 1.0000f, 1.4900f, 0.5400f, 1.0000f, 0.6531f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 3.2734f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_LIVINGROOM \
+    { 0.9766f, 1.0000f, 0.3162f, 0.0010f, 1.0000f, 0.5000f, 0.1000f, 1.0000f, 0.2051f, 0.0030f, { 0.0000f, 0.0000f, 0.0000f }, 0.2805f, 0.0040f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_STONEROOM \
+    { 1.0000f, 1.0000f, 0.3162f, 0.7079f, 1.0000f, 2.3100f, 0.6400f, 1.0000f, 0.4411f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1003f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_AUDITORIUM \
+    { 1.0000f, 1.0000f, 0.3162f, 0.5781f, 1.0000f, 4.3200f, 0.5900f, 1.0000f, 0.4032f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.7170f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_CONCERTHALL \
+    { 1.0000f, 1.0000f, 0.3162f, 0.5623f, 1.0000f, 3.9200f, 0.7000f, 1.0000f, 0.2427f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.9977f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_CAVE \
+    { 1.0000f, 1.0000f, 0.3162f, 1.0000f, 1.0000f, 2.9100f, 1.3000f, 1.0000f, 0.5000f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.7063f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_ARENA \
+    { 1.0000f, 1.0000f, 0.3162f, 0.4477f, 1.0000f, 7.2400f, 0.3300f, 1.0000f, 0.2612f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.0186f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_HANGAR \
+    { 1.0000f, 1.0000f, 0.3162f, 0.3162f, 1.0000f, 10.0500f, 0.2300f, 1.0000f, 0.5000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2560f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_CARPETEDHALLWAY \
+    { 0.4287f, 1.0000f, 0.3162f, 0.0100f, 1.0000f, 0.3000f, 0.1000f, 1.0000f, 0.1215f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 0.1531f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_HALLWAY \
+    { 0.3645f, 1.0000f, 0.3162f, 0.7079f, 1.0000f, 1.4900f, 0.5900f, 1.0000f, 0.2458f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.6615f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_STONECORRIDOR \
+    { 1.0000f, 1.0000f, 0.3162f, 0.7612f, 1.0000f, 2.7000f, 0.7900f, 1.0000f, 0.2472f, 0.0130f, { 0.0000f, 0.0000f, 0.0000f }, 1.5758f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_ALLEY \
+    { 1.0000f, 0.3000f, 0.3162f, 0.7328f, 1.0000f, 1.4900f, 0.8600f, 1.0000f, 0.2500f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.9954f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.9500f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_FOREST \
+    { 1.0000f, 0.3000f, 0.3162f, 0.0224f, 1.0000f, 1.4900f, 0.5400f, 1.0000f, 0.0525f, 0.1620f, { 0.0000f, 0.0000f, 0.0000f }, 0.7682f, 0.0880f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_CITY \
+    { 1.0000f, 0.5000f, 0.3162f, 0.3981f, 1.0000f, 1.4900f, 0.6700f, 1.0000f, 0.0730f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.1427f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_MOUNTAINS \
+    { 1.0000f, 0.2700f, 0.3162f, 0.0562f, 1.0000f, 1.4900f, 0.2100f, 1.0000f, 0.0407f, 0.3000f, { 0.0000f, 0.0000f, 0.0000f }, 0.1919f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_QUARRY \
+    { 1.0000f, 1.0000f, 0.3162f, 0.3162f, 1.0000f, 1.4900f, 0.8300f, 1.0000f, 0.0000f, 0.0610f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0250f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.7000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_PLAIN \
+    { 1.0000f, 0.2100f, 0.3162f, 0.1000f, 1.0000f, 1.4900f, 0.5000f, 1.0000f, 0.0585f, 0.1790f, { 0.0000f, 0.0000f, 0.0000f }, 0.1089f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_PARKINGLOT \
+    { 1.0000f, 1.0000f, 0.3162f, 1.0000f, 1.0000f, 1.6500f, 1.5000f, 1.0000f, 0.2082f, 0.0080f, { 0.0000f, 0.0000f, 0.0000f }, 0.2652f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_SEWERPIPE \
+    { 0.3071f, 0.8000f, 0.3162f, 0.3162f, 1.0000f, 2.8100f, 0.1400f, 1.0000f, 1.6387f, 0.0140f, { 0.0000f, 0.0000f, 0.0000f }, 3.2471f, 0.0210f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_UNDERWATER \
+    { 0.3645f, 1.0000f, 0.3162f, 0.0100f, 1.0000f, 1.4900f, 0.1000f, 1.0000f, 0.5963f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 7.0795f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 1.1800f, 0.3480f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_DRUGGED \
+    { 0.4287f, 0.5000f, 0.3162f, 1.0000f, 1.0000f, 8.3900f, 1.3900f, 1.0000f, 0.8760f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 3.1081f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 1.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_DIZZY \
+    { 0.3645f, 0.6000f, 0.3162f, 0.6310f, 1.0000f, 17.2300f, 0.5600f, 1.0000f, 0.1392f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.4937f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.8100f, 0.3100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_PSYCHOTIC \
+    { 0.0625f, 0.5000f, 0.3162f, 0.8404f, 1.0000f, 7.5600f, 0.9100f, 1.0000f, 0.4864f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 2.4378f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 4.0000f, 1.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
+
+/* Castle Presets */
+
+#define EFX_REVERB_PRESET_CASTLE_SMALLROOM \
+    { 1.0000f, 0.8900f, 0.3162f, 0.3981f, 0.1000f, 1.2200f, 0.8300f, 0.3100f, 0.8913f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_CASTLE_SHORTPASSAGE \
+    { 1.0000f, 0.8900f, 0.3162f, 0.3162f, 0.1000f, 2.3200f, 0.8300f, 0.3100f, 0.8913f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_CASTLE_MEDIUMROOM \
+    { 1.0000f, 0.9300f, 0.3162f, 0.2818f, 0.1000f, 2.0400f, 0.8300f, 0.4600f, 0.6310f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1550f, 0.0300f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_CASTLE_LARGEROOM \
+    { 1.0000f, 0.8200f, 0.3162f, 0.2818f, 0.1259f, 2.5300f, 0.8300f, 0.5000f, 0.4467f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1850f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_CASTLE_LONGPASSAGE \
+    { 1.0000f, 0.8900f, 0.3162f, 0.3981f, 0.1000f, 3.4200f, 0.8300f, 0.3100f, 0.8913f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_CASTLE_HALL \
+    { 1.0000f, 0.8100f, 0.3162f, 0.2818f, 0.1778f, 3.1400f, 0.7900f, 0.6200f, 0.1778f, 0.0560f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_CASTLE_CUPBOARD \
+    { 1.0000f, 0.8900f, 0.3162f, 0.2818f, 0.1000f, 0.6700f, 0.8700f, 0.3100f, 1.4125f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 3.5481f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_CASTLE_COURTYARD \
+    { 1.0000f, 0.4200f, 0.3162f, 0.4467f, 0.1995f, 2.1300f, 0.6100f, 0.2300f, 0.2239f, 0.1600f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0360f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.3700f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_CASTLE_ALCOVE \
+    { 1.0000f, 0.8900f, 0.3162f, 0.5012f, 0.1000f, 1.6400f, 0.8700f, 0.3100f, 1.0000f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
+
+/* Factory Presets */
+
+#define EFX_REVERB_PRESET_FACTORY_SMALLROOM \
+    { 0.3645f, 0.8200f, 0.3162f, 0.7943f, 0.5012f, 1.7200f, 0.6500f, 1.3100f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.1190f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_FACTORY_SHORTPASSAGE \
+    { 0.3645f, 0.6400f, 0.2512f, 0.7943f, 0.5012f, 2.5300f, 0.6500f, 1.3100f, 1.0000f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.1350f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_FACTORY_MEDIUMROOM \
+    { 0.4287f, 0.8200f, 0.2512f, 0.7943f, 0.5012f, 2.7600f, 0.6500f, 1.3100f, 0.2818f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1740f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_FACTORY_LARGEROOM \
+    { 0.4287f, 0.7500f, 0.2512f, 0.7079f, 0.6310f, 4.2400f, 0.5100f, 1.3100f, 0.1778f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.2310f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_FACTORY_LONGPASSAGE \
+    { 0.3645f, 0.6400f, 0.2512f, 0.7943f, 0.5012f, 4.0600f, 0.6500f, 1.3100f, 1.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0370f, { 0.0000f, 0.0000f, 0.0000f }, 0.1350f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_FACTORY_HALL \
+    { 0.4287f, 0.7500f, 0.3162f, 0.7079f, 0.6310f, 7.4300f, 0.5100f, 1.3100f, 0.0631f, 0.0730f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_FACTORY_CUPBOARD \
+    { 0.3071f, 0.6300f, 0.2512f, 0.7943f, 0.5012f, 0.4900f, 0.6500f, 1.3100f, 1.2589f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.1070f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_FACTORY_COURTYARD \
+    { 0.3071f, 0.5700f, 0.3162f, 0.3162f, 0.6310f, 2.3200f, 0.2900f, 0.5600f, 0.2239f, 0.1400f, { 0.0000f, 0.0000f, 0.0000f }, 0.3981f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2900f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_FACTORY_ALCOVE \
+    { 0.3645f, 0.5900f, 0.2512f, 0.7943f, 0.5012f, 3.1400f, 0.6500f, 1.3100f, 1.4125f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.1140f, 0.1000f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
+
+/* Ice Palace Presets */
+
+#define EFX_REVERB_PRESET_ICEPALACE_SMALLROOM \
+    { 1.0000f, 0.8400f, 0.3162f, 0.5623f, 0.2818f, 1.5100f, 1.5300f, 0.2700f, 0.8913f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1640f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_ICEPALACE_SHORTPASSAGE \
+    { 1.0000f, 0.7500f, 0.3162f, 0.5623f, 0.2818f, 1.7900f, 1.4600f, 0.2800f, 0.5012f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.1770f, 0.0900f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_ICEPALACE_MEDIUMROOM \
+    { 1.0000f, 0.8700f, 0.3162f, 0.5623f, 0.4467f, 2.2200f, 1.5300f, 0.3200f, 0.3981f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.1860f, 0.1200f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_ICEPALACE_LARGEROOM \
+    { 1.0000f, 0.8100f, 0.3162f, 0.5623f, 0.4467f, 3.1400f, 1.5300f, 0.3200f, 0.2512f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.2140f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_ICEPALACE_LONGPASSAGE \
+    { 1.0000f, 0.7700f, 0.3162f, 0.5623f, 0.3981f, 3.0100f, 1.4600f, 0.2800f, 0.7943f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0250f, { 0.0000f, 0.0000f, 0.0000f }, 0.1860f, 0.0400f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_ICEPALACE_HALL \
+    { 1.0000f, 0.7600f, 0.3162f, 0.4467f, 0.5623f, 5.4900f, 1.5300f, 0.3800f, 0.1122f, 0.0540f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0520f, { 0.0000f, 0.0000f, 0.0000f }, 0.2260f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_ICEPALACE_CUPBOARD \
+    { 1.0000f, 0.8300f, 0.3162f, 0.5012f, 0.2239f, 0.7600f, 1.5300f, 0.2600f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1430f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_ICEPALACE_COURTYARD \
+    { 1.0000f, 0.5900f, 0.3162f, 0.2818f, 0.3162f, 2.0400f, 1.2000f, 0.3800f, 0.3162f, 0.1730f, { 0.0000f, 0.0000f, 0.0000f }, 0.3162f, 0.0430f, { 0.0000f, 0.0000f, 0.0000f }, 0.2350f, 0.4800f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_ICEPALACE_ALCOVE \
+    { 1.0000f, 0.8400f, 0.3162f, 0.5623f, 0.2818f, 2.7600f, 1.4600f, 0.2800f, 1.1220f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1610f, 0.0900f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
+
+/* Space Station Presets */
+
+#define EFX_REVERB_PRESET_SPACESTATION_SMALLROOM \
+    { 0.2109f, 0.7000f, 0.3162f, 0.7079f, 0.8913f, 1.7200f, 0.8200f, 0.5500f, 0.7943f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0130f, { 0.0000f, 0.0000f, 0.0000f }, 0.1880f, 0.2600f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_SPACESTATION_SHORTPASSAGE \
+    { 0.2109f, 0.8700f, 0.3162f, 0.6310f, 0.8913f, 3.5700f, 0.5000f, 0.5500f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1720f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_SPACESTATION_MEDIUMROOM \
+    { 0.2109f, 0.7500f, 0.3162f, 0.6310f, 0.8913f, 3.0100f, 0.5000f, 0.5500f, 0.3981f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0350f, { 0.0000f, 0.0000f, 0.0000f }, 0.2090f, 0.3100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_SPACESTATION_LARGEROOM \
+    { 0.3645f, 0.8100f, 0.3162f, 0.6310f, 0.8913f, 3.8900f, 0.3800f, 0.6100f, 0.3162f, 0.0560f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0350f, { 0.0000f, 0.0000f, 0.0000f }, 0.2330f, 0.2800f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_SPACESTATION_LONGPASSAGE \
+    { 0.4287f, 0.8200f, 0.3162f, 0.6310f, 0.8913f, 4.6200f, 0.6200f, 0.5500f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0310f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_SPACESTATION_HALL \
+    { 0.4287f, 0.8700f, 0.3162f, 0.6310f, 0.8913f, 7.1100f, 0.3800f, 0.6100f, 0.1778f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0470f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2500f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_SPACESTATION_CUPBOARD \
+    { 0.1715f, 0.5600f, 0.3162f, 0.7079f, 0.8913f, 0.7900f, 0.8100f, 0.5500f, 1.4125f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0180f, { 0.0000f, 0.0000f, 0.0000f }, 0.1810f, 0.3100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_SPACESTATION_ALCOVE \
+    { 0.2109f, 0.7800f, 0.3162f, 0.7079f, 0.8913f, 1.1600f, 0.8100f, 0.5500f, 1.4125f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0180f, { 0.0000f, 0.0000f, 0.0000f }, 0.1920f, 0.2100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
+
+/* Wooden Galleon Presets */
+
+#define EFX_REVERB_PRESET_WOODEN_SMALLROOM \
+    { 1.0000f, 1.0000f, 0.3162f, 0.1122f, 0.3162f, 0.7900f, 0.3200f, 0.8700f, 1.0000f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_WOODEN_SHORTPASSAGE \
+    { 1.0000f, 1.0000f, 0.3162f, 0.1259f, 0.3162f, 1.7500f, 0.5000f, 0.8700f, 0.8913f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_WOODEN_MEDIUMROOM \
+    { 1.0000f, 1.0000f, 0.3162f, 0.1000f, 0.2818f, 1.4700f, 0.4200f, 0.8200f, 0.8913f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_WOODEN_LARGEROOM \
+    { 1.0000f, 1.0000f, 0.3162f, 0.0891f, 0.2818f, 2.6500f, 0.3300f, 0.8200f, 0.8913f, 0.0660f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_WOODEN_LONGPASSAGE \
+    { 1.0000f, 1.0000f, 0.3162f, 0.1000f, 0.3162f, 1.9900f, 0.4000f, 0.7900f, 1.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.4467f, 0.0360f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_WOODEN_HALL \
+    { 1.0000f, 1.0000f, 0.3162f, 0.0794f, 0.2818f, 3.4500f, 0.3000f, 0.8200f, 0.8913f, 0.0880f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0630f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_WOODEN_CUPBOARD \
+    { 1.0000f, 1.0000f, 0.3162f, 0.1413f, 0.3162f, 0.5600f, 0.4600f, 0.9100f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_WOODEN_COURTYARD \
+    { 1.0000f, 0.6500f, 0.3162f, 0.0794f, 0.3162f, 1.7900f, 0.3500f, 0.7900f, 0.5623f, 0.1230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1000f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_WOODEN_ALCOVE \
+    { 1.0000f, 1.0000f, 0.3162f, 0.1259f, 0.3162f, 1.2200f, 0.6200f, 0.9100f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
+
+/* Sports Presets */
+
+#define EFX_REVERB_PRESET_SPORT_EMPTYSTADIUM \
+    { 1.0000f, 1.0000f, 0.3162f, 0.4467f, 0.7943f, 6.2600f, 0.5100f, 1.1000f, 0.0631f, 0.1830f, { 0.0000f, 0.0000f, 0.0000f }, 0.3981f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_SPORT_SQUASHCOURT \
+    { 1.0000f, 0.7500f, 0.3162f, 0.3162f, 0.7943f, 2.2200f, 0.9100f, 1.1600f, 0.4467f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1260f, 0.1900f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_SPORT_SMALLSWIMMINGPOOL \
+    { 1.0000f, 0.7000f, 0.3162f, 0.7943f, 0.8913f, 2.7600f, 1.2500f, 1.1400f, 0.6310f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1790f, 0.1500f, 0.8950f, 0.1900f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_SPORT_LARGESWIMMINGPOOL \
+    { 1.0000f, 0.8200f, 0.3162f, 0.7943f, 1.0000f, 5.4900f, 1.3100f, 1.1400f, 0.4467f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 0.5012f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2220f, 0.5500f, 1.1590f, 0.2100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_SPORT_GYMNASIUM \
+    { 1.0000f, 0.8100f, 0.3162f, 0.4467f, 0.8913f, 3.1400f, 1.0600f, 1.3500f, 0.3981f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.5623f, 0.0450f, { 0.0000f, 0.0000f, 0.0000f }, 0.1460f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_SPORT_FULLSTADIUM \
+    { 1.0000f, 1.0000f, 0.3162f, 0.0708f, 0.7943f, 5.2500f, 0.1700f, 0.8000f, 0.1000f, 0.1880f, { 0.0000f, 0.0000f, 0.0000f }, 0.2818f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_SPORT_STADIUMTANNOY \
+    { 1.0000f, 0.7800f, 0.3162f, 0.5623f, 0.5012f, 2.5300f, 0.8800f, 0.6800f, 0.2818f, 0.2300f, { 0.0000f, 0.0000f, 0.0000f }, 0.5012f, 0.0630f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+/* Prefab Presets */
+
+#define EFX_REVERB_PRESET_PREFAB_WORKSHOP \
+    { 0.4287f, 1.0000f, 0.3162f, 0.1413f, 0.3981f, 0.7600f, 1.0000f, 1.0000f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_PREFAB_SCHOOLROOM \
+    { 0.4022f, 0.6900f, 0.3162f, 0.6310f, 0.5012f, 0.9800f, 0.4500f, 0.1800f, 1.4125f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.0950f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_PREFAB_PRACTISEROOM \
+    { 0.4022f, 0.8700f, 0.3162f, 0.3981f, 0.5012f, 1.1200f, 0.5600f, 0.1800f, 1.2589f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.0950f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_PREFAB_OUTHOUSE \
+    { 1.0000f, 0.8200f, 0.3162f, 0.1122f, 0.1585f, 1.3800f, 0.3800f, 0.3500f, 0.8913f, 0.0240f, { 0.0000f, 0.0000f, -0.0000f }, 0.6310f, 0.0440f, { 0.0000f, 0.0000f, 0.0000f }, 0.1210f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_PREFAB_CARAVAN \
+    { 1.0000f, 1.0000f, 0.3162f, 0.0891f, 0.1259f, 0.4300f, 1.5000f, 1.0000f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
+
+/* Dome and Pipe Presets */
+
+#define EFX_REVERB_PRESET_DOME_TOMB \
+    { 1.0000f, 0.7900f, 0.3162f, 0.3548f, 0.2239f, 4.1800f, 0.2100f, 0.1000f, 0.3868f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 1.6788f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.1770f, 0.1900f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_PIPE_SMALL \
+    { 1.0000f, 1.0000f, 0.3162f, 0.3548f, 0.2239f, 5.0400f, 0.1000f, 0.1000f, 0.5012f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 2.5119f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_DOME_SAINTPAULS \
+    { 1.0000f, 0.8700f, 0.3162f, 0.3548f, 0.2239f, 10.4800f, 0.1900f, 0.1000f, 0.1778f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0420f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1200f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_PIPE_LONGTHIN \
+    { 0.2560f, 0.9100f, 0.3162f, 0.4467f, 0.2818f, 9.2100f, 0.1800f, 0.1000f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_PIPE_LARGE \
+    { 1.0000f, 1.0000f, 0.3162f, 0.3548f, 0.2239f, 8.4500f, 0.1000f, 0.1000f, 0.3981f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_PIPE_RESONANT \
+    { 0.1373f, 0.9100f, 0.3162f, 0.4467f, 0.2818f, 6.8100f, 0.1800f, 0.1000f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 }
+
+/* Outdoors Presets */
+
+#define EFX_REVERB_PRESET_OUTDOORS_BACKYARD \
+    { 1.0000f, 0.4500f, 0.3162f, 0.2512f, 0.5012f, 1.1200f, 0.3400f, 0.4600f, 0.4467f, 0.0690f, { 0.0000f, 0.0000f, -0.0000f }, 0.7079f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.2180f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_OUTDOORS_ROLLINGPLAINS \
+    { 1.0000f, 0.0000f, 0.3162f, 0.0112f, 0.6310f, 2.1300f, 0.2100f, 0.4600f, 0.1778f, 0.3000f, { 0.0000f, 0.0000f, -0.0000f }, 0.4467f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_OUTDOORS_DEEPCANYON \
+    { 1.0000f, 0.7400f, 0.3162f, 0.1778f, 0.6310f, 3.8900f, 0.2100f, 0.4600f, 0.3162f, 0.2230f, { 0.0000f, 0.0000f, -0.0000f }, 0.3548f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_OUTDOORS_CREEK \
+    { 1.0000f, 0.3500f, 0.3162f, 0.1778f, 0.5012f, 2.1300f, 0.2100f, 0.4600f, 0.3981f, 0.1150f, { 0.0000f, 0.0000f, -0.0000f }, 0.1995f, 0.0310f, { 0.0000f, 0.0000f, 0.0000f }, 0.2180f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_OUTDOORS_VALLEY \
+    { 1.0000f, 0.2800f, 0.3162f, 0.0282f, 0.1585f, 2.8800f, 0.2600f, 0.3500f, 0.1413f, 0.2630f, { 0.0000f, 0.0000f, -0.0000f }, 0.3981f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 }
+
+/* Mood Presets */
+
+#define EFX_REVERB_PRESET_MOOD_HEAVEN \
+    { 1.0000f, 0.9400f, 0.3162f, 0.7943f, 0.4467f, 5.0400f, 1.1200f, 0.5600f, 0.2427f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0800f, 2.7420f, 0.0500f, 0.9977f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_MOOD_HELL \
+    { 1.0000f, 0.5700f, 0.3162f, 0.3548f, 0.4467f, 3.5700f, 0.4900f, 2.0000f, 0.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1100f, 0.0400f, 2.1090f, 0.5200f, 0.9943f, 5000.0000f, 139.5000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_MOOD_MEMORY \
+    { 1.0000f, 0.8500f, 0.3162f, 0.6310f, 0.3548f, 4.0600f, 0.8200f, 0.5600f, 0.0398f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.4740f, 0.4500f, 0.9886f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
+
+/* Driving Presets */
+
+#define EFX_REVERB_PRESET_DRIVING_COMMENTATOR \
+    { 1.0000f, 0.0000f, 0.3162f, 0.5623f, 0.5012f, 2.4200f, 0.8800f, 0.6800f, 0.1995f, 0.0930f, { 0.0000f, 0.0000f, 0.0000f }, 0.2512f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9886f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_DRIVING_PITGARAGE \
+    { 0.4287f, 0.5900f, 0.3162f, 0.7079f, 0.5623f, 1.7200f, 0.9300f, 0.8700f, 0.5623f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_DRIVING_INCAR_RACER \
+    { 0.0832f, 0.8000f, 0.3162f, 1.0000f, 0.7943f, 0.1700f, 2.0000f, 0.4100f, 1.7783f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_DRIVING_INCAR_SPORTS \
+    { 0.0832f, 0.8000f, 0.3162f, 0.6310f, 1.0000f, 0.1700f, 0.7500f, 0.4100f, 1.0000f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.5623f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_DRIVING_INCAR_LUXURY \
+    { 0.2560f, 1.0000f, 0.3162f, 0.1000f, 0.5012f, 0.1300f, 0.4100f, 0.4600f, 0.7943f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_DRIVING_FULLGRANDSTAND \
+    { 1.0000f, 1.0000f, 0.3162f, 0.2818f, 0.6310f, 3.0100f, 1.3700f, 1.2800f, 0.3548f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 0.1778f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10420.2002f, 250.0000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_DRIVING_EMPTYGRANDSTAND \
+    { 1.0000f, 1.0000f, 0.3162f, 1.0000f, 0.7943f, 4.6200f, 1.7500f, 1.4000f, 0.2082f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 0.2512f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10420.2002f, 250.0000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_DRIVING_TUNNEL \
+    { 1.0000f, 0.8100f, 0.3162f, 0.3981f, 0.8913f, 3.4200f, 0.9400f, 1.3100f, 0.7079f, 0.0510f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0470f, { 0.0000f, 0.0000f, 0.0000f }, 0.2140f, 0.0500f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 155.3000f, 0.0000f, 0x1 }
+
+/* City Presets */
+
+#define EFX_REVERB_PRESET_CITY_STREETS \
+    { 1.0000f, 0.7800f, 0.3162f, 0.7079f, 0.8913f, 1.7900f, 1.1200f, 0.9100f, 0.2818f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 0.1995f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_CITY_SUBWAY \
+    { 1.0000f, 0.7400f, 0.3162f, 0.7079f, 0.8913f, 3.0100f, 1.2300f, 0.9100f, 0.7079f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.2100f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_CITY_MUSEUM \
+    { 1.0000f, 0.8200f, 0.3162f, 0.1778f, 0.1778f, 3.2800f, 1.4000f, 0.5700f, 0.2512f, 0.0390f, { 0.0000f, 0.0000f, -0.0000f }, 0.8913f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 0.1300f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_CITY_LIBRARY \
+    { 1.0000f, 0.8200f, 0.3162f, 0.2818f, 0.0891f, 2.7600f, 0.8900f, 0.4100f, 0.3548f, 0.0290f, { 0.0000f, 0.0000f, -0.0000f }, 0.8913f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.1300f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 }
+
+#define EFX_REVERB_PRESET_CITY_UNDERPASS \
+    { 1.0000f, 0.8200f, 0.3162f, 0.4467f, 0.8913f, 3.5700f, 1.1200f, 0.9100f, 0.3981f, 0.0590f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0370f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1400f, 0.2500f, 0.0000f, 0.9920f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_CITY_ABANDONED \
+    { 1.0000f, 0.6900f, 0.3162f, 0.7943f, 0.8913f, 3.2800f, 1.1700f, 0.9100f, 0.4467f, 0.0440f, { 0.0000f, 0.0000f, 0.0000f }, 0.2818f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9966f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+/* Misc. Presets */
+
+#define EFX_REVERB_PRESET_DUSTYROOM \
+    { 0.3645f, 0.5600f, 0.3162f, 0.7943f, 0.7079f, 1.7900f, 0.3800f, 0.2100f, 0.5012f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0060f, { 0.0000f, 0.0000f, 0.0000f }, 0.2020f, 0.0500f, 0.2500f, 0.0000f, 0.9886f, 13046.0000f, 163.3000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_CHAPEL \
+    { 1.0000f, 0.8400f, 0.3162f, 0.5623f, 1.0000f, 4.6200f, 0.6400f, 1.2300f, 0.4467f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.1100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
+
+#define EFX_REVERB_PRESET_SMALLWATERROOM \
+    { 1.0000f, 0.7000f, 0.3162f, 0.4477f, 1.0000f, 1.5100f, 1.2500f, 1.1400f, 0.8913f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1790f, 0.1500f, 0.8950f, 0.1900f, 0.9920f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
+
+#endif /* EFX_PRESETS_H */

+ 761 - 0
src/external/include/AL/efx.h

@@ -0,0 +1,761 @@
+#ifndef AL_EFX_H
+#define AL_EFX_H
+
+
+#include "alc.h"
+#include "al.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#define ALC_EXT_EFX_NAME                         "ALC_EXT_EFX"
+
+#define ALC_EFX_MAJOR_VERSION                    0x20001
+#define ALC_EFX_MINOR_VERSION                    0x20002
+#define ALC_MAX_AUXILIARY_SENDS                  0x20003
+
+
+/* Listener properties. */
+#define AL_METERS_PER_UNIT                       0x20004
+
+/* Source properties. */
+#define AL_DIRECT_FILTER                         0x20005
+#define AL_AUXILIARY_SEND_FILTER                 0x20006
+#define AL_AIR_ABSORPTION_FACTOR                 0x20007
+#define AL_ROOM_ROLLOFF_FACTOR                   0x20008
+#define AL_CONE_OUTER_GAINHF                     0x20009
+#define AL_DIRECT_FILTER_GAINHF_AUTO             0x2000A
+#define AL_AUXILIARY_SEND_FILTER_GAIN_AUTO       0x2000B
+#define AL_AUXILIARY_SEND_FILTER_GAINHF_AUTO     0x2000C
+
+
+/* Effect properties. */
+
+/* Reverb effect parameters */
+#define AL_REVERB_DENSITY                        0x0001
+#define AL_REVERB_DIFFUSION                      0x0002
+#define AL_REVERB_GAIN                           0x0003
+#define AL_REVERB_GAINHF                         0x0004
+#define AL_REVERB_DECAY_TIME                     0x0005
+#define AL_REVERB_DECAY_HFRATIO                  0x0006
+#define AL_REVERB_REFLECTIONS_GAIN               0x0007
+#define AL_REVERB_REFLECTIONS_DELAY              0x0008
+#define AL_REVERB_LATE_REVERB_GAIN               0x0009
+#define AL_REVERB_LATE_REVERB_DELAY              0x000A
+#define AL_REVERB_AIR_ABSORPTION_GAINHF          0x000B
+#define AL_REVERB_ROOM_ROLLOFF_FACTOR            0x000C
+#define AL_REVERB_DECAY_HFLIMIT                  0x000D
+
+/* EAX Reverb effect parameters */
+#define AL_EAXREVERB_DENSITY                     0x0001
+#define AL_EAXREVERB_DIFFUSION                   0x0002
+#define AL_EAXREVERB_GAIN                        0x0003
+#define AL_EAXREVERB_GAINHF                      0x0004
+#define AL_EAXREVERB_GAINLF                      0x0005
+#define AL_EAXREVERB_DECAY_TIME                  0x0006
+#define AL_EAXREVERB_DECAY_HFRATIO               0x0007
+#define AL_EAXREVERB_DECAY_LFRATIO               0x0008
+#define AL_EAXREVERB_REFLECTIONS_GAIN            0x0009
+#define AL_EAXREVERB_REFLECTIONS_DELAY           0x000A
+#define AL_EAXREVERB_REFLECTIONS_PAN             0x000B
+#define AL_EAXREVERB_LATE_REVERB_GAIN            0x000C
+#define AL_EAXREVERB_LATE_REVERB_DELAY           0x000D
+#define AL_EAXREVERB_LATE_REVERB_PAN             0x000E
+#define AL_EAXREVERB_ECHO_TIME                   0x000F
+#define AL_EAXREVERB_ECHO_DEPTH                  0x0010
+#define AL_EAXREVERB_MODULATION_TIME             0x0011
+#define AL_EAXREVERB_MODULATION_DEPTH            0x0012
+#define AL_EAXREVERB_AIR_ABSORPTION_GAINHF       0x0013
+#define AL_EAXREVERB_HFREFERENCE                 0x0014
+#define AL_EAXREVERB_LFREFERENCE                 0x0015
+#define AL_EAXREVERB_ROOM_ROLLOFF_FACTOR         0x0016
+#define AL_EAXREVERB_DECAY_HFLIMIT               0x0017
+
+/* Chorus effect parameters */
+#define AL_CHORUS_WAVEFORM                       0x0001
+#define AL_CHORUS_PHASE                          0x0002
+#define AL_CHORUS_RATE                           0x0003
+#define AL_CHORUS_DEPTH                          0x0004
+#define AL_CHORUS_FEEDBACK                       0x0005
+#define AL_CHORUS_DELAY                          0x0006
+
+/* Distortion effect parameters */
+#define AL_DISTORTION_EDGE                       0x0001
+#define AL_DISTORTION_GAIN                       0x0002
+#define AL_DISTORTION_LOWPASS_CUTOFF             0x0003
+#define AL_DISTORTION_EQCENTER                   0x0004
+#define AL_DISTORTION_EQBANDWIDTH                0x0005
+
+/* Echo effect parameters */
+#define AL_ECHO_DELAY                            0x0001
+#define AL_ECHO_LRDELAY                          0x0002
+#define AL_ECHO_DAMPING                          0x0003
+#define AL_ECHO_FEEDBACK                         0x0004
+#define AL_ECHO_SPREAD                           0x0005
+
+/* Flanger effect parameters */
+#define AL_FLANGER_WAVEFORM                      0x0001
+#define AL_FLANGER_PHASE                         0x0002
+#define AL_FLANGER_RATE                          0x0003
+#define AL_FLANGER_DEPTH                         0x0004
+#define AL_FLANGER_FEEDBACK                      0x0005
+#define AL_FLANGER_DELAY                         0x0006
+
+/* Frequency shifter effect parameters */
+#define AL_FREQUENCY_SHIFTER_FREQUENCY           0x0001
+#define AL_FREQUENCY_SHIFTER_LEFT_DIRECTION      0x0002
+#define AL_FREQUENCY_SHIFTER_RIGHT_DIRECTION     0x0003
+
+/* Vocal morpher effect parameters */
+#define AL_VOCAL_MORPHER_PHONEMEA                0x0001
+#define AL_VOCAL_MORPHER_PHONEMEA_COARSE_TUNING  0x0002
+#define AL_VOCAL_MORPHER_PHONEMEB                0x0003
+#define AL_VOCAL_MORPHER_PHONEMEB_COARSE_TUNING  0x0004
+#define AL_VOCAL_MORPHER_WAVEFORM                0x0005
+#define AL_VOCAL_MORPHER_RATE                    0x0006
+
+/* Pitchshifter effect parameters */
+#define AL_PITCH_SHIFTER_COARSE_TUNE             0x0001
+#define AL_PITCH_SHIFTER_FINE_TUNE               0x0002
+
+/* Ringmodulator effect parameters */
+#define AL_RING_MODULATOR_FREQUENCY              0x0001
+#define AL_RING_MODULATOR_HIGHPASS_CUTOFF        0x0002
+#define AL_RING_MODULATOR_WAVEFORM               0x0003
+
+/* Autowah effect parameters */
+#define AL_AUTOWAH_ATTACK_TIME                   0x0001
+#define AL_AUTOWAH_RELEASE_TIME                  0x0002
+#define AL_AUTOWAH_RESONANCE                     0x0003
+#define AL_AUTOWAH_PEAK_GAIN                     0x0004
+
+/* Compressor effect parameters */
+#define AL_COMPRESSOR_ONOFF                      0x0001
+
+/* Equalizer effect parameters */
+#define AL_EQUALIZER_LOW_GAIN                    0x0001
+#define AL_EQUALIZER_LOW_CUTOFF                  0x0002
+#define AL_EQUALIZER_MID1_GAIN                   0x0003
+#define AL_EQUALIZER_MID1_CENTER                 0x0004
+#define AL_EQUALIZER_MID1_WIDTH                  0x0005
+#define AL_EQUALIZER_MID2_GAIN                   0x0006
+#define AL_EQUALIZER_MID2_CENTER                 0x0007
+#define AL_EQUALIZER_MID2_WIDTH                  0x0008
+#define AL_EQUALIZER_HIGH_GAIN                   0x0009
+#define AL_EQUALIZER_HIGH_CUTOFF                 0x000A
+
+/* Effect type */
+#define AL_EFFECT_FIRST_PARAMETER                0x0000
+#define AL_EFFECT_LAST_PARAMETER                 0x8000
+#define AL_EFFECT_TYPE                           0x8001
+
+/* Effect types, used with the AL_EFFECT_TYPE property */
+#define AL_EFFECT_NULL                           0x0000
+#define AL_EFFECT_REVERB                         0x0001
+#define AL_EFFECT_CHORUS                         0x0002
+#define AL_EFFECT_DISTORTION                     0x0003
+#define AL_EFFECT_ECHO                           0x0004
+#define AL_EFFECT_FLANGER                        0x0005
+#define AL_EFFECT_FREQUENCY_SHIFTER              0x0006
+#define AL_EFFECT_VOCAL_MORPHER                  0x0007
+#define AL_EFFECT_PITCH_SHIFTER                  0x0008
+#define AL_EFFECT_RING_MODULATOR                 0x0009
+#define AL_EFFECT_AUTOWAH                        0x000A
+#define AL_EFFECT_COMPRESSOR                     0x000B
+#define AL_EFFECT_EQUALIZER                      0x000C
+#define AL_EFFECT_EAXREVERB                      0x8000
+
+/* Auxiliary Effect Slot properties. */
+#define AL_EFFECTSLOT_EFFECT                     0x0001
+#define AL_EFFECTSLOT_GAIN                       0x0002
+#define AL_EFFECTSLOT_AUXILIARY_SEND_AUTO        0x0003
+
+/* NULL Auxiliary Slot ID to disable a source send. */
+#define AL_EFFECTSLOT_NULL                       0x0000
+
+
+/* Filter properties. */
+
+/* Lowpass filter parameters */
+#define AL_LOWPASS_GAIN                          0x0001
+#define AL_LOWPASS_GAINHF                        0x0002
+
+/* Highpass filter parameters */
+#define AL_HIGHPASS_GAIN                         0x0001
+#define AL_HIGHPASS_GAINLF                       0x0002
+
+/* Bandpass filter parameters */
+#define AL_BANDPASS_GAIN                         0x0001
+#define AL_BANDPASS_GAINLF                       0x0002
+#define AL_BANDPASS_GAINHF                       0x0003
+
+/* Filter type */
+#define AL_FILTER_FIRST_PARAMETER                0x0000
+#define AL_FILTER_LAST_PARAMETER                 0x8000
+#define AL_FILTER_TYPE                           0x8001
+
+/* Filter types, used with the AL_FILTER_TYPE property */
+#define AL_FILTER_NULL                           0x0000
+#define AL_FILTER_LOWPASS                        0x0001
+#define AL_FILTER_HIGHPASS                       0x0002
+#define AL_FILTER_BANDPASS                       0x0003
+
+
+/* Effect object function types. */
+typedef void (AL_APIENTRY *LPALGENEFFECTS)(ALsizei, ALuint*);
+typedef void (AL_APIENTRY *LPALDELETEEFFECTS)(ALsizei, const ALuint*);
+typedef ALboolean (AL_APIENTRY *LPALISEFFECT)(ALuint);
+typedef void (AL_APIENTRY *LPALEFFECTI)(ALuint, ALenum, ALint);
+typedef void (AL_APIENTRY *LPALEFFECTIV)(ALuint, ALenum, const ALint*);
+typedef void (AL_APIENTRY *LPALEFFECTF)(ALuint, ALenum, ALfloat);
+typedef void (AL_APIENTRY *LPALEFFECTFV)(ALuint, ALenum, const ALfloat*);
+typedef void (AL_APIENTRY *LPALGETEFFECTI)(ALuint, ALenum, ALint*);
+typedef void (AL_APIENTRY *LPALGETEFFECTIV)(ALuint, ALenum, ALint*);
+typedef void (AL_APIENTRY *LPALGETEFFECTF)(ALuint, ALenum, ALfloat*);
+typedef void (AL_APIENTRY *LPALGETEFFECTFV)(ALuint, ALenum, ALfloat*);
+
+/* Filter object function types. */
+typedef void (AL_APIENTRY *LPALGENFILTERS)(ALsizei, ALuint*);
+typedef void (AL_APIENTRY *LPALDELETEFILTERS)(ALsizei, const ALuint*);
+typedef ALboolean (AL_APIENTRY *LPALISFILTER)(ALuint);
+typedef void (AL_APIENTRY *LPALFILTERI)(ALuint, ALenum, ALint);
+typedef void (AL_APIENTRY *LPALFILTERIV)(ALuint, ALenum, const ALint*);
+typedef void (AL_APIENTRY *LPALFILTERF)(ALuint, ALenum, ALfloat);
+typedef void (AL_APIENTRY *LPALFILTERFV)(ALuint, ALenum, const ALfloat*);
+typedef void (AL_APIENTRY *LPALGETFILTERI)(ALuint, ALenum, ALint*);
+typedef void (AL_APIENTRY *LPALGETFILTERIV)(ALuint, ALenum, ALint*);
+typedef void (AL_APIENTRY *LPALGETFILTERF)(ALuint, ALenum, ALfloat*);
+typedef void (AL_APIENTRY *LPALGETFILTERFV)(ALuint, ALenum, ALfloat*);
+
+/* Auxiliary Effect Slot object function types. */
+typedef void (AL_APIENTRY *LPALGENAUXILIARYEFFECTSLOTS)(ALsizei, ALuint*);
+typedef void (AL_APIENTRY *LPALDELETEAUXILIARYEFFECTSLOTS)(ALsizei, const ALuint*);
+typedef ALboolean (AL_APIENTRY *LPALISAUXILIARYEFFECTSLOT)(ALuint);
+typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTI)(ALuint, ALenum, ALint);
+typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTIV)(ALuint, ALenum, const ALint*);
+typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTF)(ALuint, ALenum, ALfloat);
+typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTFV)(ALuint, ALenum, const ALfloat*);
+typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTI)(ALuint, ALenum, ALint*);
+typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTIV)(ALuint, ALenum, ALint*);
+typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTF)(ALuint, ALenum, ALfloat*);
+typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTFV)(ALuint, ALenum, ALfloat*);
+
+#ifdef AL_ALEXT_PROTOTYPES
+AL_API ALvoid AL_APIENTRY alGenEffects(ALsizei n, ALuint *effects);
+AL_API ALvoid AL_APIENTRY alDeleteEffects(ALsizei n, const ALuint *effects);
+AL_API ALboolean AL_APIENTRY alIsEffect(ALuint effect);
+AL_API ALvoid AL_APIENTRY alEffecti(ALuint effect, ALenum param, ALint iValue);
+AL_API ALvoid AL_APIENTRY alEffectiv(ALuint effect, ALenum param, const ALint *piValues);
+AL_API ALvoid AL_APIENTRY alEffectf(ALuint effect, ALenum param, ALfloat flValue);
+AL_API ALvoid AL_APIENTRY alEffectfv(ALuint effect, ALenum param, const ALfloat *pflValues);
+AL_API ALvoid AL_APIENTRY alGetEffecti(ALuint effect, ALenum param, ALint *piValue);
+AL_API ALvoid AL_APIENTRY alGetEffectiv(ALuint effect, ALenum param, ALint *piValues);
+AL_API ALvoid AL_APIENTRY alGetEffectf(ALuint effect, ALenum param, ALfloat *pflValue);
+AL_API ALvoid AL_APIENTRY alGetEffectfv(ALuint effect, ALenum param, ALfloat *pflValues);
+
+AL_API ALvoid AL_APIENTRY alGenFilters(ALsizei n, ALuint *filters);
+AL_API ALvoid AL_APIENTRY alDeleteFilters(ALsizei n, const ALuint *filters);
+AL_API ALboolean AL_APIENTRY alIsFilter(ALuint filter);
+AL_API ALvoid AL_APIENTRY alFilteri(ALuint filter, ALenum param, ALint iValue);
+AL_API ALvoid AL_APIENTRY alFilteriv(ALuint filter, ALenum param, const ALint *piValues);
+AL_API ALvoid AL_APIENTRY alFilterf(ALuint filter, ALenum param, ALfloat flValue);
+AL_API ALvoid AL_APIENTRY alFilterfv(ALuint filter, ALenum param, const ALfloat *pflValues);
+AL_API ALvoid AL_APIENTRY alGetFilteri(ALuint filter, ALenum param, ALint *piValue);
+AL_API ALvoid AL_APIENTRY alGetFilteriv(ALuint filter, ALenum param, ALint *piValues);
+AL_API ALvoid AL_APIENTRY alGetFilterf(ALuint filter, ALenum param, ALfloat *pflValue);
+AL_API ALvoid AL_APIENTRY alGetFilterfv(ALuint filter, ALenum param, ALfloat *pflValues);
+
+AL_API ALvoid AL_APIENTRY alGenAuxiliaryEffectSlots(ALsizei n, ALuint *effectslots);
+AL_API ALvoid AL_APIENTRY alDeleteAuxiliaryEffectSlots(ALsizei n, const ALuint *effectslots);
+AL_API ALboolean AL_APIENTRY alIsAuxiliaryEffectSlot(ALuint effectslot);
+AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint iValue);
+AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, const ALint *piValues);
+AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat flValue);
+AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, const ALfloat *pflValues);
+AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint *piValue);
+AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, ALint *piValues);
+AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat *pflValue);
+AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, ALfloat *pflValues);
+#endif
+
+/* Filter ranges and defaults. */
+
+/* Lowpass filter */
+#define AL_LOWPASS_MIN_GAIN                      (0.0f)
+#define AL_LOWPASS_MAX_GAIN                      (1.0f)
+#define AL_LOWPASS_DEFAULT_GAIN                  (1.0f)
+
+#define AL_LOWPASS_MIN_GAINHF                    (0.0f)
+#define AL_LOWPASS_MAX_GAINHF                    (1.0f)
+#define AL_LOWPASS_DEFAULT_GAINHF                (1.0f)
+
+/* Highpass filter */
+#define AL_HIGHPASS_MIN_GAIN                     (0.0f)
+#define AL_HIGHPASS_MAX_GAIN                     (1.0f)
+#define AL_HIGHPASS_DEFAULT_GAIN                 (1.0f)
+
+#define AL_HIGHPASS_MIN_GAINLF                   (0.0f)
+#define AL_HIGHPASS_MAX_GAINLF                   (1.0f)
+#define AL_HIGHPASS_DEFAULT_GAINLF               (1.0f)
+
+/* Bandpass filter */
+#define AL_BANDPASS_MIN_GAIN                     (0.0f)
+#define AL_BANDPASS_MAX_GAIN                     (1.0f)
+#define AL_BANDPASS_DEFAULT_GAIN                 (1.0f)
+
+#define AL_BANDPASS_MIN_GAINHF                   (0.0f)
+#define AL_BANDPASS_MAX_GAINHF                   (1.0f)
+#define AL_BANDPASS_DEFAULT_GAINHF               (1.0f)
+
+#define AL_BANDPASS_MIN_GAINLF                   (0.0f)
+#define AL_BANDPASS_MAX_GAINLF                   (1.0f)
+#define AL_BANDPASS_DEFAULT_GAINLF               (1.0f)
+
+
+/* Effect parameter ranges and defaults. */
+
+/* Standard reverb effect */
+#define AL_REVERB_MIN_DENSITY                    (0.0f)
+#define AL_REVERB_MAX_DENSITY                    (1.0f)
+#define AL_REVERB_DEFAULT_DENSITY                (1.0f)
+
+#define AL_REVERB_MIN_DIFFUSION                  (0.0f)
+#define AL_REVERB_MAX_DIFFUSION                  (1.0f)
+#define AL_REVERB_DEFAULT_DIFFUSION              (1.0f)
+
+#define AL_REVERB_MIN_GAIN                       (0.0f)
+#define AL_REVERB_MAX_GAIN                       (1.0f)
+#define AL_REVERB_DEFAULT_GAIN                   (0.32f)
+
+#define AL_REVERB_MIN_GAINHF                     (0.0f)
+#define AL_REVERB_MAX_GAINHF                     (1.0f)
+#define AL_REVERB_DEFAULT_GAINHF                 (0.89f)
+
+#define AL_REVERB_MIN_DECAY_TIME                 (0.1f)
+#define AL_REVERB_MAX_DECAY_TIME                 (20.0f)
+#define AL_REVERB_DEFAULT_DECAY_TIME             (1.49f)
+
+#define AL_REVERB_MIN_DECAY_HFRATIO              (0.1f)
+#define AL_REVERB_MAX_DECAY_HFRATIO              (2.0f)
+#define AL_REVERB_DEFAULT_DECAY_HFRATIO          (0.83f)
+
+#define AL_REVERB_MIN_REFLECTIONS_GAIN           (0.0f)
+#define AL_REVERB_MAX_REFLECTIONS_GAIN           (3.16f)
+#define AL_REVERB_DEFAULT_REFLECTIONS_GAIN       (0.05f)
+
+#define AL_REVERB_MIN_REFLECTIONS_DELAY          (0.0f)
+#define AL_REVERB_MAX_REFLECTIONS_DELAY          (0.3f)
+#define AL_REVERB_DEFAULT_REFLECTIONS_DELAY      (0.007f)
+
+#define AL_REVERB_MIN_LATE_REVERB_GAIN           (0.0f)
+#define AL_REVERB_MAX_LATE_REVERB_GAIN           (10.0f)
+#define AL_REVERB_DEFAULT_LATE_REVERB_GAIN       (1.26f)
+
+#define AL_REVERB_MIN_LATE_REVERB_DELAY          (0.0f)
+#define AL_REVERB_MAX_LATE_REVERB_DELAY          (0.1f)
+#define AL_REVERB_DEFAULT_LATE_REVERB_DELAY      (0.011f)
+
+#define AL_REVERB_MIN_AIR_ABSORPTION_GAINHF      (0.892f)
+#define AL_REVERB_MAX_AIR_ABSORPTION_GAINHF      (1.0f)
+#define AL_REVERB_DEFAULT_AIR_ABSORPTION_GAINHF  (0.994f)
+
+#define AL_REVERB_MIN_ROOM_ROLLOFF_FACTOR        (0.0f)
+#define AL_REVERB_MAX_ROOM_ROLLOFF_FACTOR        (10.0f)
+#define AL_REVERB_DEFAULT_ROOM_ROLLOFF_FACTOR    (0.0f)
+
+#define AL_REVERB_MIN_DECAY_HFLIMIT              AL_FALSE
+#define AL_REVERB_MAX_DECAY_HFLIMIT              AL_TRUE
+#define AL_REVERB_DEFAULT_DECAY_HFLIMIT          AL_TRUE
+
+/* EAX reverb effect */
+#define AL_EAXREVERB_MIN_DENSITY                 (0.0f)
+#define AL_EAXREVERB_MAX_DENSITY                 (1.0f)
+#define AL_EAXREVERB_DEFAULT_DENSITY             (1.0f)
+
+#define AL_EAXREVERB_MIN_DIFFUSION               (0.0f)
+#define AL_EAXREVERB_MAX_DIFFUSION               (1.0f)
+#define AL_EAXREVERB_DEFAULT_DIFFUSION           (1.0f)
+
+#define AL_EAXREVERB_MIN_GAIN                    (0.0f)
+#define AL_EAXREVERB_MAX_GAIN                    (1.0f)
+#define AL_EAXREVERB_DEFAULT_GAIN                (0.32f)
+
+#define AL_EAXREVERB_MIN_GAINHF                  (0.0f)
+#define AL_EAXREVERB_MAX_GAINHF                  (1.0f)
+#define AL_EAXREVERB_DEFAULT_GAINHF              (0.89f)
+
+#define AL_EAXREVERB_MIN_GAINLF                  (0.0f)
+#define AL_EAXREVERB_MAX_GAINLF                  (1.0f)
+#define AL_EAXREVERB_DEFAULT_GAINLF              (1.0f)
+
+#define AL_EAXREVERB_MIN_DECAY_TIME              (0.1f)
+#define AL_EAXREVERB_MAX_DECAY_TIME              (20.0f)
+#define AL_EAXREVERB_DEFAULT_DECAY_TIME          (1.49f)
+
+#define AL_EAXREVERB_MIN_DECAY_HFRATIO           (0.1f)
+#define AL_EAXREVERB_MAX_DECAY_HFRATIO           (2.0f)
+#define AL_EAXREVERB_DEFAULT_DECAY_HFRATIO       (0.83f)
+
+#define AL_EAXREVERB_MIN_DECAY_LFRATIO           (0.1f)
+#define AL_EAXREVERB_MAX_DECAY_LFRATIO           (2.0f)
+#define AL_EAXREVERB_DEFAULT_DECAY_LFRATIO       (1.0f)
+
+#define AL_EAXREVERB_MIN_REFLECTIONS_GAIN        (0.0f)
+#define AL_EAXREVERB_MAX_REFLECTIONS_GAIN        (3.16f)
+#define AL_EAXREVERB_DEFAULT_REFLECTIONS_GAIN    (0.05f)
+
+#define AL_EAXREVERB_MIN_REFLECTIONS_DELAY       (0.0f)
+#define AL_EAXREVERB_MAX_REFLECTIONS_DELAY       (0.3f)
+#define AL_EAXREVERB_DEFAULT_REFLECTIONS_DELAY   (0.007f)
+
+#define AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ (0.0f)
+
+#define AL_EAXREVERB_MIN_LATE_REVERB_GAIN        (0.0f)
+#define AL_EAXREVERB_MAX_LATE_REVERB_GAIN        (10.0f)
+#define AL_EAXREVERB_DEFAULT_LATE_REVERB_GAIN    (1.26f)
+
+#define AL_EAXREVERB_MIN_LATE_REVERB_DELAY       (0.0f)
+#define AL_EAXREVERB_MAX_LATE_REVERB_DELAY       (0.1f)
+#define AL_EAXREVERB_DEFAULT_LATE_REVERB_DELAY   (0.011f)
+
+#define AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ (0.0f)
+
+#define AL_EAXREVERB_MIN_ECHO_TIME               (0.075f)
+#define AL_EAXREVERB_MAX_ECHO_TIME               (0.25f)
+#define AL_EAXREVERB_DEFAULT_ECHO_TIME           (0.25f)
+
+#define AL_EAXREVERB_MIN_ECHO_DEPTH              (0.0f)
+#define AL_EAXREVERB_MAX_ECHO_DEPTH              (1.0f)
+#define AL_EAXREVERB_DEFAULT_ECHO_DEPTH          (0.0f)
+
+#define AL_EAXREVERB_MIN_MODULATION_TIME         (0.04f)
+#define AL_EAXREVERB_MAX_MODULATION_TIME         (4.0f)
+#define AL_EAXREVERB_DEFAULT_MODULATION_TIME     (0.25f)
+
+#define AL_EAXREVERB_MIN_MODULATION_DEPTH        (0.0f)
+#define AL_EAXREVERB_MAX_MODULATION_DEPTH        (1.0f)
+#define AL_EAXREVERB_DEFAULT_MODULATION_DEPTH    (0.0f)
+
+#define AL_EAXREVERB_MIN_AIR_ABSORPTION_GAINHF   (0.892f)
+#define AL_EAXREVERB_MAX_AIR_ABSORPTION_GAINHF   (1.0f)
+#define AL_EAXREVERB_DEFAULT_AIR_ABSORPTION_GAINHF (0.994f)
+
+#define AL_EAXREVERB_MIN_HFREFERENCE             (1000.0f)
+#define AL_EAXREVERB_MAX_HFREFERENCE             (20000.0f)
+#define AL_EAXREVERB_DEFAULT_HFREFERENCE         (5000.0f)
+
+#define AL_EAXREVERB_MIN_LFREFERENCE             (20.0f)
+#define AL_EAXREVERB_MAX_LFREFERENCE             (1000.0f)
+#define AL_EAXREVERB_DEFAULT_LFREFERENCE         (250.0f)
+
+#define AL_EAXREVERB_MIN_ROOM_ROLLOFF_FACTOR     (0.0f)
+#define AL_EAXREVERB_MAX_ROOM_ROLLOFF_FACTOR     (10.0f)
+#define AL_EAXREVERB_DEFAULT_ROOM_ROLLOFF_FACTOR (0.0f)
+
+#define AL_EAXREVERB_MIN_DECAY_HFLIMIT           AL_FALSE
+#define AL_EAXREVERB_MAX_DECAY_HFLIMIT           AL_TRUE
+#define AL_EAXREVERB_DEFAULT_DECAY_HFLIMIT       AL_TRUE
+
+/* Chorus effect */
+#define AL_CHORUS_WAVEFORM_SINUSOID              (0)
+#define AL_CHORUS_WAVEFORM_TRIANGLE              (1)
+
+#define AL_CHORUS_MIN_WAVEFORM                   (0)
+#define AL_CHORUS_MAX_WAVEFORM                   (1)
+#define AL_CHORUS_DEFAULT_WAVEFORM               (1)
+
+#define AL_CHORUS_MIN_PHASE                      (-180)
+#define AL_CHORUS_MAX_PHASE                      (180)
+#define AL_CHORUS_DEFAULT_PHASE                  (90)
+
+#define AL_CHORUS_MIN_RATE                       (0.0f)
+#define AL_CHORUS_MAX_RATE                       (10.0f)
+#define AL_CHORUS_DEFAULT_RATE                   (1.1f)
+
+#define AL_CHORUS_MIN_DEPTH                      (0.0f)
+#define AL_CHORUS_MAX_DEPTH                      (1.0f)
+#define AL_CHORUS_DEFAULT_DEPTH                  (0.1f)
+
+#define AL_CHORUS_MIN_FEEDBACK                   (-1.0f)
+#define AL_CHORUS_MAX_FEEDBACK                   (1.0f)
+#define AL_CHORUS_DEFAULT_FEEDBACK               (0.25f)
+
+#define AL_CHORUS_MIN_DELAY                      (0.0f)
+#define AL_CHORUS_MAX_DELAY                      (0.016f)
+#define AL_CHORUS_DEFAULT_DELAY                  (0.016f)
+
+/* Distortion effect */
+#define AL_DISTORTION_MIN_EDGE                   (0.0f)
+#define AL_DISTORTION_MAX_EDGE                   (1.0f)
+#define AL_DISTORTION_DEFAULT_EDGE               (0.2f)
+
+#define AL_DISTORTION_MIN_GAIN                   (0.01f)
+#define AL_DISTORTION_MAX_GAIN                   (1.0f)
+#define AL_DISTORTION_DEFAULT_GAIN               (0.05f)
+
+#define AL_DISTORTION_MIN_LOWPASS_CUTOFF         (80.0f)
+#define AL_DISTORTION_MAX_LOWPASS_CUTOFF         (24000.0f)
+#define AL_DISTORTION_DEFAULT_LOWPASS_CUTOFF     (8000.0f)
+
+#define AL_DISTORTION_MIN_EQCENTER               (80.0f)
+#define AL_DISTORTION_MAX_EQCENTER               (24000.0f)
+#define AL_DISTORTION_DEFAULT_EQCENTER           (3600.0f)
+
+#define AL_DISTORTION_MIN_EQBANDWIDTH            (80.0f)
+#define AL_DISTORTION_MAX_EQBANDWIDTH            (24000.0f)
+#define AL_DISTORTION_DEFAULT_EQBANDWIDTH        (3600.0f)
+
+/* Echo effect */
+#define AL_ECHO_MIN_DELAY                        (0.0f)
+#define AL_ECHO_MAX_DELAY                        (0.207f)
+#define AL_ECHO_DEFAULT_DELAY                    (0.1f)
+
+#define AL_ECHO_MIN_LRDELAY                      (0.0f)
+#define AL_ECHO_MAX_LRDELAY                      (0.404f)
+#define AL_ECHO_DEFAULT_LRDELAY                  (0.1f)
+
+#define AL_ECHO_MIN_DAMPING                      (0.0f)
+#define AL_ECHO_MAX_DAMPING                      (0.99f)
+#define AL_ECHO_DEFAULT_DAMPING                  (0.5f)
+
+#define AL_ECHO_MIN_FEEDBACK                     (0.0f)
+#define AL_ECHO_MAX_FEEDBACK                     (1.0f)
+#define AL_ECHO_DEFAULT_FEEDBACK                 (0.5f)
+
+#define AL_ECHO_MIN_SPREAD                       (-1.0f)
+#define AL_ECHO_MAX_SPREAD                       (1.0f)
+#define AL_ECHO_DEFAULT_SPREAD                   (-1.0f)
+
+/* Flanger effect */
+#define AL_FLANGER_WAVEFORM_SINUSOID             (0)
+#define AL_FLANGER_WAVEFORM_TRIANGLE             (1)
+
+#define AL_FLANGER_MIN_WAVEFORM                  (0)
+#define AL_FLANGER_MAX_WAVEFORM                  (1)
+#define AL_FLANGER_DEFAULT_WAVEFORM              (1)
+
+#define AL_FLANGER_MIN_PHASE                     (-180)
+#define AL_FLANGER_MAX_PHASE                     (180)
+#define AL_FLANGER_DEFAULT_PHASE                 (0)
+
+#define AL_FLANGER_MIN_RATE                      (0.0f)
+#define AL_FLANGER_MAX_RATE                      (10.0f)
+#define AL_FLANGER_DEFAULT_RATE                  (0.27f)
+
+#define AL_FLANGER_MIN_DEPTH                     (0.0f)
+#define AL_FLANGER_MAX_DEPTH                     (1.0f)
+#define AL_FLANGER_DEFAULT_DEPTH                 (1.0f)
+
+#define AL_FLANGER_MIN_FEEDBACK                  (-1.0f)
+#define AL_FLANGER_MAX_FEEDBACK                  (1.0f)
+#define AL_FLANGER_DEFAULT_FEEDBACK              (-0.5f)
+
+#define AL_FLANGER_MIN_DELAY                     (0.0f)
+#define AL_FLANGER_MAX_DELAY                     (0.004f)
+#define AL_FLANGER_DEFAULT_DELAY                 (0.002f)
+
+/* Frequency shifter effect */
+#define AL_FREQUENCY_SHIFTER_MIN_FREQUENCY       (0.0f)
+#define AL_FREQUENCY_SHIFTER_MAX_FREQUENCY       (24000.0f)
+#define AL_FREQUENCY_SHIFTER_DEFAULT_FREQUENCY   (0.0f)
+
+#define AL_FREQUENCY_SHIFTER_MIN_LEFT_DIRECTION  (0)
+#define AL_FREQUENCY_SHIFTER_MAX_LEFT_DIRECTION  (2)
+#define AL_FREQUENCY_SHIFTER_DEFAULT_LEFT_DIRECTION (0)
+
+#define AL_FREQUENCY_SHIFTER_DIRECTION_DOWN      (0)
+#define AL_FREQUENCY_SHIFTER_DIRECTION_UP        (1)
+#define AL_FREQUENCY_SHIFTER_DIRECTION_OFF       (2)
+
+#define AL_FREQUENCY_SHIFTER_MIN_RIGHT_DIRECTION (0)
+#define AL_FREQUENCY_SHIFTER_MAX_RIGHT_DIRECTION (2)
+#define AL_FREQUENCY_SHIFTER_DEFAULT_RIGHT_DIRECTION (0)
+
+/* Vocal morpher effect */
+#define AL_VOCAL_MORPHER_MIN_PHONEMEA            (0)
+#define AL_VOCAL_MORPHER_MAX_PHONEMEA            (29)
+#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEA        (0)
+
+#define AL_VOCAL_MORPHER_MIN_PHONEMEA_COARSE_TUNING (-24)
+#define AL_VOCAL_MORPHER_MAX_PHONEMEA_COARSE_TUNING (24)
+#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEA_COARSE_TUNING (0)
+
+#define AL_VOCAL_MORPHER_MIN_PHONEMEB            (0)
+#define AL_VOCAL_MORPHER_MAX_PHONEMEB            (29)
+#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEB        (10)
+
+#define AL_VOCAL_MORPHER_MIN_PHONEMEB_COARSE_TUNING (-24)
+#define AL_VOCAL_MORPHER_MAX_PHONEMEB_COARSE_TUNING (24)
+#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEB_COARSE_TUNING (0)
+
+#define AL_VOCAL_MORPHER_PHONEME_A               (0)
+#define AL_VOCAL_MORPHER_PHONEME_E               (1)
+#define AL_VOCAL_MORPHER_PHONEME_I               (2)
+#define AL_VOCAL_MORPHER_PHONEME_O               (3)
+#define AL_VOCAL_MORPHER_PHONEME_U               (4)
+#define AL_VOCAL_MORPHER_PHONEME_AA              (5)
+#define AL_VOCAL_MORPHER_PHONEME_AE              (6)
+#define AL_VOCAL_MORPHER_PHONEME_AH              (7)
+#define AL_VOCAL_MORPHER_PHONEME_AO              (8)
+#define AL_VOCAL_MORPHER_PHONEME_EH              (9)
+#define AL_VOCAL_MORPHER_PHONEME_ER              (10)
+#define AL_VOCAL_MORPHER_PHONEME_IH              (11)
+#define AL_VOCAL_MORPHER_PHONEME_IY              (12)
+#define AL_VOCAL_MORPHER_PHONEME_UH              (13)
+#define AL_VOCAL_MORPHER_PHONEME_UW              (14)
+#define AL_VOCAL_MORPHER_PHONEME_B               (15)
+#define AL_VOCAL_MORPHER_PHONEME_D               (16)
+#define AL_VOCAL_MORPHER_PHONEME_F               (17)
+#define AL_VOCAL_MORPHER_PHONEME_G               (18)
+#define AL_VOCAL_MORPHER_PHONEME_J               (19)
+#define AL_VOCAL_MORPHER_PHONEME_K               (20)
+#define AL_VOCAL_MORPHER_PHONEME_L               (21)
+#define AL_VOCAL_MORPHER_PHONEME_M               (22)
+#define AL_VOCAL_MORPHER_PHONEME_N               (23)
+#define AL_VOCAL_MORPHER_PHONEME_P               (24)
+#define AL_VOCAL_MORPHER_PHONEME_R               (25)
+#define AL_VOCAL_MORPHER_PHONEME_S               (26)
+#define AL_VOCAL_MORPHER_PHONEME_T               (27)
+#define AL_VOCAL_MORPHER_PHONEME_V               (28)
+#define AL_VOCAL_MORPHER_PHONEME_Z               (29)
+
+#define AL_VOCAL_MORPHER_WAVEFORM_SINUSOID       (0)
+#define AL_VOCAL_MORPHER_WAVEFORM_TRIANGLE       (1)
+#define AL_VOCAL_MORPHER_WAVEFORM_SAWTOOTH       (2)
+
+#define AL_VOCAL_MORPHER_MIN_WAVEFORM            (0)
+#define AL_VOCAL_MORPHER_MAX_WAVEFORM            (2)
+#define AL_VOCAL_MORPHER_DEFAULT_WAVEFORM        (0)
+
+#define AL_VOCAL_MORPHER_MIN_RATE                (0.0f)
+#define AL_VOCAL_MORPHER_MAX_RATE                (10.0f)
+#define AL_VOCAL_MORPHER_DEFAULT_RATE            (1.41f)
+
+/* Pitch shifter effect */
+#define AL_PITCH_SHIFTER_MIN_COARSE_TUNE         (-12)
+#define AL_PITCH_SHIFTER_MAX_COARSE_TUNE         (12)
+#define AL_PITCH_SHIFTER_DEFAULT_COARSE_TUNE     (12)
+
+#define AL_PITCH_SHIFTER_MIN_FINE_TUNE           (-50)
+#define AL_PITCH_SHIFTER_MAX_FINE_TUNE           (50)
+#define AL_PITCH_SHIFTER_DEFAULT_FINE_TUNE       (0)
+
+/* Ring modulator effect */
+#define AL_RING_MODULATOR_MIN_FREQUENCY          (0.0f)
+#define AL_RING_MODULATOR_MAX_FREQUENCY          (8000.0f)
+#define AL_RING_MODULATOR_DEFAULT_FREQUENCY      (440.0f)
+
+#define AL_RING_MODULATOR_MIN_HIGHPASS_CUTOFF    (0.0f)
+#define AL_RING_MODULATOR_MAX_HIGHPASS_CUTOFF    (24000.0f)
+#define AL_RING_MODULATOR_DEFAULT_HIGHPASS_CUTOFF (800.0f)
+
+#define AL_RING_MODULATOR_SINUSOID               (0)
+#define AL_RING_MODULATOR_SAWTOOTH               (1)
+#define AL_RING_MODULATOR_SQUARE                 (2)
+
+#define AL_RING_MODULATOR_MIN_WAVEFORM           (0)
+#define AL_RING_MODULATOR_MAX_WAVEFORM           (2)
+#define AL_RING_MODULATOR_DEFAULT_WAVEFORM       (0)
+
+/* Autowah effect */
+#define AL_AUTOWAH_MIN_ATTACK_TIME               (0.0001f)
+#define AL_AUTOWAH_MAX_ATTACK_TIME               (1.0f)
+#define AL_AUTOWAH_DEFAULT_ATTACK_TIME           (0.06f)
+
+#define AL_AUTOWAH_MIN_RELEASE_TIME              (0.0001f)
+#define AL_AUTOWAH_MAX_RELEASE_TIME              (1.0f)
+#define AL_AUTOWAH_DEFAULT_RELEASE_TIME          (0.06f)
+
+#define AL_AUTOWAH_MIN_RESONANCE                 (2.0f)
+#define AL_AUTOWAH_MAX_RESONANCE                 (1000.0f)
+#define AL_AUTOWAH_DEFAULT_RESONANCE             (1000.0f)
+
+#define AL_AUTOWAH_MIN_PEAK_GAIN                 (0.00003f)
+#define AL_AUTOWAH_MAX_PEAK_GAIN                 (31621.0f)
+#define AL_AUTOWAH_DEFAULT_PEAK_GAIN             (11.22f)
+
+/* Compressor effect */
+#define AL_COMPRESSOR_MIN_ONOFF                  (0)
+#define AL_COMPRESSOR_MAX_ONOFF                  (1)
+#define AL_COMPRESSOR_DEFAULT_ONOFF              (1)
+
+/* Equalizer effect */
+#define AL_EQUALIZER_MIN_LOW_GAIN                (0.126f)
+#define AL_EQUALIZER_MAX_LOW_GAIN                (7.943f)
+#define AL_EQUALIZER_DEFAULT_LOW_GAIN            (1.0f)
+
+#define AL_EQUALIZER_MIN_LOW_CUTOFF              (50.0f)
+#define AL_EQUALIZER_MAX_LOW_CUTOFF              (800.0f)
+#define AL_EQUALIZER_DEFAULT_LOW_CUTOFF          (200.0f)
+
+#define AL_EQUALIZER_MIN_MID1_GAIN               (0.126f)
+#define AL_EQUALIZER_MAX_MID1_GAIN               (7.943f)
+#define AL_EQUALIZER_DEFAULT_MID1_GAIN           (1.0f)
+
+#define AL_EQUALIZER_MIN_MID1_CENTER             (200.0f)
+#define AL_EQUALIZER_MAX_MID1_CENTER             (3000.0f)
+#define AL_EQUALIZER_DEFAULT_MID1_CENTER         (500.0f)
+
+#define AL_EQUALIZER_MIN_MID1_WIDTH              (0.01f)
+#define AL_EQUALIZER_MAX_MID1_WIDTH              (1.0f)
+#define AL_EQUALIZER_DEFAULT_MID1_WIDTH          (1.0f)
+
+#define AL_EQUALIZER_MIN_MID2_GAIN               (0.126f)
+#define AL_EQUALIZER_MAX_MID2_GAIN               (7.943f)
+#define AL_EQUALIZER_DEFAULT_MID2_GAIN           (1.0f)
+
+#define AL_EQUALIZER_MIN_MID2_CENTER             (1000.0f)
+#define AL_EQUALIZER_MAX_MID2_CENTER             (8000.0f)
+#define AL_EQUALIZER_DEFAULT_MID2_CENTER         (3000.0f)
+
+#define AL_EQUALIZER_MIN_MID2_WIDTH              (0.01f)
+#define AL_EQUALIZER_MAX_MID2_WIDTH              (1.0f)
+#define AL_EQUALIZER_DEFAULT_MID2_WIDTH          (1.0f)
+
+#define AL_EQUALIZER_MIN_HIGH_GAIN               (0.126f)
+#define AL_EQUALIZER_MAX_HIGH_GAIN               (7.943f)
+#define AL_EQUALIZER_DEFAULT_HIGH_GAIN           (1.0f)
+
+#define AL_EQUALIZER_MIN_HIGH_CUTOFF             (4000.0f)
+#define AL_EQUALIZER_MAX_HIGH_CUTOFF             (16000.0f)
+#define AL_EQUALIZER_DEFAULT_HIGH_CUTOFF         (6000.0f)
+
+
+/* Source parameter value ranges and defaults. */
+#define AL_MIN_AIR_ABSORPTION_FACTOR             (0.0f)
+#define AL_MAX_AIR_ABSORPTION_FACTOR             (10.0f)
+#define AL_DEFAULT_AIR_ABSORPTION_FACTOR         (0.0f)
+
+#define AL_MIN_ROOM_ROLLOFF_FACTOR               (0.0f)
+#define AL_MAX_ROOM_ROLLOFF_FACTOR               (10.0f)
+#define AL_DEFAULT_ROOM_ROLLOFF_FACTOR           (0.0f)
+
+#define AL_MIN_CONE_OUTER_GAINHF                 (0.0f)
+#define AL_MAX_CONE_OUTER_GAINHF                 (1.0f)
+#define AL_DEFAULT_CONE_OUTER_GAINHF             (1.0f)
+
+#define AL_MIN_DIRECT_FILTER_GAINHF_AUTO         AL_FALSE
+#define AL_MAX_DIRECT_FILTER_GAINHF_AUTO         AL_TRUE
+#define AL_DEFAULT_DIRECT_FILTER_GAINHF_AUTO     AL_TRUE
+
+#define AL_MIN_AUXILIARY_SEND_FILTER_GAIN_AUTO   AL_FALSE
+#define AL_MAX_AUXILIARY_SEND_FILTER_GAIN_AUTO   AL_TRUE
+#define AL_DEFAULT_AUXILIARY_SEND_FILTER_GAIN_AUTO AL_TRUE
+
+#define AL_MIN_AUXILIARY_SEND_FILTER_GAINHF_AUTO AL_FALSE
+#define AL_MAX_AUXILIARY_SEND_FILTER_GAINHF_AUTO AL_TRUE
+#define AL_DEFAULT_AUXILIARY_SEND_FILTER_GAINHF_AUTO AL_TRUE
+
+
+/* Listener parameter value ranges and defaults. */
+#define AL_MIN_METERS_PER_UNIT                   FLT_MIN
+#define AL_MAX_METERS_PER_UNIT                   FLT_MAX
+#define AL_DEFAULT_METERS_PER_UNIT               (1.0f)
+
+
+#ifdef __cplusplus
+}  /* extern "C" */
+#endif
+
+#endif /* AL_EFX_H */

+ 0 - 0
src/external/openal_soft/COPYING → src/external/include/AL_COPYING


+ 4235 - 0
src/external/include/GLFW/glfw3.h

@@ -0,0 +1,4235 @@
+/*************************************************************************
+ * GLFW 3.2 - www.glfw.org
+ * A library for OpenGL, window and input
+ *------------------------------------------------------------------------
+ * Copyright (c) 2002-2006 Marcus Geelnard
+ * Copyright (c) 2006-2016 Camilla Berglund <[email protected]>
+ *
+ * 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 _glfw3_h_
+#define _glfw3_h_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+/*************************************************************************
+ * Doxygen documentation
+ *************************************************************************/
+
+/*! @file glfw3.h
+ *  @brief The header of the GLFW 3 API.
+ *
+ *  This is the header file of the GLFW 3 API.  It defines all its types and
+ *  declares all its functions.
+ *
+ *  For more information about how to use this file, see @ref build_include.
+ */
+/*! @defgroup context Context reference
+ *
+ *  This is the reference documentation for OpenGL and OpenGL ES context related
+ *  functions.  For more task-oriented information, see the @ref context_guide.
+ */
+/*! @defgroup vulkan Vulkan reference
+ *
+ *  This is the reference documentation for Vulkan related functions and types.
+ *  For more task-oriented information, see the @ref vulkan_guide.
+ */
+/*! @defgroup init Initialization, version and error reference
+ *
+ *  This is the reference documentation for initialization and termination of
+ *  the library, version management and error handling.  For more task-oriented
+ *  information, see the @ref intro_guide.
+ */
+/*! @defgroup input Input reference
+ *
+ *  This is the reference documentation for input related functions and types.
+ *  For more task-oriented information, see the @ref input_guide.
+ */
+/*! @defgroup monitor Monitor reference
+ *
+ *  This is the reference documentation for monitor related functions and types.
+ *  For more task-oriented information, see the @ref monitor_guide.
+ */
+/*! @defgroup window Window reference
+ *
+ *  This is the reference documentation for window related functions and types,
+ *  including creation, deletion and event polling.  For more task-oriented
+ *  information, see the @ref window_guide.
+ */
+
+
+/*************************************************************************
+ * Compiler- and platform-specific preprocessor work
+ *************************************************************************/
+
+/* If we are we on Windows, we want a single define for it.
+ */
+#if !defined(_WIN32) && (defined(__WIN32__) || defined(WIN32) || defined(__MINGW32__))
+ #define _WIN32
+#endif /* _WIN32 */
+
+/* It is customary to use APIENTRY for OpenGL function pointer declarations on
+ * all platforms.  Additionally, the Windows OpenGL header needs APIENTRY.
+ */
+#ifndef APIENTRY
+ #ifdef _WIN32
+  #define APIENTRY __stdcall
+ #else
+  #define APIENTRY
+ #endif
+#endif /* APIENTRY */
+
+/* Some Windows OpenGL headers need this.
+ */
+#if !defined(WINGDIAPI) && defined(_WIN32)
+ #define WINGDIAPI __declspec(dllimport)
+ #define GLFW_WINGDIAPI_DEFINED
+#endif /* WINGDIAPI */
+
+/* Some Windows GLU headers need this.
+ */
+#if !defined(CALLBACK) && defined(_WIN32)
+ #define CALLBACK __stdcall
+ #define GLFW_CALLBACK_DEFINED
+#endif /* CALLBACK */
+
+/* Most Windows GLU headers need wchar_t.
+ * The OS X OpenGL header blocks the definition of ptrdiff_t by glext.h.
+ * Include it unconditionally to avoid surprising side-effects.
+ */
+#include <stddef.h>
+#include <stdint.h>
+
+/* Include the chosen client API headers.
+ */
+#if defined(__APPLE__)
+ #if defined(GLFW_INCLUDE_GLCOREARB)
+  #include <OpenGL/gl3.h>
+  #if defined(GLFW_INCLUDE_GLEXT)
+   #include <OpenGL/gl3ext.h>
+  #endif
+ #elif !defined(GLFW_INCLUDE_NONE)
+  #if !defined(GLFW_INCLUDE_GLEXT)
+   #define GL_GLEXT_LEGACY
+  #endif
+  #include <OpenGL/gl.h>
+ #endif
+ #if defined(GLFW_INCLUDE_GLU)
+  #include <OpenGL/glu.h>
+ #endif
+#else
+ #if defined(GLFW_INCLUDE_GLCOREARB)
+  #include <GL/glcorearb.h>
+ #elif defined(GLFW_INCLUDE_ES1)
+  #include <GLES/gl.h>
+  #if defined(GLFW_INCLUDE_GLEXT)
+   #include <GLES/glext.h>
+  #endif
+ #elif defined(GLFW_INCLUDE_ES2)
+  #include <GLES2/gl2.h>
+  #if defined(GLFW_INCLUDE_GLEXT)
+   #include <GLES2/gl2ext.h>
+  #endif
+ #elif defined(GLFW_INCLUDE_ES3)
+  #include <GLES3/gl3.h>
+  #if defined(GLFW_INCLUDE_GLEXT)
+   #include <GLES2/gl2ext.h>
+  #endif
+ #elif defined(GLFW_INCLUDE_ES31)
+  #include <GLES3/gl31.h>
+  #if defined(GLFW_INCLUDE_GLEXT)
+   #include <GLES2/gl2ext.h>
+  #endif
+ #elif defined(GLFW_INCLUDE_VULKAN)
+  #include <vulkan/vulkan.h>
+ #elif !defined(GLFW_INCLUDE_NONE)
+  #include <GL/gl.h>
+  #if defined(GLFW_INCLUDE_GLEXT)
+   #include <GL/glext.h>
+  #endif
+ #endif
+ #if defined(GLFW_INCLUDE_GLU)
+  #include <GL/glu.h>
+ #endif
+#endif
+
+#if defined(GLFW_DLL) && defined(_GLFW_BUILD_DLL)
+ /* GLFW_DLL must be defined by applications that are linking against the DLL
+  * version of the GLFW library.  _GLFW_BUILD_DLL is defined by the GLFW
+  * configuration header when compiling the DLL version of the library.
+  */
+ #error "You must not have both GLFW_DLL and _GLFW_BUILD_DLL defined"
+#endif
+
+/* GLFWAPI is used to declare public API functions for export
+ * from the DLL / shared library / dynamic library.
+ */
+#if defined(_WIN32) && defined(_GLFW_BUILD_DLL)
+ /* We are building GLFW as a Win32 DLL */
+ #define GLFWAPI __declspec(dllexport)
+#elif defined(_WIN32) && defined(GLFW_DLL)
+ /* We are calling GLFW as a Win32 DLL */
+ #define GLFWAPI __declspec(dllimport)
+#elif defined(__GNUC__) && defined(_GLFW_BUILD_DLL)
+ /* We are building GLFW as a shared / dynamic library */
+ #define GLFWAPI __attribute__((visibility("default")))
+#else
+ /* We are building or calling GLFW as a static library */
+ #define GLFWAPI
+#endif
+
+
+/*************************************************************************
+ * GLFW API tokens
+ *************************************************************************/
+
+/*! @name GLFW version macros
+ *  @{ */
+/*! @brief The major version number of the GLFW library.
+ *
+ *  This is incremented when the API is changed in non-compatible ways.
+ *  @ingroup init
+ */
+#define GLFW_VERSION_MAJOR          3
+/*! @brief The minor version number of the GLFW library.
+ *
+ *  This is incremented when features are added to the API but it remains
+ *  backward-compatible.
+ *  @ingroup init
+ */
+#define GLFW_VERSION_MINOR          2
+/*! @brief The revision number of the GLFW library.
+ *
+ *  This is incremented when a bug fix release is made that does not contain any
+ *  API changes.
+ *  @ingroup init
+ */
+#define GLFW_VERSION_REVISION       0
+/*! @} */
+
+/*! @name Boolean values
+ *  @{ */
+/*! @brief One.
+ *
+ *  One.  Seriously.  You don't _need_ to use this symbol in your code.  It's
+ *  just semantic sugar for the number 1.  You can use `1` or `true` or `_True`
+ *  or `GL_TRUE` or whatever you want.
+ */
+#define GLFW_TRUE                   1
+/*! @brief Zero.
+ *
+ *  Zero.  Seriously.  You don't _need_ to use this symbol in your code.  It's
+ *  just just semantic sugar for the number 0.  You can use `0` or `false` or
+ *  `_False` or `GL_FALSE` or whatever you want.
+ */
+#define GLFW_FALSE                  0
+/*! @} */
+
+/*! @name Key and button actions
+ *  @{ */
+/*! @brief The key or mouse button was released.
+ *
+ *  The key or mouse button was released.
+ *
+ *  @ingroup input
+ */
+#define GLFW_RELEASE                0
+/*! @brief The key or mouse button was pressed.
+ *
+ *  The key or mouse button was pressed.
+ *
+ *  @ingroup input
+ */
+#define GLFW_PRESS                  1
+/*! @brief The key was held down until it repeated.
+ *
+ *  The key was held down until it repeated.
+ *
+ *  @ingroup input
+ */
+#define GLFW_REPEAT                 2
+/*! @} */
+
+/*! @defgroup keys Keyboard keys
+ *
+ *  See [key input](@ref input_key) for how these are used.
+ *
+ *  These key codes are inspired by the _USB HID Usage Tables v1.12_ (p. 53-60),
+ *  but re-arranged to map to 7-bit ASCII for printable keys (function keys are
+ *  put in the 256+ range).
+ *
+ *  The naming of the key codes follow these rules:
+ *   - The US keyboard layout is used
+ *   - Names of printable alpha-numeric characters are used (e.g. "A", "R",
+ *     "3", etc.)
+ *   - For non-alphanumeric characters, Unicode:ish names are used (e.g.
+ *     "COMMA", "LEFT_SQUARE_BRACKET", etc.). Note that some names do not
+ *     correspond to the Unicode standard (usually for brevity)
+ *   - Keys that lack a clear US mapping are named "WORLD_x"
+ *   - For non-printable keys, custom names are used (e.g. "F4",
+ *     "BACKSPACE", etc.)
+ *
+ *  @ingroup input
+ *  @{
+ */
+
+/* The unknown key */
+#define GLFW_KEY_UNKNOWN            -1
+
+/* Printable keys */
+#define GLFW_KEY_SPACE              32
+#define GLFW_KEY_APOSTROPHE         39  /* ' */
+#define GLFW_KEY_COMMA              44  /* , */
+#define GLFW_KEY_MINUS              45  /* - */
+#define GLFW_KEY_PERIOD             46  /* . */
+#define GLFW_KEY_SLASH              47  /* / */
+#define GLFW_KEY_0                  48
+#define GLFW_KEY_1                  49
+#define GLFW_KEY_2                  50
+#define GLFW_KEY_3                  51
+#define GLFW_KEY_4                  52
+#define GLFW_KEY_5                  53
+#define GLFW_KEY_6                  54
+#define GLFW_KEY_7                  55
+#define GLFW_KEY_8                  56
+#define GLFW_KEY_9                  57
+#define GLFW_KEY_SEMICOLON          59  /* ; */
+#define GLFW_KEY_EQUAL              61  /* = */
+#define GLFW_KEY_A                  65
+#define GLFW_KEY_B                  66
+#define GLFW_KEY_C                  67
+#define GLFW_KEY_D                  68
+#define GLFW_KEY_E                  69
+#define GLFW_KEY_F                  70
+#define GLFW_KEY_G                  71
+#define GLFW_KEY_H                  72
+#define GLFW_KEY_I                  73
+#define GLFW_KEY_J                  74
+#define GLFW_KEY_K                  75
+#define GLFW_KEY_L                  76
+#define GLFW_KEY_M                  77
+#define GLFW_KEY_N                  78
+#define GLFW_KEY_O                  79
+#define GLFW_KEY_P                  80
+#define GLFW_KEY_Q                  81
+#define GLFW_KEY_R                  82
+#define GLFW_KEY_S                  83
+#define GLFW_KEY_T                  84
+#define GLFW_KEY_U                  85
+#define GLFW_KEY_V                  86
+#define GLFW_KEY_W                  87
+#define GLFW_KEY_X                  88
+#define GLFW_KEY_Y                  89
+#define GLFW_KEY_Z                  90
+#define GLFW_KEY_LEFT_BRACKET       91  /* [ */
+#define GLFW_KEY_BACKSLASH          92  /* \ */
+#define GLFW_KEY_RIGHT_BRACKET      93  /* ] */
+#define GLFW_KEY_GRAVE_ACCENT       96  /* ` */
+#define GLFW_KEY_WORLD_1            161 /* non-US #1 */
+#define GLFW_KEY_WORLD_2            162 /* non-US #2 */
+
+/* Function keys */
+#define GLFW_KEY_ESCAPE             256
+#define GLFW_KEY_ENTER              257
+#define GLFW_KEY_TAB                258
+#define GLFW_KEY_BACKSPACE          259
+#define GLFW_KEY_INSERT             260
+#define GLFW_KEY_DELETE             261
+#define GLFW_KEY_RIGHT              262
+#define GLFW_KEY_LEFT               263
+#define GLFW_KEY_DOWN               264
+#define GLFW_KEY_UP                 265
+#define GLFW_KEY_PAGE_UP            266
+#define GLFW_KEY_PAGE_DOWN          267
+#define GLFW_KEY_HOME               268
+#define GLFW_KEY_END                269
+#define GLFW_KEY_CAPS_LOCK          280
+#define GLFW_KEY_SCROLL_LOCK        281
+#define GLFW_KEY_NUM_LOCK           282
+#define GLFW_KEY_PRINT_SCREEN       283
+#define GLFW_KEY_PAUSE              284
+#define GLFW_KEY_F1                 290
+#define GLFW_KEY_F2                 291
+#define GLFW_KEY_F3                 292
+#define GLFW_KEY_F4                 293
+#define GLFW_KEY_F5                 294
+#define GLFW_KEY_F6                 295
+#define GLFW_KEY_F7                 296
+#define GLFW_KEY_F8                 297
+#define GLFW_KEY_F9                 298
+#define GLFW_KEY_F10                299
+#define GLFW_KEY_F11                300
+#define GLFW_KEY_F12                301
+#define GLFW_KEY_F13                302
+#define GLFW_KEY_F14                303
+#define GLFW_KEY_F15                304
+#define GLFW_KEY_F16                305
+#define GLFW_KEY_F17                306
+#define GLFW_KEY_F18                307
+#define GLFW_KEY_F19                308
+#define GLFW_KEY_F20                309
+#define GLFW_KEY_F21                310
+#define GLFW_KEY_F22                311
+#define GLFW_KEY_F23                312
+#define GLFW_KEY_F24                313
+#define GLFW_KEY_F25                314
+#define GLFW_KEY_KP_0               320
+#define GLFW_KEY_KP_1               321
+#define GLFW_KEY_KP_2               322
+#define GLFW_KEY_KP_3               323
+#define GLFW_KEY_KP_4               324
+#define GLFW_KEY_KP_5               325
+#define GLFW_KEY_KP_6               326
+#define GLFW_KEY_KP_7               327
+#define GLFW_KEY_KP_8               328
+#define GLFW_KEY_KP_9               329
+#define GLFW_KEY_KP_DECIMAL         330
+#define GLFW_KEY_KP_DIVIDE          331
+#define GLFW_KEY_KP_MULTIPLY        332
+#define GLFW_KEY_KP_SUBTRACT        333
+#define GLFW_KEY_KP_ADD             334
+#define GLFW_KEY_KP_ENTER           335
+#define GLFW_KEY_KP_EQUAL           336
+#define GLFW_KEY_LEFT_SHIFT         340
+#define GLFW_KEY_LEFT_CONTROL       341
+#define GLFW_KEY_LEFT_ALT           342
+#define GLFW_KEY_LEFT_SUPER         343
+#define GLFW_KEY_RIGHT_SHIFT        344
+#define GLFW_KEY_RIGHT_CONTROL      345
+#define GLFW_KEY_RIGHT_ALT          346
+#define GLFW_KEY_RIGHT_SUPER        347
+#define GLFW_KEY_MENU               348
+
+#define GLFW_KEY_LAST               GLFW_KEY_MENU
+
+/*! @} */
+
+/*! @defgroup mods Modifier key flags
+ *
+ *  See [key input](@ref input_key) for how these are used.
+ *
+ *  @ingroup input
+ *  @{ */
+
+/*! @brief If this bit is set one or more Shift keys were held down.
+ */
+#define GLFW_MOD_SHIFT           0x0001
+/*! @brief If this bit is set one or more Control keys were held down.
+ */
+#define GLFW_MOD_CONTROL         0x0002
+/*! @brief If this bit is set one or more Alt keys were held down.
+ */
+#define GLFW_MOD_ALT             0x0004
+/*! @brief If this bit is set one or more Super keys were held down.
+ */
+#define GLFW_MOD_SUPER           0x0008
+
+/*! @} */
+
+/*! @defgroup buttons Mouse buttons
+ *
+ *  See [mouse button input](@ref input_mouse_button) for how these are used.
+ *
+ *  @ingroup input
+ *  @{ */
+#define GLFW_MOUSE_BUTTON_1         0
+#define GLFW_MOUSE_BUTTON_2         1
+#define GLFW_MOUSE_BUTTON_3         2
+#define GLFW_MOUSE_BUTTON_4         3
+#define GLFW_MOUSE_BUTTON_5         4
+#define GLFW_MOUSE_BUTTON_6         5
+#define GLFW_MOUSE_BUTTON_7         6
+#define GLFW_MOUSE_BUTTON_8         7
+#define GLFW_MOUSE_BUTTON_LAST      GLFW_MOUSE_BUTTON_8
+#define GLFW_MOUSE_BUTTON_LEFT      GLFW_MOUSE_BUTTON_1
+#define GLFW_MOUSE_BUTTON_RIGHT     GLFW_MOUSE_BUTTON_2
+#define GLFW_MOUSE_BUTTON_MIDDLE    GLFW_MOUSE_BUTTON_3
+/*! @} */
+
+/*! @defgroup joysticks Joysticks
+ *
+ *  See [joystick input](@ref joystick) for how these are used.
+ *
+ *  @ingroup input
+ *  @{ */
+#define GLFW_JOYSTICK_1             0
+#define GLFW_JOYSTICK_2             1
+#define GLFW_JOYSTICK_3             2
+#define GLFW_JOYSTICK_4             3
+#define GLFW_JOYSTICK_5             4
+#define GLFW_JOYSTICK_6             5
+#define GLFW_JOYSTICK_7             6
+#define GLFW_JOYSTICK_8             7
+#define GLFW_JOYSTICK_9             8
+#define GLFW_JOYSTICK_10            9
+#define GLFW_JOYSTICK_11            10
+#define GLFW_JOYSTICK_12            11
+#define GLFW_JOYSTICK_13            12
+#define GLFW_JOYSTICK_14            13
+#define GLFW_JOYSTICK_15            14
+#define GLFW_JOYSTICK_16            15
+#define GLFW_JOYSTICK_LAST          GLFW_JOYSTICK_16
+/*! @} */
+
+/*! @defgroup errors Error codes
+ *
+ *  See [error handling](@ref error_handling) for how these are used.
+ *
+ *  @ingroup init
+ *  @{ */
+/*! @brief GLFW has not been initialized.
+ *
+ *  This occurs if a GLFW function was called that must not be called unless the
+ *  library is [initialized](@ref intro_init).
+ *
+ *  @analysis Application programmer error.  Initialize GLFW before calling any
+ *  function that requires initialization.
+ */
+#define GLFW_NOT_INITIALIZED        0x00010001
+/*! @brief No context is current for this thread.
+ *
+ *  This occurs if a GLFW function was called that needs and operates on the
+ *  current OpenGL or OpenGL ES context but no context is current on the calling
+ *  thread.  One such function is @ref glfwSwapInterval.
+ *
+ *  @analysis Application programmer error.  Ensure a context is current before
+ *  calling functions that require a current context.
+ */
+#define GLFW_NO_CURRENT_CONTEXT     0x00010002
+/*! @brief One of the arguments to the function was an invalid enum value.
+ *
+ *  One of the arguments to the function was an invalid enum value, for example
+ *  requesting [GLFW_RED_BITS](@ref window_hints_fb) with @ref
+ *  glfwGetWindowAttrib.
+ *
+ *  @analysis Application programmer error.  Fix the offending call.
+ */
+#define GLFW_INVALID_ENUM           0x00010003
+/*! @brief One of the arguments to the function was an invalid value.
+ *
+ *  One of the arguments to the function was an invalid value, for example
+ *  requesting a non-existent OpenGL or OpenGL ES version like 2.7.
+ *
+ *  Requesting a valid but unavailable OpenGL or OpenGL ES version will instead
+ *  result in a @ref GLFW_VERSION_UNAVAILABLE error.
+ *
+ *  @analysis Application programmer error.  Fix the offending call.
+ */
+#define GLFW_INVALID_VALUE          0x00010004
+/*! @brief A memory allocation failed.
+ *
+ *  A memory allocation failed.
+ *
+ *  @analysis A bug in GLFW or the underlying operating system.  Report the bug
+ *  to our [issue tracker](https://github.com/glfw/glfw/issues).
+ */
+#define GLFW_OUT_OF_MEMORY          0x00010005
+/*! @brief GLFW could not find support for the requested API on the system.
+ *
+ *  GLFW could not find support for the requested API on the system.
+ *
+ *  @analysis The installed graphics driver does not support the requested
+ *  API, or does not support it via the chosen context creation backend.
+ *  Below are a few examples.
+ *
+ *  @par
+ *  Some pre-installed Windows graphics drivers do not support OpenGL.  AMD only
+ *  supports OpenGL ES via EGL, while Nvidia and Intel only support it via
+ *  a WGL or GLX extension.  OS X does not provide OpenGL ES at all.  The Mesa
+ *  EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary
+ *  driver.  Older graphics drivers do not support Vulkan.
+ */
+#define GLFW_API_UNAVAILABLE        0x00010006
+/*! @brief The requested OpenGL or OpenGL ES version is not available.
+ *
+ *  The requested OpenGL or OpenGL ES version (including any requested context
+ *  or framebuffer hints) is not available on this machine.
+ *
+ *  @analysis The machine does not support your requirements.  If your
+ *  application is sufficiently flexible, downgrade your requirements and try
+ *  again.  Otherwise, inform the user that their machine does not match your
+ *  requirements.
+ *
+ *  @par
+ *  Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0
+ *  comes out before the 4.x series gets that far, also fail with this error and
+ *  not @ref GLFW_INVALID_VALUE, because GLFW cannot know what future versions
+ *  will exist.
+ */
+#define GLFW_VERSION_UNAVAILABLE    0x00010007
+/*! @brief A platform-specific error occurred that does not match any of the
+ *  more specific categories.
+ *
+ *  A platform-specific error occurred that does not match any of the more
+ *  specific categories.
+ *
+ *  @analysis A bug or configuration error in GLFW, the underlying operating
+ *  system or its drivers, or a lack of required resources.  Report the issue to
+ *  our [issue tracker](https://github.com/glfw/glfw/issues).
+ */
+#define GLFW_PLATFORM_ERROR         0x00010008
+/*! @brief The requested format is not supported or available.
+ *
+ *  If emitted during window creation, the requested pixel format is not
+ *  supported.
+ *
+ *  If emitted when querying the clipboard, the contents of the clipboard could
+ *  not be converted to the requested format.
+ *
+ *  @analysis If emitted during window creation, one or more
+ *  [hard constraints](@ref window_hints_hard) did not match any of the
+ *  available pixel formats.  If your application is sufficiently flexible,
+ *  downgrade your requirements and try again.  Otherwise, inform the user that
+ *  their machine does not match your requirements.
+ *
+ *  @par
+ *  If emitted when querying the clipboard, ignore the error or report it to
+ *  the user, as appropriate.
+ */
+#define GLFW_FORMAT_UNAVAILABLE     0x00010009
+/*! @brief The specified window does not have an OpenGL or OpenGL ES context.
+ *
+ *  A window that does not have an OpenGL or OpenGL ES context was passed to
+ *  a function that requires it to have one.
+ *
+ *  @analysis Application programmer error.  Fix the offending call.
+ */
+#define GLFW_NO_WINDOW_CONTEXT      0x0001000A
+/*! @} */
+
+#define GLFW_FOCUSED                0x00020001
+#define GLFW_ICONIFIED              0x00020002
+#define GLFW_RESIZABLE              0x00020003
+#define GLFW_VISIBLE                0x00020004
+#define GLFW_DECORATED              0x00020005
+#define GLFW_AUTO_ICONIFY           0x00020006
+#define GLFW_FLOATING               0x00020007
+#define GLFW_MAXIMIZED              0x00020008
+
+#define GLFW_RED_BITS               0x00021001
+#define GLFW_GREEN_BITS             0x00021002
+#define GLFW_BLUE_BITS              0x00021003
+#define GLFW_ALPHA_BITS             0x00021004
+#define GLFW_DEPTH_BITS             0x00021005
+#define GLFW_STENCIL_BITS           0x00021006
+#define GLFW_ACCUM_RED_BITS         0x00021007
+#define GLFW_ACCUM_GREEN_BITS       0x00021008
+#define GLFW_ACCUM_BLUE_BITS        0x00021009
+#define GLFW_ACCUM_ALPHA_BITS       0x0002100A
+#define GLFW_AUX_BUFFERS            0x0002100B
+#define GLFW_STEREO                 0x0002100C
+#define GLFW_SAMPLES                0x0002100D
+#define GLFW_SRGB_CAPABLE           0x0002100E
+#define GLFW_REFRESH_RATE           0x0002100F
+#define GLFW_DOUBLEBUFFER           0x00021010
+
+#define GLFW_CLIENT_API             0x00022001
+#define GLFW_CONTEXT_VERSION_MAJOR  0x00022002
+#define GLFW_CONTEXT_VERSION_MINOR  0x00022003
+#define GLFW_CONTEXT_REVISION       0x00022004
+#define GLFW_CONTEXT_ROBUSTNESS     0x00022005
+#define GLFW_OPENGL_FORWARD_COMPAT  0x00022006
+#define GLFW_OPENGL_DEBUG_CONTEXT   0x00022007
+#define GLFW_OPENGL_PROFILE         0x00022008
+#define GLFW_CONTEXT_RELEASE_BEHAVIOR 0x00022009
+#define GLFW_CONTEXT_NO_ERROR       0x0002200A
+#define GLFW_CONTEXT_CREATION_API   0x0002200B
+
+#define GLFW_NO_API                          0
+#define GLFW_OPENGL_API             0x00030001
+#define GLFW_OPENGL_ES_API          0x00030002
+
+#define GLFW_NO_ROBUSTNESS                   0
+#define GLFW_NO_RESET_NOTIFICATION  0x00031001
+#define GLFW_LOSE_CONTEXT_ON_RESET  0x00031002
+
+#define GLFW_OPENGL_ANY_PROFILE              0
+#define GLFW_OPENGL_CORE_PROFILE    0x00032001
+#define GLFW_OPENGL_COMPAT_PROFILE  0x00032002
+
+#define GLFW_CURSOR                 0x00033001
+#define GLFW_STICKY_KEYS            0x00033002
+#define GLFW_STICKY_MOUSE_BUTTONS   0x00033003
+
+#define GLFW_CURSOR_NORMAL          0x00034001
+#define GLFW_CURSOR_HIDDEN          0x00034002
+#define GLFW_CURSOR_DISABLED        0x00034003
+
+#define GLFW_ANY_RELEASE_BEHAVIOR            0
+#define GLFW_RELEASE_BEHAVIOR_FLUSH 0x00035001
+#define GLFW_RELEASE_BEHAVIOR_NONE  0x00035002
+
+#define GLFW_NATIVE_CONTEXT_API     0x00036001
+#define GLFW_EGL_CONTEXT_API        0x00036002
+
+/*! @defgroup shapes Standard cursor shapes
+ *
+ *  See [standard cursor creation](@ref cursor_standard) for how these are used.
+ *
+ *  @ingroup input
+ *  @{ */
+
+/*! @brief The regular arrow cursor shape.
+ *
+ *  The regular arrow cursor.
+ */
+#define GLFW_ARROW_CURSOR           0x00036001
+/*! @brief The text input I-beam cursor shape.
+ *
+ *  The text input I-beam cursor shape.
+ */
+#define GLFW_IBEAM_CURSOR           0x00036002
+/*! @brief The crosshair shape.
+ *
+ *  The crosshair shape.
+ */
+#define GLFW_CROSSHAIR_CURSOR       0x00036003
+/*! @brief The hand shape.
+ *
+ *  The hand shape.
+ */
+#define GLFW_HAND_CURSOR            0x00036004
+/*! @brief The horizontal resize arrow shape.
+ *
+ *  The horizontal resize arrow shape.
+ */
+#define GLFW_HRESIZE_CURSOR         0x00036005
+/*! @brief The vertical resize arrow shape.
+ *
+ *  The vertical resize arrow shape.
+ */
+#define GLFW_VRESIZE_CURSOR         0x00036006
+/*! @} */
+
+#define GLFW_CONNECTED              0x00040001
+#define GLFW_DISCONNECTED           0x00040002
+
+#define GLFW_DONT_CARE              -1
+
+
+/*************************************************************************
+ * GLFW API types
+ *************************************************************************/
+
+/*! @brief Client API function pointer type.
+ *
+ *  Generic function pointer used for returning client API function pointers
+ *  without forcing a cast from a regular pointer.
+ *
+ *  @sa @ref context_glext
+ *  @sa glfwGetProcAddress
+ *
+ *  @since Added in version 3.0.
+ 
+ *  @ingroup context
+ */
+typedef void (*GLFWglproc)(void);
+
+/*! @brief Vulkan API function pointer type.
+ *
+ *  Generic function pointer used for returning Vulkan API function pointers
+ *  without forcing a cast from a regular pointer.
+ *
+ *  @sa @ref vulkan_proc
+ *  @sa glfwGetInstanceProcAddress
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup vulkan
+ */
+typedef void (*GLFWvkproc)(void);
+
+/*! @brief Opaque monitor object.
+ *
+ *  Opaque monitor object.
+ *
+ *  @see @ref monitor_object
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+typedef struct GLFWmonitor GLFWmonitor;
+
+/*! @brief Opaque window object.
+ *
+ *  Opaque window object.
+ *
+ *  @see @ref window_object
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+typedef struct GLFWwindow GLFWwindow;
+
+/*! @brief Opaque cursor object.
+ *
+ *  Opaque cursor object.
+ *
+ *  @see @ref cursor_object
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup cursor
+ */
+typedef struct GLFWcursor GLFWcursor;
+
+/*! @brief The function signature for error callbacks.
+ *
+ *  This is the function signature for error callback functions.
+ *
+ *  @param[in] error An [error code](@ref errors).
+ *  @param[in] description A UTF-8 encoded string describing the error.
+ *
+ *  @sa @ref error_handling
+ *  @sa glfwSetErrorCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup init
+ */
+typedef void (* GLFWerrorfun)(int,const char*);
+
+/*! @brief The function signature for window position callbacks.
+ *
+ *  This is the function signature for window position callback functions.
+ *
+ *  @param[in] window The window that was moved.
+ *  @param[in] xpos The new x-coordinate, in screen coordinates, of the
+ *  upper-left corner of the client area of the window.
+ *  @param[in] ypos The new y-coordinate, in screen coordinates, of the
+ *  upper-left corner of the client area of the window.
+ *
+ *  @sa @ref window_pos
+ *  @sa glfwSetWindowPosCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWwindowposfun)(GLFWwindow*,int,int);
+
+/*! @brief The function signature for window resize callbacks.
+ *
+ *  This is the function signature for window size callback functions.
+ *
+ *  @param[in] window The window that was resized.
+ *  @param[in] width The new width, in screen coordinates, of the window.
+ *  @param[in] height The new height, in screen coordinates, of the window.
+ *
+ *  @sa @ref window_size
+ *  @sa glfwSetWindowSizeCallback
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWwindowsizefun)(GLFWwindow*,int,int);
+
+/*! @brief The function signature for window close callbacks.
+ *
+ *  This is the function signature for window close callback functions.
+ *
+ *  @param[in] window The window that the user attempted to close.
+ *
+ *  @sa @ref window_close
+ *  @sa glfwSetWindowCloseCallback
+ *
+ *  @since Added in version 2.5.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWwindowclosefun)(GLFWwindow*);
+
+/*! @brief The function signature for window content refresh callbacks.
+ *
+ *  This is the function signature for window refresh callback functions.
+ *
+ *  @param[in] window The window whose content needs to be refreshed.
+ *
+ *  @sa @ref window_refresh
+ *  @sa glfwSetWindowRefreshCallback
+ *
+ *  @since Added in version 2.5.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWwindowrefreshfun)(GLFWwindow*);
+
+/*! @brief The function signature for window focus/defocus callbacks.
+ *
+ *  This is the function signature for window focus callback functions.
+ *
+ *  @param[in] window The window that gained or lost input focus.
+ *  @param[in] focused `GLFW_TRUE` if the window was given input focus, or
+ *  `GLFW_FALSE` if it lost it.
+ *
+ *  @sa @ref window_focus
+ *  @sa glfwSetWindowFocusCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWwindowfocusfun)(GLFWwindow*,int);
+
+/*! @brief The function signature for window iconify/restore callbacks.
+ *
+ *  This is the function signature for window iconify/restore callback
+ *  functions.
+ *
+ *  @param[in] window The window that was iconified or restored.
+ *  @param[in] iconified `GLFW_TRUE` if the window was iconified, or
+ *  `GLFW_FALSE` if it was restored.
+ *
+ *  @sa @ref window_iconify
+ *  @sa glfwSetWindowIconifyCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWwindowiconifyfun)(GLFWwindow*,int);
+
+/*! @brief The function signature for framebuffer resize callbacks.
+ *
+ *  This is the function signature for framebuffer resize callback
+ *  functions.
+ *
+ *  @param[in] window The window whose framebuffer was resized.
+ *  @param[in] width The new width, in pixels, of the framebuffer.
+ *  @param[in] height The new height, in pixels, of the framebuffer.
+ *
+ *  @sa @ref window_fbsize
+ *  @sa glfwSetFramebufferSizeCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+typedef void (* GLFWframebuffersizefun)(GLFWwindow*,int,int);
+
+/*! @brief The function signature for mouse button callbacks.
+ *
+ *  This is the function signature for mouse button callback functions.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] button The [mouse button](@ref buttons) that was pressed or
+ *  released.
+ *  @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`.
+ *  @param[in] mods Bit field describing which [modifier keys](@ref mods) were
+ *  held down.
+ *
+ *  @sa @ref input_mouse_button
+ *  @sa glfwSetMouseButtonCallback
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle and modifier mask parameters.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWmousebuttonfun)(GLFWwindow*,int,int,int);
+
+/*! @brief The function signature for cursor position callbacks.
+ *
+ *  This is the function signature for cursor position callback functions.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] xpos The new cursor x-coordinate, relative to the left edge of
+ *  the client area.
+ *  @param[in] ypos The new cursor y-coordinate, relative to the top edge of the
+ *  client area.
+ *
+ *  @sa @ref cursor_pos
+ *  @sa glfwSetCursorPosCallback
+ *
+ *  @since Added in version 3.0.  Replaces `GLFWmouseposfun`.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWcursorposfun)(GLFWwindow*,double,double);
+
+/*! @brief The function signature for cursor enter/leave callbacks.
+ *
+ *  This is the function signature for cursor enter/leave callback functions.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] entered `GLFW_TRUE` if the cursor entered the window's client
+ *  area, or `GLFW_FALSE` if it left it.
+ *
+ *  @sa @ref cursor_enter
+ *  @sa glfwSetCursorEnterCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWcursorenterfun)(GLFWwindow*,int);
+
+/*! @brief The function signature for scroll callbacks.
+ *
+ *  This is the function signature for scroll callback functions.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] xoffset The scroll offset along the x-axis.
+ *  @param[in] yoffset The scroll offset along the y-axis.
+ *
+ *  @sa @ref scrolling
+ *  @sa glfwSetScrollCallback
+ *
+ *  @since Added in version 3.0.  Replaces `GLFWmousewheelfun`.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWscrollfun)(GLFWwindow*,double,double);
+
+/*! @brief The function signature for keyboard key callbacks.
+ *
+ *  This is the function signature for keyboard key callback functions.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] key The [keyboard key](@ref keys) that was pressed or released.
+ *  @param[in] scancode The system-specific scancode of the key.
+ *  @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`.
+ *  @param[in] mods Bit field describing which [modifier keys](@ref mods) were
+ *  held down.
+ *
+ *  @sa @ref input_key
+ *  @sa glfwSetKeyCallback
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle, scancode and modifier mask parameters.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWkeyfun)(GLFWwindow*,int,int,int,int);
+
+/*! @brief The function signature for Unicode character callbacks.
+ *
+ *  This is the function signature for Unicode character callback functions.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] codepoint The Unicode code point of the character.
+ *
+ *  @sa @ref input_char
+ *  @sa glfwSetCharCallback
+ *
+ *  @since Added in version 2.4.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWcharfun)(GLFWwindow*,unsigned int);
+
+/*! @brief The function signature for Unicode character with modifiers
+ *  callbacks.
+ *
+ *  This is the function signature for Unicode character with modifiers callback
+ *  functions.  It is called for each input character, regardless of what
+ *  modifier keys are held down.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] codepoint The Unicode code point of the character.
+ *  @param[in] mods Bit field describing which [modifier keys](@ref mods) were
+ *  held down.
+ *
+ *  @sa @ref input_char
+ *  @sa glfwSetCharModsCallback
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWcharmodsfun)(GLFWwindow*,unsigned int,int);
+
+/*! @brief The function signature for file drop callbacks.
+ *
+ *  This is the function signature for file drop callbacks.
+ *
+ *  @param[in] window The window that received the event.
+ *  @param[in] count The number of dropped files.
+ *  @param[in] paths The UTF-8 encoded file and/or directory path names.
+ *
+ *  @sa @ref path_drop
+ *  @sa glfwSetDropCallback
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWdropfun)(GLFWwindow*,int,const char**);
+
+/*! @brief The function signature for monitor configuration callbacks.
+ *
+ *  This is the function signature for monitor configuration callback functions.
+ *
+ *  @param[in] monitor The monitor that was connected or disconnected.
+ *  @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.
+ *
+ *  @sa @ref monitor_event
+ *  @sa glfwSetMonitorCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+typedef void (* GLFWmonitorfun)(GLFWmonitor*,int);
+
+/*! @brief The function signature for joystick configuration callbacks.
+ *
+ *  This is the function signature for joystick configuration callback
+ *  functions.
+ *
+ *  @param[in] joy The joystick that was connected or disconnected.
+ *  @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.
+ *
+ *  @sa @ref joystick_event
+ *  @sa glfwSetJoystickCallback
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup input
+ */
+typedef void (* GLFWjoystickfun)(int,int);
+
+/*! @brief Video mode type.
+ *
+ *  This describes a single video mode.
+ *
+ *  @sa @ref monitor_modes
+ *  @sa glfwGetVideoMode glfwGetVideoModes
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added refresh rate member.
+ *
+ *  @ingroup monitor
+ */
+typedef struct GLFWvidmode
+{
+    /*! The width, in screen coordinates, of the video mode.
+     */
+    int width;
+    /*! The height, in screen coordinates, of the video mode.
+     */
+    int height;
+    /*! The bit depth of the red channel of the video mode.
+     */
+    int redBits;
+    /*! The bit depth of the green channel of the video mode.
+     */
+    int greenBits;
+    /*! The bit depth of the blue channel of the video mode.
+     */
+    int blueBits;
+    /*! The refresh rate, in Hz, of the video mode.
+     */
+    int refreshRate;
+} GLFWvidmode;
+
+/*! @brief Gamma ramp.
+ *
+ *  This describes the gamma ramp for a monitor.
+ *
+ *  @sa @ref monitor_gamma
+ *  @sa glfwGetGammaRamp glfwSetGammaRamp
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+typedef struct GLFWgammaramp
+{
+    /*! An array of value describing the response of the red channel.
+     */
+    unsigned short* red;
+    /*! An array of value describing the response of the green channel.
+     */
+    unsigned short* green;
+    /*! An array of value describing the response of the blue channel.
+     */
+    unsigned short* blue;
+    /*! The number of elements in each array.
+     */
+    unsigned int size;
+} GLFWgammaramp;
+
+/*! @brief Image data.
+ *
+ *  @sa @ref cursor_custom
+ *
+ *  @since Added in version 2.1.
+ *  @glfw3 Removed format and bytes-per-pixel members.
+ */
+typedef struct GLFWimage
+{
+    /*! The width, in pixels, of this image.
+     */
+    int width;
+    /*! The height, in pixels, of this image.
+     */
+    int height;
+    /*! The pixel data of this image, arranged left-to-right, top-to-bottom.
+     */
+    unsigned char* pixels;
+} GLFWimage;
+
+
+/*************************************************************************
+ * GLFW API functions
+ *************************************************************************/
+
+/*! @brief Initializes the GLFW library.
+ *
+ *  This function initializes the GLFW library.  Before most GLFW functions can
+ *  be used, GLFW must be initialized, and before an application terminates GLFW
+ *  should be terminated in order to free any resources allocated during or
+ *  after initialization.
+ *
+ *  If this function fails, it calls @ref glfwTerminate before returning.  If it
+ *  succeeds, you should call @ref glfwTerminate before the application exits.
+ *
+ *  Additional calls to this function after successful initialization but before
+ *  termination will return `GLFW_TRUE` immediately.
+ *
+ *  @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark @osx This function will change the current directory of the
+ *  application to the `Contents/Resources` subdirectory of the application's
+ *  bundle, if present.  This can be disabled with a
+ *  [compile-time option](@ref compile_options_osx).
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref intro_init
+ *  @sa glfwTerminate
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup init
+ */
+GLFWAPI int glfwInit(void);
+
+/*! @brief Terminates the GLFW library.
+ *
+ *  This function destroys all remaining windows and cursors, restores any
+ *  modified gamma ramps and frees any other allocated resources.  Once this
+ *  function is called, you must again call @ref glfwInit successfully before
+ *  you will be able to use most GLFW functions.
+ *
+ *  If GLFW has been successfully initialized, this function should be called
+ *  before the application exits.  If initialization fails, there is no need to
+ *  call this function, as it is called by @ref glfwInit before it returns
+ *  failure.
+ *
+ *  @errors Possible errors include @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark This function may be called before @ref glfwInit.
+ *
+ *  @warning The contexts of any remaining windows must not be current on any
+ *  other thread when this function is called.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref intro_init
+ *  @sa glfwInit
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup init
+ */
+GLFWAPI void glfwTerminate(void);
+
+/*! @brief Retrieves the version of the GLFW library.
+ *
+ *  This function retrieves the major, minor and revision numbers of the GLFW
+ *  library.  It is intended for when you are using GLFW as a shared library and
+ *  want to ensure that you are using the minimum required version.
+ *
+ *  Any or all of the version arguments may be `NULL`.
+ *
+ *  @param[out] major Where to store the major version number, or `NULL`.
+ *  @param[out] minor Where to store the minor version number, or `NULL`.
+ *  @param[out] rev Where to store the revision number, or `NULL`.
+ *
+ *  @errors None.
+ *
+ *  @remark This function may be called before @ref glfwInit.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref intro_version
+ *  @sa glfwGetVersionString
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup init
+ */
+GLFWAPI void glfwGetVersion(int* major, int* minor, int* rev);
+
+/*! @brief Returns a string describing the compile-time configuration.
+ *
+ *  This function returns the compile-time generated
+ *  [version string](@ref intro_version_string) of the GLFW library binary.  It
+ *  describes the version, platform, compiler and any platform-specific
+ *  compile-time options.  It should not be confused with the OpenGL or OpenGL
+ *  ES version string, queried with `glGetString`.
+ *
+ *  __Do not use the version string__ to parse the GLFW library version.  The
+ *  @ref glfwGetVersion function provides the version of the running library
+ *  binary in numerical format.
+ *
+ *  @return The ASCII encoded GLFW version string.
+ *
+ *  @errors None.
+ *
+ *  @remark This function may be called before @ref glfwInit.
+ *
+ *  @pointer_lifetime The returned string is static and compile-time generated.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref intro_version
+ *  @sa glfwGetVersion
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup init
+ */
+GLFWAPI const char* glfwGetVersionString(void);
+
+/*! @brief Sets the error callback.
+ *
+ *  This function sets the error callback, which is called with an error code
+ *  and a human-readable description each time a GLFW error occurs.
+ *
+ *  The error callback is called on the thread where the error occurred.  If you
+ *  are using GLFW from multiple threads, your error callback needs to be
+ *  written accordingly.
+ *
+ *  Because the description string may have been generated specifically for that
+ *  error, it is not guaranteed to be valid after the callback has returned.  If
+ *  you wish to use it after the callback returns, you need to make a copy.
+ *
+ *  Once set, the error callback remains set even after the library has been
+ *  terminated.
+ *
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set.
+ *
+ *  @errors None.
+ *
+ *  @remark This function may be called before @ref glfwInit.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref error_handling
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup init
+ */
+GLFWAPI GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun cbfun);
+
+/*! @brief Returns the currently connected monitors.
+ *
+ *  This function returns an array of handles for all currently connected
+ *  monitors.  The primary monitor is always first in the returned array.  If no
+ *  monitors were found, this function returns `NULL`.
+ *
+ *  @param[out] count Where to store the number of monitors in the returned
+ *  array.  This is set to zero if an error occurred.
+ *  @return An array of monitor handles, or `NULL` if no monitors were found or
+ *  if an [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is guaranteed to be valid only until the
+ *  monitor configuration changes or the library is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_monitors
+ *  @sa @ref monitor_event
+ *  @sa glfwGetPrimaryMonitor
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI GLFWmonitor** glfwGetMonitors(int* count);
+
+/*! @brief Returns the primary monitor.
+ *
+ *  This function returns the primary monitor.  This is usually the monitor
+ *  where elements like the task bar or global menu bar are located.
+ *
+ *  @return The primary monitor, or `NULL` if no monitors were found or if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @remark The primary monitor is always first in the array returned by @ref
+ *  glfwGetMonitors.
+ *
+ *  @sa @ref monitor_monitors
+ *  @sa glfwGetMonitors
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI GLFWmonitor* glfwGetPrimaryMonitor(void);
+
+/*! @brief Returns the position of the monitor's viewport on the virtual screen.
+ *
+ *  This function returns the position, in screen coordinates, of the upper-left
+ *  corner of the specified monitor.
+ *
+ *  Any or all of the position arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` position arguments will be set to zero.
+ *
+ *  @param[in] monitor The monitor to query.
+ *  @param[out] xpos Where to store the monitor x-coordinate, or `NULL`.
+ *  @param[out] ypos Where to store the monitor y-coordinate, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_properties
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos);
+
+/*! @brief Returns the physical size of the monitor.
+ *
+ *  This function returns the size, in millimetres, of the display area of the
+ *  specified monitor.
+ *
+ *  Some systems do not provide accurate monitor size information, either
+ *  because the monitor
+ *  [EDID](https://en.wikipedia.org/wiki/Extended_display_identification_data)
+ *  data is incorrect or because the driver does not report it accurately.
+ *
+ *  Any or all of the size arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` size arguments will be set to zero.
+ *
+ *  @param[in] monitor The monitor to query.
+ *  @param[out] widthMM Where to store the width, in millimetres, of the
+ *  monitor's display area, or `NULL`.
+ *  @param[out] heightMM Where to store the height, in millimetres, of the
+ *  monitor's display area, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @remark @win32 calculates the returned physical size from the
+ *  current resolution and system DPI instead of querying the monitor EDID data.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_properties
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* widthMM, int* heightMM);
+
+/*! @brief Returns the name of the specified monitor.
+ *
+ *  This function returns a human-readable name, encoded as UTF-8, of the
+ *  specified monitor.  The name typically reflects the make and model of the
+ *  monitor and is not guaranteed to be unique among the connected monitors.
+ *
+ *  @param[in] monitor The monitor to query.
+ *  @return The UTF-8 encoded name of the monitor, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the specified monitor is
+ *  disconnected or the library is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_properties
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI const char* glfwGetMonitorName(GLFWmonitor* monitor);
+
+/*! @brief Sets the monitor configuration callback.
+ *
+ *  This function sets the monitor configuration callback, or removes the
+ *  currently set callback.  This is called when a monitor is connected to or
+ *  disconnected from the system.
+ *
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_event
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun cbfun);
+
+/*! @brief Returns the available video modes for the specified monitor.
+ *
+ *  This function returns an array of all video modes supported by the specified
+ *  monitor.  The returned array is sorted in ascending order, first by color
+ *  bit depth (the sum of all channel depths) and then by resolution area (the
+ *  product of width and height).
+ *
+ *  @param[in] monitor The monitor to query.
+ *  @param[out] count Where to store the number of video modes in the returned
+ *  array.  This is set to zero if an error occurred.
+ *  @return An array of video modes, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the specified monitor is
+ *  disconnected, this function is called again for that monitor or the library
+ *  is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_modes
+ *  @sa glfwGetVideoMode
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Changed to return an array of modes for a specific monitor.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI const GLFWvidmode* glfwGetVideoModes(GLFWmonitor* monitor, int* count);
+
+/*! @brief Returns the current mode of the specified monitor.
+ *
+ *  This function returns the current video mode of the specified monitor.  If
+ *  you have created a full screen window for that monitor, the return value
+ *  will depend on whether that window is iconified.
+ *
+ *  @param[in] monitor The monitor to query.
+ *  @return The current mode of the monitor, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the specified monitor is
+ *  disconnected or the library is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_modes
+ *  @sa glfwGetVideoModes
+ *
+ *  @since Added in version 3.0.  Replaces `glfwGetDesktopMode`.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* monitor);
+
+/*! @brief Generates a gamma ramp and sets it for the specified monitor.
+ *
+ *  This function generates a 256-element gamma ramp from the specified exponent
+ *  and then calls @ref glfwSetGammaRamp with it.  The value must be a finite
+ *  number greater than zero.
+ *
+ *  @param[in] monitor The monitor whose gamma ramp to set.
+ *  @param[in] gamma The desired exponent.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_gamma
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI void glfwSetGamma(GLFWmonitor* monitor, float gamma);
+
+/*! @brief Returns the current gamma ramp for the specified monitor.
+ *
+ *  This function returns the current gamma ramp of the specified monitor.
+ *
+ *  @param[in] monitor The monitor to query.
+ *  @return The current gamma ramp, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned structure and its arrays are allocated and
+ *  freed by GLFW.  You should not free them yourself.  They are valid until the
+ *  specified monitor is disconnected, this function is called again for that
+ *  monitor or the library is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_gamma
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* monitor);
+
+/*! @brief Sets the current gamma ramp for the specified monitor.
+ *
+ *  This function sets the current gamma ramp for the specified monitor.  The
+ *  original gamma ramp for that monitor is saved by GLFW the first time this
+ *  function is called and is restored by @ref glfwTerminate.
+ *
+ *  @param[in] monitor The monitor whose gamma ramp to set.
+ *  @param[in] ramp The gamma ramp to use.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @remark Gamma ramp sizes other than 256 are not supported by all platforms
+ *  or graphics hardware.
+ *
+ *  @remark @win32 The gamma ramp size must be 256.
+ *
+ *  @pointer_lifetime The specified gamma ramp is copied before this function
+ *  returns.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref monitor_gamma
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup monitor
+ */
+GLFWAPI void glfwSetGammaRamp(GLFWmonitor* monitor, const GLFWgammaramp* ramp);
+
+/*! @brief Resets all window hints to their default values.
+ *
+ *  This function resets all window hints to their
+ *  [default values](@ref window_hints_values).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_hints
+ *  @sa glfwWindowHint
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwDefaultWindowHints(void);
+
+/*! @brief Sets the specified window hint to the desired value.
+ *
+ *  This function sets hints for the next call to @ref glfwCreateWindow.  The
+ *  hints, once set, retain their values until changed by a call to @ref
+ *  glfwWindowHint or @ref glfwDefaultWindowHints, or until the library is
+ *  terminated.
+ *
+ *  This function does not check whether the specified hint values are valid.
+ *  If you set hints to invalid values this will instead be reported by the next
+ *  call to @ref glfwCreateWindow.
+ *
+ *  @param[in] hint The [window hint](@ref window_hints) to set.
+ *  @param[in] value The new value of the window hint.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_INVALID_ENUM.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_hints
+ *  @sa glfwDefaultWindowHints
+ *
+ *  @since Added in version 3.0.  Replaces `glfwOpenWindowHint`.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwWindowHint(int hint, int value);
+
+/*! @brief Creates a window and its associated context.
+ *
+ *  This function creates a window and its associated OpenGL or OpenGL ES
+ *  context.  Most of the options controlling how the window and its context
+ *  should be created are specified with [window hints](@ref window_hints).
+ *
+ *  Successful creation does not change which context is current.  Before you
+ *  can use the newly created context, you need to
+ *  [make it current](@ref context_current).  For information about the `share`
+ *  parameter, see @ref context_sharing.
+ *
+ *  The created window, framebuffer and context may differ from what you
+ *  requested, as not all parameters and hints are
+ *  [hard constraints](@ref window_hints_hard).  This includes the size of the
+ *  window, especially for full screen windows.  To query the actual attributes
+ *  of the created window, framebuffer and context, see @ref
+ *  glfwGetWindowAttrib, @ref glfwGetWindowSize and @ref glfwGetFramebufferSize.
+ *
+ *  To create a full screen window, you need to specify the monitor the window
+ *  will cover.  If no monitor is specified, the window will be windowed mode.
+ *  Unless you have a way for the user to choose a specific monitor, it is
+ *  recommended that you pick the primary monitor.  For more information on how
+ *  to query connected monitors, see @ref monitor_monitors.
+ *
+ *  For full screen windows, the specified size becomes the resolution of the
+ *  window's _desired video mode_.  As long as a full screen window is not
+ *  iconified, the supported video mode most closely matching the desired video
+ *  mode is set for the specified monitor.  For more information about full
+ *  screen windows, including the creation of so called _windowed full screen_
+ *  or _borderless full screen_ windows, see @ref window_windowed_full_screen.
+ *
+ *  By default, newly created windows use the placement recommended by the
+ *  window system.  To create the window at a specific position, make it
+ *  initially invisible using the [GLFW_VISIBLE](@ref window_hints_wnd) window
+ *  hint, set its [position](@ref window_pos) and then [show](@ref window_hide)
+ *  it.
+ *
+ *  As long as at least one full screen window is not iconified, the screensaver
+ *  is prohibited from starting.
+ *
+ *  Window systems put limits on window sizes.  Very large or very small window
+ *  dimensions may be overridden by the window system on creation.  Check the
+ *  actual [size](@ref window_size) after creation.
+ *
+ *  The [swap interval](@ref buffer_swap) is not set during window creation and
+ *  the initial value may vary depending on driver settings and defaults.
+ *
+ *  @param[in] width The desired width, in screen coordinates, of the window.
+ *  This must be greater than zero.
+ *  @param[in] height The desired height, in screen coordinates, of the window.
+ *  This must be greater than zero.
+ *  @param[in] title The initial, UTF-8 encoded window title.
+ *  @param[in] monitor The monitor to use for full screen mode, or `NULL` for
+ *  windowed mode.
+ *  @param[in] share The window whose context to share resources with, or `NULL`
+ *  to not share resources.
+ *  @return The handle of the created window, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE, @ref GLFW_API_UNAVAILABLE, @ref
+ *  GLFW_VERSION_UNAVAILABLE, @ref GLFW_FORMAT_UNAVAILABLE and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @remark @win32 Window creation will fail if the Microsoft GDI software
+ *  OpenGL implementation is the only one available.
+ *
+ *  @remark @win32 If the executable has an icon resource named `GLFW_ICON,` it
+ *  will be set as the initial icon for the window.  If no such icon is present,
+ *  the `IDI_WINLOGO` icon will be used instead.  To set a different icon, see
+ *  @ref glfwSetWindowIcon.
+ *
+ *  @remark @win32 The context to share resources with must not be current on
+ *  any other thread.
+ *
+ *  @remark @osx The GLFW window has no icon, as it is not a document
+ *  window, but the dock icon will be the same as the application bundle's icon.
+ *  For more information on bundles, see the
+ *  [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
+ *  in the Mac Developer Library.
+ *
+ *  @remark @osx The first time a window is created the menu bar is populated
+ *  with common commands like Hide, Quit and About.  The About entry opens
+ *  a minimal about dialog with information from the application's bundle.  The
+ *  menu bar can be disabled with a
+ *  [compile-time option](@ref compile_options_osx).
+ *
+ *  @remark @osx On OS X 10.10 and later the window frame will not be rendered
+ *  at full resolution on Retina displays unless the `NSHighResolutionCapable`
+ *  key is enabled in the application bundle's `Info.plist`.  For more
+ *  information, see
+ *  [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html)
+ *  in the Mac Developer Library.  The GLFW test and example programs use
+ *  a custom `Info.plist` template for this, which can be found as
+ *  `CMake/MacOSXBundleInfo.plist.in` in the source tree.
+ *
+ *  @remark @x11 Some window managers will not respect the placement of
+ *  initially hidden windows.
+ *
+ *  @remark @x11 Due to the asynchronous nature of X11, it may take a moment for
+ *  a window to reach its requested state.  This means you may not be able to
+ *  query the final size, position or other attributes directly after window
+ *  creation.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_creation
+ *  @sa glfwDestroyWindow
+ *
+ *  @since Added in version 3.0.  Replaces `glfwOpenWindow`.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, GLFWmonitor* monitor, GLFWwindow* share);
+
+/*! @brief Destroys the specified window and its context.
+ *
+ *  This function destroys the specified window and its context.  On calling
+ *  this function, no further callbacks will be called for that window.
+ *
+ *  If the context of the specified window is current on the main thread, it is
+ *  detached before being destroyed.
+ *
+ *  @param[in] window The window to destroy.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @note The context of the specified window must not be current on any other
+ *  thread when this function is called.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_creation
+ *  @sa glfwCreateWindow
+ *
+ *  @since Added in version 3.0.  Replaces `glfwCloseWindow`.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwDestroyWindow(GLFWwindow* window);
+
+/*! @brief Checks the close flag of the specified window.
+ *
+ *  This function returns the value of the close flag of the specified window.
+ *
+ *  @param[in] window The window to query.
+ *  @return The value of the close flag.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @sa @ref window_close
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI int glfwWindowShouldClose(GLFWwindow* window);
+
+/*! @brief Sets the close flag of the specified window.
+ *
+ *  This function sets the value of the close flag of the specified window.
+ *  This can be used to override the user's attempt to close the window, or
+ *  to signal that it should be closed.
+ *
+ *  @param[in] window The window whose flag to change.
+ *  @param[in] value The new value.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @sa @ref window_close
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowShouldClose(GLFWwindow* window, int value);
+
+/*! @brief Sets the title of the specified window.
+ *
+ *  This function sets the window title, encoded as UTF-8, of the specified
+ *  window.
+ *
+ *  @param[in] window The window whose title to change.
+ *  @param[in] title The UTF-8 encoded window title.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @remark @osx The window title will not be updated until the next time you
+ *  process events.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_title
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title);
+
+/*! @brief Sets the icon for the specified window.
+ *
+ *  This function sets the icon of the specified window.  If passed an array of
+ *  candidate images, those of or closest to the sizes desired by the system are
+ *  selected.  If no images are specified, the window reverts to its default
+ *  icon.
+ *
+ *  The desired image sizes varies depending on platform and system settings.
+ *  The selected images will be rescaled as needed.  Good sizes include 16x16,
+ *  32x32 and 48x48.
+ *
+ *  @param[in] window The window whose icon to set.
+ *  @param[in] count The number of images in the specified array, or zero to
+ *  revert to the default window icon.
+ *  @param[in] images The images to create the icon from.  This is ignored if
+ *  count is zero.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The specified image data is copied before this function
+ *  returns.
+ *
+ *  @remark @osx The GLFW window has no icon, as it is not a document
+ *  window, so this function does nothing.  The dock icon will be the same as
+ *  the application bundle's icon.  For more information on bundles, see the
+ *  [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
+ *  in the Mac Developer Library.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_icon
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowIcon(GLFWwindow* window, int count, const GLFWimage* images);
+
+/*! @brief Retrieves the position of the client area of the specified window.
+ *
+ *  This function retrieves the position, in screen coordinates, of the
+ *  upper-left corner of the client area of the specified window.
+ *
+ *  Any or all of the position arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` position arguments will be set to zero.
+ *
+ *  @param[in] window The window to query.
+ *  @param[out] xpos Where to store the x-coordinate of the upper-left corner of
+ *  the client area, or `NULL`.
+ *  @param[out] ypos Where to store the y-coordinate of the upper-left corner of
+ *  the client area, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_pos
+ *  @sa glfwSetWindowPos
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos);
+
+/*! @brief Sets the position of the client area of the specified window.
+ *
+ *  This function sets the position, in screen coordinates, of the upper-left
+ *  corner of the client area of the specified windowed mode window.  If the
+ *  window is a full screen window, this function does nothing.
+ *
+ *  __Do not use this function__ to move an already visible window unless you
+ *  have very good reasons for doing so, as it will confuse and annoy the user.
+ *
+ *  The window manager may put limits on what positions are allowed.  GLFW
+ *  cannot and should not override these limits.
+ *
+ *  @param[in] window The window to query.
+ *  @param[in] xpos The x-coordinate of the upper-left corner of the client area.
+ *  @param[in] ypos The y-coordinate of the upper-left corner of the client area.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_pos
+ *  @sa glfwGetWindowPos
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowPos(GLFWwindow* window, int xpos, int ypos);
+
+/*! @brief Retrieves the size of the client area of the specified window.
+ *
+ *  This function retrieves the size, in screen coordinates, of the client area
+ *  of the specified window.  If you wish to retrieve the size of the
+ *  framebuffer of the window in pixels, see @ref glfwGetFramebufferSize.
+ *
+ *  Any or all of the size arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` size arguments will be set to zero.
+ *
+ *  @param[in] window The window whose size to retrieve.
+ *  @param[out] width Where to store the width, in screen coordinates, of the
+ *  client area, or `NULL`.
+ *  @param[out] height Where to store the height, in screen coordinates, of the
+ *  client area, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_size
+ *  @sa glfwSetWindowSize
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwGetWindowSize(GLFWwindow* window, int* width, int* height);
+
+/*! @brief Sets the size limits of the specified window.
+ *
+ *  This function sets the size limits of the client area of the specified
+ *  window.  If the window is full screen, the size limits only take effect
+ *  once it is made windowed.  If the window is not resizable, this function
+ *  does nothing.
+ *
+ *  The size limits are applied immediately to a windowed mode window and may
+ *  cause it to be resized.
+ *
+ *  The maximum dimensions must be greater than or equal to the minimum
+ *  dimensions and all must be greater than or equal to zero.
+ *
+ *  @param[in] window The window to set limits for.
+ *  @param[in] minwidth The minimum width, in screen coordinates, of the client
+ *  area, or `GLFW_DONT_CARE`.
+ *  @param[in] minheight The minimum height, in screen coordinates, of the
+ *  client area, or `GLFW_DONT_CARE`.
+ *  @param[in] maxwidth The maximum width, in screen coordinates, of the client
+ *  area, or `GLFW_DONT_CARE`.
+ *  @param[in] maxheight The maximum height, in screen coordinates, of the
+ *  client area, or `GLFW_DONT_CARE`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark If you set size limits and an aspect ratio that conflict, the
+ *  results are undefined.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_sizelimits
+ *  @sa glfwSetWindowAspectRatio
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowSizeLimits(GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight);
+
+/*! @brief Sets the aspect ratio of the specified window.
+ *
+ *  This function sets the required aspect ratio of the client area of the
+ *  specified window.  If the window is full screen, the aspect ratio only takes
+ *  effect once it is made windowed.  If the window is not resizable, this
+ *  function does nothing.
+ *
+ *  The aspect ratio is specified as a numerator and a denominator and both
+ *  values must be greater than zero.  For example, the common 16:9 aspect ratio
+ *  is specified as 16 and 9, respectively.
+ *
+ *  If the numerator and denominator is set to `GLFW_DONT_CARE` then the aspect
+ *  ratio limit is disabled.
+ *
+ *  The aspect ratio is applied immediately to a windowed mode window and may
+ *  cause it to be resized.
+ *
+ *  @param[in] window The window to set limits for.
+ *  @param[in] numer The numerator of the desired aspect ratio, or
+ *  `GLFW_DONT_CARE`.
+ *  @param[in] denom The denominator of the desired aspect ratio, or
+ *  `GLFW_DONT_CARE`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark If you set size limits and an aspect ratio that conflict, the
+ *  results are undefined.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_sizelimits
+ *  @sa glfwSetWindowSizeLimits
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* window, int numer, int denom);
+
+/*! @brief Sets the size of the client area of the specified window.
+ *
+ *  This function sets the size, in screen coordinates, of the client area of
+ *  the specified window.
+ *
+ *  For full screen windows, this function updates the resolution of its desired
+ *  video mode and switches to the video mode closest to it, without affecting
+ *  the window's context.  As the context is unaffected, the bit depths of the
+ *  framebuffer remain unchanged.
+ *
+ *  If you wish to update the refresh rate of the desired video mode in addition
+ *  to its resolution, see @ref glfwSetWindowMonitor.
+ *
+ *  The window manager may put limits on what sizes are allowed.  GLFW cannot
+ *  and should not override these limits.
+ *
+ *  @param[in] window The window to resize.
+ *  @param[in] width The desired width, in screen coordinates, of the window
+ *  client area.
+ *  @param[in] height The desired height, in screen coordinates, of the window
+ *  client area.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_size
+ *  @sa glfwGetWindowSize
+ *  @sa glfwSetWindowMonitor
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowSize(GLFWwindow* window, int width, int height);
+
+/*! @brief Retrieves the size of the framebuffer of the specified window.
+ *
+ *  This function retrieves the size, in pixels, of the framebuffer of the
+ *  specified window.  If you wish to retrieve the size of the window in screen
+ *  coordinates, see @ref glfwGetWindowSize.
+ *
+ *  Any or all of the size arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` size arguments will be set to zero.
+ *
+ *  @param[in] window The window whose framebuffer to query.
+ *  @param[out] width Where to store the width, in pixels, of the framebuffer,
+ *  or `NULL`.
+ *  @param[out] height Where to store the height, in pixels, of the framebuffer,
+ *  or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_fbsize
+ *  @sa glfwSetFramebufferSizeCallback
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwGetFramebufferSize(GLFWwindow* window, int* width, int* height);
+
+/*! @brief Retrieves the size of the frame of the window.
+ *
+ *  This function retrieves the size, in screen coordinates, of each edge of the
+ *  frame of the specified window.  This size includes the title bar, if the
+ *  window has one.  The size of the frame may vary depending on the
+ *  [window-related hints](@ref window_hints_wnd) used to create it.
+ *
+ *  Because this function retrieves the size of each window frame edge and not
+ *  the offset along a particular coordinate axis, the retrieved values will
+ *  always be zero or positive.
+ *
+ *  Any or all of the size arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` size arguments will be set to zero.
+ *
+ *  @param[in] window The window whose frame size to query.
+ *  @param[out] left Where to store the size, in screen coordinates, of the left
+ *  edge of the window frame, or `NULL`.
+ *  @param[out] top Where to store the size, in screen coordinates, of the top
+ *  edge of the window frame, or `NULL`.
+ *  @param[out] right Where to store the size, in screen coordinates, of the
+ *  right edge of the window frame, or `NULL`.
+ *  @param[out] bottom Where to store the size, in screen coordinates, of the
+ *  bottom edge of the window frame, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_size
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwGetWindowFrameSize(GLFWwindow* window, int* left, int* top, int* right, int* bottom);
+
+/*! @brief Iconifies the specified window.
+ *
+ *  This function iconifies (minimizes) the specified window if it was
+ *  previously restored.  If the window is already iconified, this function does
+ *  nothing.
+ *
+ *  If the specified window is a full screen window, the original monitor
+ *  resolution is restored until the window is restored.
+ *
+ *  @param[in] window The window to iconify.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_iconify
+ *  @sa glfwRestoreWindow
+ *  @sa glfwMaximizeWindow
+ *
+ *  @since Added in version 2.1.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwIconifyWindow(GLFWwindow* window);
+
+/*! @brief Restores the specified window.
+ *
+ *  This function restores the specified window if it was previously iconified
+ *  (minimized) or maximized.  If the window is already restored, this function
+ *  does nothing.
+ *
+ *  If the specified window is a full screen window, the resolution chosen for
+ *  the window is restored on the selected monitor.
+ *
+ *  @param[in] window The window to restore.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_iconify
+ *  @sa glfwIconifyWindow
+ *  @sa glfwMaximizeWindow
+ *
+ *  @since Added in version 2.1.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwRestoreWindow(GLFWwindow* window);
+
+/*! @brief Maximizes the specified window.
+ *
+ *  This function maximizes the specified window if it was previously not
+ *  maximized.  If the window is already maximized, this function does nothing.
+ *
+ *  If the specified window is a full screen window, this function does nothing.
+ *
+ *  @param[in] window The window to maximize.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @par Thread Safety
+ *  This function may only be called from the main thread.
+ *
+ *  @sa @ref window_iconify
+ *  @sa glfwIconifyWindow
+ *  @sa glfwRestoreWindow
+ *
+ *  @since Added in GLFW 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwMaximizeWindow(GLFWwindow* window);
+
+/*! @brief Makes the specified window visible.
+ *
+ *  This function makes the specified window visible if it was previously
+ *  hidden.  If the window is already visible or is in full screen mode, this
+ *  function does nothing.
+ *
+ *  @param[in] window The window to make visible.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_hide
+ *  @sa glfwHideWindow
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwShowWindow(GLFWwindow* window);
+
+/*! @brief Hides the specified window.
+ *
+ *  This function hides the specified window if it was previously visible.  If
+ *  the window is already hidden or is in full screen mode, this function does
+ *  nothing.
+ *
+ *  @param[in] window The window to hide.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_hide
+ *  @sa glfwShowWindow
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwHideWindow(GLFWwindow* window);
+
+/*! @brief Brings the specified window to front and sets input focus.
+ *
+ *  This function brings the specified window to front and sets input focus.
+ *  The window should already be visible and not iconified.
+ *
+ *  By default, both windowed and full screen mode windows are focused when
+ *  initially created.  Set the [GLFW_FOCUSED](@ref window_hints_wnd) to disable
+ *  this behavior.
+ *
+ *  __Do not use this function__ to steal focus from other applications unless
+ *  you are certain that is what the user wants.  Focus stealing can be
+ *  extremely disruptive.
+ *
+ *  @param[in] window The window to give input focus.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_focus
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwFocusWindow(GLFWwindow* window);
+
+/*! @brief Returns the monitor that the window uses for full screen mode.
+ *
+ *  This function returns the handle of the monitor that the specified window is
+ *  in full screen on.
+ *
+ *  @param[in] window The window to query.
+ *  @return The monitor, or `NULL` if the window is in windowed mode or an error
+ *  occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_monitor
+ *  @sa glfwSetWindowMonitor
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window);
+
+/*! @brief Sets the mode, monitor, video mode and placement of a window.
+ *
+ *  This function sets the monitor that the window uses for full screen mode or,
+ *  if the monitor is `NULL`, makes it windowed mode.
+ *
+ *  When setting a monitor, this function updates the width, height and refresh
+ *  rate of the desired video mode and switches to the video mode closest to it.
+ *  The window position is ignored when setting a monitor.
+ *
+ *  When the monitor is `NULL`, the position, width and height are used to
+ *  place the window client area.  The refresh rate is ignored when no monitor
+ *  is specified.
+ *
+ *  If you only wish to update the resolution of a full screen window or the
+ *  size of a windowed mode window, see @ref glfwSetWindowSize.
+ *
+ *  When a window transitions from full screen to windowed mode, this function
+ *  restores any previous window settings such as whether it is decorated,
+ *  floating, resizable, has size or aspect ratio limits, etc..
+ *
+ *  @param[in] window The window whose monitor, size or video mode to set.
+ *  @param[in] monitor The desired monitor, or `NULL` to set windowed mode.
+ *  @param[in] xpos The desired x-coordinate of the upper-left corner of the
+ *  client area.
+ *  @param[in] ypos The desired y-coordinate of the upper-left corner of the
+ *  client area.
+ *  @param[in] width The desired with, in screen coordinates, of the client area
+ *  or video mode.
+ *  @param[in] height The desired height, in screen coordinates, of the client
+ *  area or video mode.
+ *  @param[in] refreshRate The desired refresh rate, in Hz, of the video mode,
+ *  or `GLFW_DONT_CARE`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_monitor
+ *  @sa @ref window_full_screen
+ *  @sa glfwGetWindowMonitor
+ *  @sa glfwSetWindowSize
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate);
+
+/*! @brief Returns an attribute of the specified window.
+ *
+ *  This function returns the value of an attribute of the specified window or
+ *  its OpenGL or OpenGL ES context.
+ *
+ *  @param[in] window The window to query.
+ *  @param[in] attrib The [window attribute](@ref window_attribs) whose value to
+ *  return.
+ *  @return The value of the attribute, or zero if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark Framebuffer related hints are not window attributes.  See @ref
+ *  window_attribs_fb for more information.
+ *
+ *  @remark Zero is a valid value for many window and context related
+ *  attributes so you cannot use a return value of zero as an indication of
+ *  errors.  However, this function should not fail as long as it is passed
+ *  valid arguments and the library has been [initialized](@ref intro_init).
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_attribs
+ *
+ *  @since Added in version 3.0.  Replaces `glfwGetWindowParam` and
+ *  `glfwGetGLVersion`.
+ *
+ *  @ingroup window
+ */
+GLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib);
+
+/*! @brief Sets the user pointer of the specified window.
+ *
+ *  This function sets the user-defined pointer of the specified window.  The
+ *  current value is retained until the window is destroyed.  The initial value
+ *  is `NULL`.
+ *
+ *  @param[in] window The window whose pointer to set.
+ *  @param[in] pointer The new value.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @sa @ref window_userptr
+ *  @sa glfwGetWindowUserPointer
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSetWindowUserPointer(GLFWwindow* window, void* pointer);
+
+/*! @brief Returns the user pointer of the specified window.
+ *
+ *  This function returns the current value of the user-defined pointer of the
+ *  specified window.  The initial value is `NULL`.
+ *
+ *  @param[in] window The window whose pointer to return.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @sa @ref window_userptr
+ *  @sa glfwSetWindowUserPointer
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window);
+
+/*! @brief Sets the position callback for the specified window.
+ *
+ *  This function sets the position callback of the specified window, which is
+ *  called when the window is moved.  The callback is provided with the screen
+ *  position of the upper-left corner of the client area of the window.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_pos
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun cbfun);
+
+/*! @brief Sets the size callback for the specified window.
+ *
+ *  This function sets the size callback of the specified window, which is
+ *  called when the window is resized.  The callback is provided with the size,
+ *  in screen coordinates, of the client area of the window.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_size
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter and return value.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun cbfun);
+
+/*! @brief Sets the close callback for the specified window.
+ *
+ *  This function sets the close callback of the specified window, which is
+ *  called when the user attempts to close the window, for example by clicking
+ *  the close widget in the title bar.
+ *
+ *  The close flag is set before this callback is called, but you can modify it
+ *  at any time with @ref glfwSetWindowShouldClose.
+ *
+ *  The close callback is not triggered by @ref glfwDestroyWindow.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @remark @osx Selecting Quit from the application menu will trigger the close
+ *  callback for all windows.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_close
+ *
+ *  @since Added in version 2.5.
+ *  @glfw3 Added window handle parameter and return value.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwindowclosefun cbfun);
+
+/*! @brief Sets the refresh callback for the specified window.
+ *
+ *  This function sets the refresh callback of the specified window, which is
+ *  called when the client area of the window needs to be redrawn, for example
+ *  if the window has been exposed after having been covered by another window.
+ *
+ *  On compositing window systems such as Aero, Compiz or Aqua, where the window
+ *  contents are saved off-screen, this callback may be called only very
+ *  infrequently or never at all.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_refresh
+ *
+ *  @since Added in version 2.5.
+ *  @glfw3 Added window handle parameter and return value.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun cbfun);
+
+/*! @brief Sets the focus callback for the specified window.
+ *
+ *  This function sets the focus callback of the specified window, which is
+ *  called when the window gains or loses input focus.
+ *
+ *  After the focus callback is called for a window that lost input focus,
+ *  synthetic key and mouse button release events will be generated for all such
+ *  that had been pressed.  For more information, see @ref glfwSetKeyCallback
+ *  and @ref glfwSetMouseButtonCallback.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_focus
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun cbfun);
+
+/*! @brief Sets the iconify callback for the specified window.
+ *
+ *  This function sets the iconification callback of the specified window, which
+ *  is called when the window is iconified or restored.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_iconify
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyfun cbfun);
+
+/*! @brief Sets the framebuffer resize callback for the specified window.
+ *
+ *  This function sets the framebuffer resize callback of the specified window,
+ *  which is called when the framebuffer of the specified window is resized.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref window_fbsize
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffersizefun cbfun);
+
+/*! @brief Processes all pending events.
+ *
+ *  This function processes only those events that are already in the event
+ *  queue and then returns immediately.  Processing events will cause the window
+ *  and input callbacks associated with those events to be called.
+ *
+ *  On some platforms, a window move, resize or menu operation will cause event
+ *  processing to block.  This is due to how event processing is designed on
+ *  those platforms.  You can use the
+ *  [window refresh callback](@ref window_refresh) to redraw the contents of
+ *  your window when necessary during such operations.
+ *
+ *  On some platforms, certain events are sent directly to the application
+ *  without going through the event queue, causing callbacks to be called
+ *  outside of a call to one of the event processing functions.
+ *
+ *  Event processing is not required for joystick input to work.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref events
+ *  @sa glfwWaitEvents
+ *  @sa glfwWaitEventsTimeout
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwPollEvents(void);
+
+/*! @brief Waits until events are queued and processes them.
+ *
+ *  This function puts the calling thread to sleep until at least one event is
+ *  available in the event queue.  Once one or more events are available,
+ *  it behaves exactly like @ref glfwPollEvents, i.e. the events in the queue
+ *  are processed and the function then returns immediately.  Processing events
+ *  will cause the window and input callbacks associated with those events to be
+ *  called.
+ *
+ *  Since not all events are associated with callbacks, this function may return
+ *  without a callback having been called even if you are monitoring all
+ *  callbacks.
+ *
+ *  On some platforms, a window move, resize or menu operation will cause event
+ *  processing to block.  This is due to how event processing is designed on
+ *  those platforms.  You can use the
+ *  [window refresh callback](@ref window_refresh) to redraw the contents of
+ *  your window when necessary during such operations.
+ *
+ *  On some platforms, certain callbacks may be called outside of a call to one
+ *  of the event processing functions.
+ *
+ *  If no windows exist, this function returns immediately.  For synchronization
+ *  of threads in applications that do not create windows, use your threading
+ *  library of choice.
+ *
+ *  Event processing is not required for joystick input to work.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref events
+ *  @sa glfwPollEvents
+ *  @sa glfwWaitEventsTimeout
+ *
+ *  @since Added in version 2.5.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwWaitEvents(void);
+
+/*! @brief Waits with timeout until events are queued and processes them.
+ *
+ *  This function puts the calling thread to sleep until at least one event is
+ *  available in the event queue, or until the specified timeout is reached.  If
+ *  one or more events are available, it behaves exactly like @ref
+ *  glfwPollEvents, i.e. the events in the queue are processed and the function
+ *  then returns immediately.  Processing events will cause the window and input
+ *  callbacks associated with those events to be called.
+ *
+ *  The timeout value must be a positive finite number.
+ *
+ *  Since not all events are associated with callbacks, this function may return
+ *  without a callback having been called even if you are monitoring all
+ *  callbacks.
+ *
+ *  On some platforms, a window move, resize or menu operation will cause event
+ *  processing to block.  This is due to how event processing is designed on
+ *  those platforms.  You can use the
+ *  [window refresh callback](@ref window_refresh) to redraw the contents of
+ *  your window when necessary during such operations.
+ *
+ *  On some platforms, certain callbacks may be called outside of a call to one
+ *  of the event processing functions.
+ *
+ *  If no windows exist, this function returns immediately.  For synchronization
+ *  of threads in applications that do not create windows, use your threading
+ *  library of choice.
+ *
+ *  Event processing is not required for joystick input to work.
+ *
+ *  @param[in] timeout The maximum amount of time, in seconds, to wait.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref events
+ *  @sa glfwPollEvents
+ *  @sa glfwWaitEvents
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwWaitEventsTimeout(double timeout);
+
+/*! @brief Posts an empty event to the event queue.
+ *
+ *  This function posts an empty event from the current thread to the event
+ *  queue, causing @ref glfwWaitEvents to return.
+ *
+ *  If no windows exist, this function returns immediately.  For synchronization
+ *  of threads in applications that do not create windows, use your threading
+ *  library of choice.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref events
+ *  @sa glfwWaitEvents
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwPostEmptyEvent(void);
+
+/*! @brief Returns the value of an input option for the specified window.
+ *
+ *  This function returns the value of an input option for the specified window.
+ *  The mode must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ *  `GLFW_STICKY_MOUSE_BUTTONS`.
+ *
+ *  @param[in] window The window to query.
+ *  @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ *  `GLFW_STICKY_MOUSE_BUTTONS`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_INVALID_ENUM.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa glfwSetInputMode
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup input
+ */
+GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode);
+
+/*! @brief Sets an input option for the specified window.
+ *
+ *  This function sets an input mode option for the specified window.  The mode
+ *  must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ *  `GLFW_STICKY_MOUSE_BUTTONS`.
+ *
+ *  If the mode is `GLFW_CURSOR`, the value must be one of the following cursor
+ *  modes:
+ *  - `GLFW_CURSOR_NORMAL` makes the cursor visible and behaving normally.
+ *  - `GLFW_CURSOR_HIDDEN` makes the cursor invisible when it is over the client
+ *    area of the window but does not restrict the cursor from leaving.
+ *  - `GLFW_CURSOR_DISABLED` hides and grabs the cursor, providing virtual
+ *    and unlimited cursor movement.  This is useful for implementing for
+ *    example 3D camera controls.
+ *
+ *  If the mode is `GLFW_STICKY_KEYS`, the value must be either `GLFW_TRUE` to
+ *  enable sticky keys, or `GLFW_FALSE` to disable it.  If sticky keys are
+ *  enabled, a key press will ensure that @ref glfwGetKey returns `GLFW_PRESS`
+ *  the next time it is called even if the key had been released before the
+ *  call.  This is useful when you are only interested in whether keys have been
+ *  pressed but not when or in which order.
+ *
+ *  If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either
+ *  `GLFW_TRUE` to enable sticky mouse buttons, or `GLFW_FALSE` to disable it.
+ *  If sticky mouse buttons are enabled, a mouse button press will ensure that
+ *  @ref glfwGetMouseButton returns `GLFW_PRESS` the next time it is called even
+ *  if the mouse button had been released before the call.  This is useful when
+ *  you are only interested in whether mouse buttons have been pressed but not
+ *  when or in which order.
+ *
+ *  @param[in] window The window whose input mode to set.
+ *  @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ *  `GLFW_STICKY_MOUSE_BUTTONS`.
+ *  @param[in] value The new value of the specified input mode.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa glfwGetInputMode
+ *
+ *  @since Added in version 3.0.  Replaces `glfwEnable` and `glfwDisable`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value);
+
+/*! @brief Returns the localized name of the specified printable key.
+ *
+ *  This function returns the localized name of the specified printable key.
+ *  This is intended for displaying key bindings to the user.
+ *
+ *  If the key is `GLFW_KEY_UNKNOWN`, the scancode is used instead, otherwise
+ *  the scancode is ignored.  If a non-printable key or (if the key is
+ *  `GLFW_KEY_UNKNOWN`) a scancode that maps to a non-printable key is
+ *  specified, this function returns `NULL`.          
+ *
+ *  This behavior allows you to pass in the arguments passed to the
+ *  [key callback](@ref input_key) without modification.
+ *
+ *  The printable keys are:
+ *  - `GLFW_KEY_APOSTROPHE`
+ *  - `GLFW_KEY_COMMA`
+ *  - `GLFW_KEY_MINUS`
+ *  - `GLFW_KEY_PERIOD`
+ *  - `GLFW_KEY_SLASH`
+ *  - `GLFW_KEY_SEMICOLON`
+ *  - `GLFW_KEY_EQUAL`
+ *  - `GLFW_KEY_LEFT_BRACKET`
+ *  - `GLFW_KEY_RIGHT_BRACKET`
+ *  - `GLFW_KEY_BACKSLASH`
+ *  - `GLFW_KEY_WORLD_1`
+ *  - `GLFW_KEY_WORLD_2`
+ *  - `GLFW_KEY_0` to `GLFW_KEY_9`
+ *  - `GLFW_KEY_A` to `GLFW_KEY_Z`
+ *  - `GLFW_KEY_KP_0` to `GLFW_KEY_KP_9`
+ *  - `GLFW_KEY_KP_DECIMAL`
+ *  - `GLFW_KEY_KP_DIVIDE`
+ *  - `GLFW_KEY_KP_MULTIPLY`
+ *  - `GLFW_KEY_KP_SUBTRACT`
+ *  - `GLFW_KEY_KP_ADD`
+ *  - `GLFW_KEY_KP_EQUAL`
+ *
+ *  @param[in] key The key to query, or `GLFW_KEY_UNKNOWN`.
+ *  @param[in] scancode The scancode of the key to query.
+ *  @return The localized name of the key, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the next call to @ref
+ *  glfwGetKeyName, or until the library is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_key_name
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup input
+ */
+GLFWAPI const char* glfwGetKeyName(int key, int scancode);
+
+/*! @brief Returns the last reported state of a keyboard key for the specified
+ *  window.
+ *
+ *  This function returns the last state reported for the specified key to the
+ *  specified window.  The returned state is one of `GLFW_PRESS` or
+ *  `GLFW_RELEASE`.  The higher-level action `GLFW_REPEAT` is only reported to
+ *  the key callback.
+ *
+ *  If the `GLFW_STICKY_KEYS` input mode is enabled, this function returns
+ *  `GLFW_PRESS` the first time you call it for a key that was pressed, even if
+ *  that key has already been released.
+ *
+ *  The key functions deal with physical keys, with [key tokens](@ref keys)
+ *  named after their use on the standard US keyboard layout.  If you want to
+ *  input text, use the Unicode character callback instead.
+ *
+ *  The [modifier key bit masks](@ref mods) are not key tokens and cannot be
+ *  used with this function.
+ *
+ *  __Do not use this function__ to implement [text input](@ref input_char).
+ *
+ *  @param[in] window The desired window.
+ *  @param[in] key The desired [keyboard key](@ref keys).  `GLFW_KEY_UNKNOWN` is
+ *  not a valid key for this function.
+ *  @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_INVALID_ENUM.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_key
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup input
+ */
+GLFWAPI int glfwGetKey(GLFWwindow* window, int key);
+
+/*! @brief Returns the last reported state of a mouse button for the specified
+ *  window.
+ *
+ *  This function returns the last state reported for the specified mouse button
+ *  to the specified window.  The returned state is one of `GLFW_PRESS` or
+ *  `GLFW_RELEASE`.
+ *
+ *  If the `GLFW_STICKY_MOUSE_BUTTONS` input mode is enabled, this function
+ *  `GLFW_PRESS` the first time you call it for a mouse button that was pressed,
+ *  even if that mouse button has already been released.
+ *
+ *  @param[in] window The desired window.
+ *  @param[in] button The desired [mouse button](@ref buttons).
+ *  @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_INVALID_ENUM.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_mouse_button
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup input
+ */
+GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button);
+
+/*! @brief Retrieves the position of the cursor relative to the client area of
+ *  the window.
+ *
+ *  This function returns the position of the cursor, in screen coordinates,
+ *  relative to the upper-left corner of the client area of the specified
+ *  window.
+ *
+ *  If the cursor is disabled (with `GLFW_CURSOR_DISABLED`) then the cursor
+ *  position is unbounded and limited only by the minimum and maximum values of
+ *  a `double`.
+ *
+ *  The coordinate can be converted to their integer equivalents with the
+ *  `floor` function.  Casting directly to an integer type works for positive
+ *  coordinates, but fails for negative ones.
+ *
+ *  Any or all of the position arguments may be `NULL`.  If an error occurs, all
+ *  non-`NULL` position arguments will be set to zero.
+ *
+ *  @param[in] window The desired window.
+ *  @param[out] xpos Where to store the cursor x-coordinate, relative to the
+ *  left edge of the client area, or `NULL`.
+ *  @param[out] ypos Where to store the cursor y-coordinate, relative to the to
+ *  top edge of the client area, or `NULL`.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_pos
+ *  @sa glfwSetCursorPos
+ *
+ *  @since Added in version 3.0.  Replaces `glfwGetMousePos`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos);
+
+/*! @brief Sets the position of the cursor, relative to the client area of the
+ *  window.
+ *
+ *  This function sets the position, in screen coordinates, of the cursor
+ *  relative to the upper-left corner of the client area of the specified
+ *  window.  The window must have input focus.  If the window does not have
+ *  input focus when this function is called, it fails silently.
+ *
+ *  __Do not use this function__ to implement things like camera controls.  GLFW
+ *  already provides the `GLFW_CURSOR_DISABLED` cursor mode that hides the
+ *  cursor, transparently re-centers it and provides unconstrained cursor
+ *  motion.  See @ref glfwSetInputMode for more information.
+ *
+ *  If the cursor mode is `GLFW_CURSOR_DISABLED` then the cursor position is
+ *  unconstrained and limited only by the minimum and maximum values of
+ *  a `double`.
+ *
+ *  @param[in] window The desired window.
+ *  @param[in] xpos The desired x-coordinate, relative to the left edge of the
+ *  client area.
+ *  @param[in] ypos The desired y-coordinate, relative to the top edge of the
+ *  client area.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_pos
+ *  @sa glfwGetCursorPos
+ *
+ *  @since Added in version 3.0.  Replaces `glfwSetMousePos`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwSetCursorPos(GLFWwindow* window, double xpos, double ypos);
+
+/*! @brief Creates a custom cursor.
+ *
+ *  Creates a new custom cursor image that can be set for a window with @ref
+ *  glfwSetCursor.  The cursor can be destroyed with @ref glfwDestroyCursor.
+ *  Any remaining cursors are destroyed by @ref glfwTerminate.
+ *
+ *  The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight
+ *  bits per channel.  They are arranged canonically as packed sequential rows,
+ *  starting from the top-left corner.
+ *
+ *  The cursor hotspot is specified in pixels, relative to the upper-left corner
+ *  of the cursor image.  Like all other coordinate systems in GLFW, the X-axis
+ *  points to the right and the Y-axis points down.
+ *
+ *  @param[in] image The desired cursor image.
+ *  @param[in] xhot The desired x-coordinate, in pixels, of the cursor hotspot.
+ *  @param[in] yhot The desired y-coordinate, in pixels, of the cursor hotspot.
+ *  @return The handle of the created cursor, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The specified image data is copied before this function
+ *  returns.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_object
+ *  @sa glfwDestroyCursor
+ *  @sa glfwCreateStandardCursor
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot);
+
+/*! @brief Creates a cursor with a standard shape.
+ *
+ *  Returns a cursor with a [standard shape](@ref shapes), that can be set for
+ *  a window with @ref glfwSetCursor.
+ *
+ *  @param[in] shape One of the [standard shapes](@ref shapes).
+ *  @return A new cursor ready to use or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_object
+ *  @sa glfwCreateCursor
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWcursor* glfwCreateStandardCursor(int shape);
+
+/*! @brief Destroys a cursor.
+ *
+ *  This function destroys a cursor previously created with @ref
+ *  glfwCreateCursor.  Any remaining cursors will be destroyed by @ref
+ *  glfwTerminate.
+ *
+ *  @param[in] cursor The cursor object to destroy.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @reentrancy This function must not be called from a callback.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_object
+ *  @sa glfwCreateCursor
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwDestroyCursor(GLFWcursor* cursor);
+
+/*! @brief Sets the cursor for the window.
+ *
+ *  This function sets the cursor image to be used when the cursor is over the
+ *  client area of the specified window.  The set cursor will only be visible
+ *  when the [cursor mode](@ref cursor_mode) of the window is
+ *  `GLFW_CURSOR_NORMAL`.
+ *
+ *  On some platforms, the set cursor may not be visible unless the window also
+ *  has input focus.
+ *
+ *  @param[in] window The window to set the cursor for.
+ *  @param[in] cursor The cursor to set, or `NULL` to switch back to the default
+ *  arrow cursor.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_object
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor);
+
+/*! @brief Sets the key callback.
+ *
+ *  This function sets the key callback of the specified window, which is called
+ *  when a key is pressed, repeated or released.
+ *
+ *  The key functions deal with physical keys, with layout independent
+ *  [key tokens](@ref keys) named after their values in the standard US keyboard
+ *  layout.  If you want to input text, use the
+ *  [character callback](@ref glfwSetCharCallback) instead.
+ *
+ *  When a window loses input focus, it will generate synthetic key release
+ *  events for all pressed keys.  You can tell these events from user-generated
+ *  events by the fact that the synthetic ones are generated after the focus
+ *  loss event has been processed, i.e. after the
+ *  [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
+ *
+ *  The scancode of a key is specific to that platform or sometimes even to that
+ *  machine.  Scancodes are intended to allow users to bind keys that don't have
+ *  a GLFW key token.  Such keys have `key` set to `GLFW_KEY_UNKNOWN`, their
+ *  state is not saved and so it cannot be queried with @ref glfwGetKey.
+ *
+ *  Sometimes GLFW needs to generate synthetic key events, in which case the
+ *  scancode may be zero.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new key callback, or `NULL` to remove the currently
+ *  set callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_key
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter and return value.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun cbfun);
+
+/*! @brief Sets the Unicode character callback.
+ *
+ *  This function sets the character callback of the specified window, which is
+ *  called when a Unicode character is input.
+ *
+ *  The character callback is intended for Unicode text input.  As it deals with
+ *  characters, it is keyboard layout dependent, whereas the
+ *  [key callback](@ref glfwSetKeyCallback) is not.  Characters do not map 1:1
+ *  to physical keys, as a key may produce zero, one or more characters.  If you
+ *  want to know whether a specific physical key was pressed or released, see
+ *  the key callback instead.
+ *
+ *  The character callback behaves as system text input normally does and will
+ *  not be called if modifier keys are held down that would prevent normal text
+ *  input on that platform, for example a Super (Command) key on OS X or Alt key
+ *  on Windows.  There is a
+ *  [character with modifiers callback](@ref glfwSetCharModsCallback) that
+ *  receives these events.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_char
+ *
+ *  @since Added in version 2.4.
+ *  @glfw3 Added window handle parameter and return value.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun cbfun);
+
+/*! @brief Sets the Unicode character with modifiers callback.
+ *
+ *  This function sets the character with modifiers callback of the specified
+ *  window, which is called when a Unicode character is input regardless of what
+ *  modifier keys are used.
+ *
+ *  The character with modifiers callback is intended for implementing custom
+ *  Unicode character input.  For regular Unicode text input, see the
+ *  [character callback](@ref glfwSetCharCallback).  Like the character
+ *  callback, the character with modifiers callback deals with characters and is
+ *  keyboard layout dependent.  Characters do not map 1:1 to physical keys, as
+ *  a key may produce zero, one or more characters.  If you want to know whether
+ *  a specific physical key was pressed or released, see the
+ *  [key callback](@ref glfwSetKeyCallback) instead.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or an
+ *  error occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_char
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmodsfun cbfun);
+
+/*! @brief Sets the mouse button callback.
+ *
+ *  This function sets the mouse button callback of the specified window, which
+ *  is called when a mouse button is pressed or released.
+ *
+ *  When a window loses input focus, it will generate synthetic mouse button
+ *  release events for all pressed mouse buttons.  You can tell these events
+ *  from user-generated events by the fact that the synthetic ones are generated
+ *  after the focus loss event has been processed, i.e. after the
+ *  [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref input_mouse_button
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter and return value.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun cbfun);
+
+/*! @brief Sets the cursor position callback.
+ *
+ *  This function sets the cursor position callback of the specified window,
+ *  which is called when the cursor is moved.  The callback is provided with the
+ *  position, in screen coordinates, relative to the upper-left corner of the
+ *  client area of the window.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_pos
+ *
+ *  @since Added in version 3.0.  Replaces `glfwSetMousePosCallback`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursorposfun cbfun);
+
+/*! @brief Sets the cursor enter/exit callback.
+ *
+ *  This function sets the cursor boundary crossing callback of the specified
+ *  window, which is called when the cursor enters or leaves the client area of
+ *  the window.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref cursor_enter
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun cbfun);
+
+/*! @brief Sets the scroll callback.
+ *
+ *  This function sets the scroll callback of the specified window, which is
+ *  called when a scrolling device is used, such as a mouse wheel or scrolling
+ *  area of a touchpad.
+ *
+ *  The scroll callback receives all scrolling input, like that from a mouse
+ *  wheel or a touchpad scrolling area.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new scroll callback, or `NULL` to remove the currently
+ *  set callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref scrolling
+ *
+ *  @since Added in version 3.0.  Replaces `glfwSetMouseWheelCallback`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun cbfun);
+
+/*! @brief Sets the file drop callback.
+ *
+ *  This function sets the file drop callback of the specified window, which is
+ *  called when one or more dragged files are dropped on the window.
+ *
+ *  Because the path array and its strings may have been generated specifically
+ *  for that event, they are not guaranteed to be valid after the callback has
+ *  returned.  If you wish to use them after the callback returns, you need to
+ *  make a deep copy.
+ *
+ *  @param[in] window The window whose callback to set.
+ *  @param[in] cbfun The new file drop callback, or `NULL` to remove the
+ *  currently set callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref path_drop
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun cbfun);
+
+/*! @brief Returns whether the specified joystick is present.
+ *
+ *  This function returns whether the specified joystick is present.
+ *
+ *  @param[in] joy The [joystick](@ref joysticks) to query.
+ *  @return `GLFW_TRUE` if the joystick is present, or `GLFW_FALSE` otherwise.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref joystick
+ *
+ *  @since Added in version 3.0.  Replaces `glfwGetJoystickParam`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI int glfwJoystickPresent(int joy);
+
+/*! @brief Returns the values of all axes of the specified joystick.
+ *
+ *  This function returns the values of all axes of the specified joystick.
+ *  Each element in the array is a value between -1.0 and 1.0.
+ *
+ *  Querying a joystick slot with no device present is not an error, but will
+ *  cause this function to return `NULL`.  Call @ref glfwJoystickPresent to
+ *  check device presence.
+ *
+ *  @param[in] joy The [joystick](@ref joysticks) to query.
+ *  @param[out] count Where to store the number of axis values in the returned
+ *  array.  This is set to zero if an error occurred.
+ *  @return An array of axis values, or `NULL` if the joystick is not present.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the specified joystick is
+ *  disconnected, this function is called again for that joystick or the library
+ *  is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref joystick_axis
+ *
+ *  @since Added in version 3.0.  Replaces `glfwGetJoystickPos`.
+ *
+ *  @ingroup input
+ */
+GLFWAPI const float* glfwGetJoystickAxes(int joy, int* count);
+
+/*! @brief Returns the state of all buttons of the specified joystick.
+ *
+ *  This function returns the state of all buttons of the specified joystick.
+ *  Each element in the array is either `GLFW_PRESS` or `GLFW_RELEASE`.
+ *
+ *  Querying a joystick slot with no device present is not an error, but will
+ *  cause this function to return `NULL`.  Call @ref glfwJoystickPresent to
+ *  check device presence.
+ *
+ *  @param[in] joy The [joystick](@ref joysticks) to query.
+ *  @param[out] count Where to store the number of button states in the returned
+ *  array.  This is set to zero if an error occurred.
+ *  @return An array of button states, or `NULL` if the joystick is not present.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the specified joystick is
+ *  disconnected, this function is called again for that joystick or the library
+ *  is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref joystick_button
+ *
+ *  @since Added in version 2.2.
+ *  @glfw3 Changed to return a dynamic array.
+ *
+ *  @ingroup input
+ */
+GLFWAPI const unsigned char* glfwGetJoystickButtons(int joy, int* count);
+
+/*! @brief Returns the name of the specified joystick.
+ *
+ *  This function returns the name, encoded as UTF-8, of the specified joystick.
+ *  The returned string is allocated and freed by GLFW.  You should not free it
+ *  yourself.
+ *
+ *  Querying a joystick slot with no device present is not an error, but will
+ *  cause this function to return `NULL`.  Call @ref glfwJoystickPresent to
+ *  check device presence.
+ *
+ *  @param[in] joy The [joystick](@ref joysticks) to query.
+ *  @return The UTF-8 encoded name of the joystick, or `NULL` if the joystick
+ *  is not present.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the specified joystick is
+ *  disconnected, this function is called again for that joystick or the library
+ *  is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref joystick_name
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup input
+ */
+GLFWAPI const char* glfwGetJoystickName(int joy);
+
+/*! @brief Sets the joystick configuration callback.
+ *
+ *  This function sets the joystick configuration callback, or removes the
+ *  currently set callback.  This is called when a joystick is connected to or
+ *  disconnected from the system.
+ *
+ *  @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ *  callback.
+ *  @return The previously set callback, or `NULL` if no callback was set or the
+ *  library had not been [initialized](@ref intro_init).
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref joystick_event
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup input
+ */
+GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun cbfun);
+
+/*! @brief Sets the clipboard to the specified string.
+ *
+ *  This function sets the system clipboard to the specified, UTF-8 encoded
+ *  string.
+ *
+ *  @param[in] window The window that will own the clipboard contents.
+ *  @param[in] string A UTF-8 encoded string.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The specified string is copied before this function
+ *  returns.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref clipboard
+ *  @sa glfwGetClipboardString
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string);
+
+/*! @brief Returns the contents of the clipboard as a string.
+ *
+ *  This function returns the contents of the system clipboard, if it contains
+ *  or is convertible to a UTF-8 encoded string.  If the clipboard is empty or
+ *  if its contents cannot be converted, `NULL` is returned and a @ref
+ *  GLFW_FORMAT_UNAVAILABLE error is generated.
+ *
+ *  @param[in] window The window that will request the clipboard contents.
+ *  @return The contents of the clipboard as a UTF-8 encoded string, or `NULL`
+ *  if an [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is valid until the next call to @ref
+ *  glfwGetClipboardString or @ref glfwSetClipboardString, or until the library
+ *  is terminated.
+ *
+ *  @thread_safety This function must only be called from the main thread.
+ *
+ *  @sa @ref clipboard
+ *  @sa glfwSetClipboardString
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup input
+ */
+GLFWAPI const char* glfwGetClipboardString(GLFWwindow* window);
+
+/*! @brief Returns the value of the GLFW timer.
+ *
+ *  This function returns the value of the GLFW timer.  Unless the timer has
+ *  been set using @ref glfwSetTime, the timer measures time elapsed since GLFW
+ *  was initialized.
+ *
+ *  The resolution of the timer is system dependent, but is usually on the order
+ *  of a few micro- or nanoseconds.  It uses the highest-resolution monotonic
+ *  time source on each supported platform.
+ *
+ *  @return The current value, in seconds, or zero if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.  Reading and
+ *  writing of the internal timer offset is not atomic, so it needs to be
+ *  externally synchronized with calls to @ref glfwSetTime.
+ *
+ *  @sa @ref time
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup input
+ */
+GLFWAPI double glfwGetTime(void);
+
+/*! @brief Sets the GLFW timer.
+ *
+ *  This function sets the value of the GLFW timer.  It then continues to count
+ *  up from that value.  The value must be a positive finite number less than
+ *  or equal to 18446744073.0, which is approximately 584.5 years.
+ *
+ *  @param[in] time The new value, in seconds.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_INVALID_VALUE.
+ *
+ *  @remark The upper limit of the timer is calculated as
+ *  floor((2<sup>64</sup> - 1) / 10<sup>9</sup>) and is due to implementations
+ *  storing nanoseconds in 64 bits.  The limit may be increased in the future.
+ *
+ *  @thread_safety This function may be called from any thread.  Reading and
+ *  writing of the internal timer offset is not atomic, so it needs to be
+ *  externally synchronized with calls to @ref glfwGetTime.
+ *
+ *  @sa @ref time
+ *
+ *  @since Added in version 2.2.
+ *
+ *  @ingroup input
+ */
+GLFWAPI void glfwSetTime(double time);
+
+/*! @brief Returns the current value of the raw timer.
+ *
+ *  This function returns the current value of the raw timer, measured in
+ *  1&nbsp;/&nbsp;frequency seconds.  To get the frequency, call @ref
+ *  glfwGetTimerFrequency.
+ *
+ *  @return The value of the timer, or zero if an 
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref time
+ *  @sa glfwGetTimerFrequency
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup input
+ */
+GLFWAPI uint64_t glfwGetTimerValue(void);
+
+/*! @brief Returns the frequency, in Hz, of the raw timer.
+ *
+ *  This function returns the frequency, in Hz, of the raw timer.
+ *
+ *  @return The frequency of the timer, in Hz, or zero if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref time
+ *  @sa glfwGetTimerValue
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup input
+ */
+GLFWAPI uint64_t glfwGetTimerFrequency(void);
+
+/*! @brief Makes the context of the specified window current for the calling
+ *  thread.
+ *
+ *  This function makes the OpenGL or OpenGL ES context of the specified window
+ *  current on the calling thread.  A context can only be made current on
+ *  a single thread at a time and each thread can have only a single current
+ *  context at a time.
+ *
+ *  By default, making a context non-current implicitly forces a pipeline flush.
+ *  On machines that support `GL_KHR_context_flush_control`, you can control
+ *  whether a context performs this flush by setting the
+ *  [GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref window_hints_ctx) window hint.
+ *
+ *  The specified window must have an OpenGL or OpenGL ES context.  Specifying
+ *  a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT
+ *  error.
+ *
+ *  @param[in] window The window whose context to make current, or `NULL` to
+ *  detach the current context.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref context_current
+ *  @sa glfwGetCurrentContext
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup context
+ */
+GLFWAPI void glfwMakeContextCurrent(GLFWwindow* window);
+
+/*! @brief Returns the window whose context is current on the calling thread.
+ *
+ *  This function returns the window whose OpenGL or OpenGL ES context is
+ *  current on the calling thread.
+ *
+ *  @return The window whose context is current, or `NULL` if no window's
+ *  context is current.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref context_current
+ *  @sa glfwMakeContextCurrent
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup context
+ */
+GLFWAPI GLFWwindow* glfwGetCurrentContext(void);
+
+/*! @brief Swaps the front and back buffers of the specified window.
+ *
+ *  This function swaps the front and back buffers of the specified window when
+ *  rendering with OpenGL or OpenGL ES.  If the swap interval is greater than
+ *  zero, the GPU driver waits the specified number of screen updates before
+ *  swapping the buffers.
+ *
+ *  The specified window must have an OpenGL or OpenGL ES context.  Specifying
+ *  a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT
+ *  error.
+ *
+ *  This function does not apply to Vulkan.  If you are rendering with Vulkan,
+ *  see `vkQueuePresentKHR` instead.
+ *
+ *  @param[in] window The window whose buffers to swap.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark __EGL:__ The context of the specified window must be current on the
+ *  calling thread.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref buffer_swap
+ *  @sa glfwSwapInterval
+ *
+ *  @since Added in version 1.0.
+ *  @glfw3 Added window handle parameter.
+ *
+ *  @ingroup window
+ */
+GLFWAPI void glfwSwapBuffers(GLFWwindow* window);
+
+/*! @brief Sets the swap interval for the current context.
+ *
+ *  This function sets the swap interval for the current OpenGL or OpenGL ES
+ *  context, i.e. the number of screen updates to wait from the time @ref
+ *  glfwSwapBuffers was called before swapping the buffers and returning.  This
+ *  is sometimes called _vertical synchronization_, _vertical retrace
+ *  synchronization_ or just _vsync_.
+ *
+ *  Contexts that support either of the `WGL_EXT_swap_control_tear` and
+ *  `GLX_EXT_swap_control_tear` extensions also accept negative swap intervals,
+ *  which allow the driver to swap even if a frame arrives a little bit late.
+ *  You can check for the presence of these extensions using @ref
+ *  glfwExtensionSupported.  For more information about swap tearing, see the
+ *  extension specifications.
+ *
+ *  A context must be current on the calling thread.  Calling this function
+ *  without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
+ *
+ *  This function does not apply to Vulkan.  If you are rendering with Vulkan,
+ *  see the present mode of your swapchain instead.
+ *
+ *  @param[in] interval The minimum number of screen updates to wait for
+ *  until the buffers are swapped by @ref glfwSwapBuffers.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark This function is not called during context creation, leaving the
+ *  swap interval set to whatever is the default on that platform.  This is done
+ *  because some swap interval extensions used by GLFW do not allow the swap
+ *  interval to be reset to zero once it has been set to a non-zero value.
+ *
+ *  @remark Some GPU drivers do not honor the requested swap interval, either
+ *  because of a user setting that overrides the application's request or due to
+ *  bugs in the driver.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref buffer_swap
+ *  @sa glfwSwapBuffers
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup context
+ */
+GLFWAPI void glfwSwapInterval(int interval);
+
+/*! @brief Returns whether the specified extension is available.
+ *
+ *  This function returns whether the specified
+ *  [API extension](@ref context_glext) is supported by the current OpenGL or
+ *  OpenGL ES context.  It searches both for client API extension and context
+ *  creation API extensions.
+ *
+ *  A context must be current on the calling thread.  Calling this function
+ *  without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
+ *
+ *  As this functions retrieves and searches one or more extension strings each
+ *  call, it is recommended that you cache its results if it is going to be used
+ *  frequently.  The extension strings will not change during the lifetime of
+ *  a context, so there is no danger in doing this.
+ *
+ *  This function does not apply to Vulkan.  If you are using Vulkan, see @ref
+ *  glfwGetRequiredInstanceExtensions, `vkEnumerateInstanceExtensionProperties`
+ *  and `vkEnumerateDeviceExtensionProperties` instead.
+ *
+ *  @param[in] extension The ASCII encoded name of the extension.
+ *  @return `GLFW_TRUE` if the extension is available, or `GLFW_FALSE`
+ *  otherwise.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_NO_CURRENT_CONTEXT, @ref GLFW_INVALID_VALUE and @ref
+ *  GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref context_glext
+ *  @sa glfwGetProcAddress
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup context
+ */
+GLFWAPI int glfwExtensionSupported(const char* extension);
+
+/*! @brief Returns the address of the specified function for the current
+ *  context.
+ *
+ *  This function returns the address of the specified OpenGL or OpenGL ES
+ *  [core or extension function](@ref context_glext), if it is supported
+ *  by the current context.
+ *
+ *  A context must be current on the calling thread.  Calling this function
+ *  without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
+ *
+ *  This function does not apply to Vulkan.  If you are rendering with Vulkan,
+ *  see @ref glfwGetInstanceProcAddress, `vkGetInstanceProcAddr` and
+ *  `vkGetDeviceProcAddr` instead.
+ *
+ *  @param[in] procname The ASCII encoded name of the function.
+ *  @return The address of the function, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remark The address of a given function is not guaranteed to be the same
+ *  between contexts.
+ *
+ *  @remark This function may return a non-`NULL` address despite the
+ *  associated version or extension not being available.  Always check the
+ *  context version or extension string first.
+ *
+ *  @pointer_lifetime The returned function pointer is valid until the context
+ *  is destroyed or the library is terminated.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref context_glext
+ *  @sa glfwExtensionSupported
+ *
+ *  @since Added in version 1.0.
+ *
+ *  @ingroup context
+ */
+GLFWAPI GLFWglproc glfwGetProcAddress(const char* procname);
+
+/*! @brief Returns whether the Vulkan loader has been found.
+ *
+ *  This function returns whether the Vulkan loader has been found.  This check
+ *  is performed by @ref glfwInit.
+ *
+ *  The availability of a Vulkan loader does not by itself guarantee that window
+ *  surface creation or even device creation is possible.  Call @ref
+ *  glfwGetRequiredInstanceExtensions to check whether the extensions necessary
+ *  for Vulkan surface creation are available and @ref
+ *  glfwGetPhysicalDevicePresentationSupport to check whether a queue family of
+ *  a physical device supports image presentation.
+ *
+ *  @return `GLFW_TRUE` if Vulkan is available, or `GLFW_FALSE` otherwise.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref vulkan_support
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup vulkan
+ */
+GLFWAPI int glfwVulkanSupported(void);
+
+/*! @brief Returns the Vulkan instance extensions required by GLFW.
+ *
+ *  This function returns an array of names of Vulkan instance extensions required
+ *  by GLFW for creating Vulkan surfaces for GLFW windows.  If successful, the
+ *  list will always contains `VK_KHR_surface`, so if you don't require any
+ *  additional extensions you can pass this list directly to the
+ *  `VkInstanceCreateInfo` struct.
+ *
+ *  If Vulkan is not available on the machine, this function returns `NULL` and
+ *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported
+ *  to check whether Vulkan is available.
+ *
+ *  If Vulkan is available but no set of extensions allowing window surface
+ *  creation was found, this function returns `NULL`.  You may still use Vulkan
+ *  for off-screen rendering and compute work.
+ *
+ *  @param[out] count Where to store the number of extensions in the returned
+ *  array.  This is set to zero if an error occurred.
+ *  @return An array of ASCII encoded extension names, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_API_UNAVAILABLE.
+ *
+ *  @remarks Additional extensions may be required by future versions of GLFW.
+ *  You should check if any extensions you wish to enable are already in the
+ *  returned array, as it is an error to specify an extension more than once in
+ *  the `VkInstanceCreateInfo` struct.
+ *
+ *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
+ *  should not free it yourself.  It is guaranteed to be valid only until the
+ *  library is terminated.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref vulkan_ext
+ *  @sa glfwCreateWindowSurface
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup vulkan
+ */
+GLFWAPI const char** glfwGetRequiredInstanceExtensions(uint32_t* count);
+
+#if defined(VK_VERSION_1_0)
+
+/*! @brief Returns the address of the specified Vulkan instance function.
+ *
+ *  This function returns the address of the specified Vulkan core or extension
+ *  function for the specified instance.  If instance is set to `NULL` it can
+ *  return any function exported from the Vulkan loader, including at least the
+ *  following functions:
+ *
+ *  - `vkEnumerateInstanceExtensionProperties`
+ *  - `vkEnumerateInstanceLayerProperties`
+ *  - `vkCreateInstance`
+ *  - `vkGetInstanceProcAddr`
+ *
+ *  If Vulkan is not available on the machine, this function returns `NULL` and
+ *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported
+ *  to check whether Vulkan is available.
+ *
+ *  This function is equivalent to calling `vkGetInstanceProcAddr` with
+ *  a platform-specific query of the Vulkan loader as a fallback.
+ *
+ *  @param[in] instance The Vulkan instance to query, or `NULL` to retrieve
+ *  functions related to instance creation.
+ *  @param[in] procname The ASCII encoded name of the function.
+ *  @return The address of the function, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ *  GLFW_API_UNAVAILABLE.
+ *
+ *  @pointer_lifetime The returned function pointer is valid until the library
+ *  is terminated.
+ *
+ *  @thread_safety This function may be called from any thread.
+ *
+ *  @sa @ref vulkan_proc
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup vulkan
+ */
+GLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char* procname);
+
+/*! @brief Returns whether the specified queue family can present images.
+ *
+ *  This function returns whether the specified queue family of the specified
+ *  physical device supports presentation to the platform GLFW was built for.
+ *
+ *  If Vulkan or the required window surface creation instance extensions are
+ *  not available on the machine, or if the specified instance was not created
+ *  with the required extensions, this function returns `GLFW_FALSE` and
+ *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported
+ *  to check whether Vulkan is available and @ref
+ *  glfwGetRequiredInstanceExtensions to check what instance extensions are
+ *  required.
+ *
+ *  @param[in] instance The instance that the physical device belongs to.
+ *  @param[in] device The physical device that the queue family belongs to.
+ *  @param[in] queuefamily The index of the queue family to query.
+ *  @return `GLFW_TRUE` if the queue family supports presentation, or
+ *  `GLFW_FALSE` otherwise.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @thread_safety This function may be called from any thread.  For
+ *  synchronization details of Vulkan objects, see the Vulkan specification.
+ *
+ *  @sa @ref vulkan_present
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup vulkan
+ */
+GLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily);
+
+/*! @brief Creates a Vulkan surface for the specified window.
+ *
+ *  This function creates a Vulkan surface for the specified window.
+ *
+ *  If the Vulkan loader was not found at initialization, this function returns
+ *  `VK_ERROR_INITIALIZATION_FAILED` and generates a @ref GLFW_API_UNAVAILABLE
+ *  error.  Call @ref glfwVulkanSupported to check whether the Vulkan loader was
+ *  found.
+ *
+ *  If the required window surface creation instance extensions are not
+ *  available or if the specified instance was not created with these extensions
+ *  enabled, this function returns `VK_ERROR_EXTENSION_NOT_PRESENT` and
+ *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref
+ *  glfwGetRequiredInstanceExtensions to check what instance extensions are
+ *  required.
+ *
+ *  The window surface must be destroyed before the specified Vulkan instance.
+ *  It is the responsibility of the caller to destroy the window surface.  GLFW
+ *  does not destroy it for you.  Call `vkDestroySurfaceKHR` to destroy the
+ *  surface.
+ *
+ *  @param[in] instance The Vulkan instance to create the surface in.
+ *  @param[in] window The window to create the surface for.
+ *  @param[in] allocator The allocator to use, or `NULL` to use the default
+ *  allocator.
+ *  @param[out] surface Where to store the handle of the surface.  This is set
+ *  to `VK_NULL_HANDLE` if an error occurred.
+ *  @return `VK_SUCCESS` if successful, or a Vulkan error code if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ *  GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.
+ *
+ *  @remarks If an error occurs before the creation call is made, GLFW returns
+ *  the Vulkan error code most appropriate for the error.  Appropriate use of
+ *  @ref glfwVulkanSupported and @ref glfwGetRequiredInstanceExtensions should
+ *  eliminate almost all occurrences of these errors.
+ *
+ *  @thread_safety This function may be called from any thread.  For
+ *  synchronization details of Vulkan objects, see the Vulkan specification.
+ *
+ *  @sa @ref vulkan_surface
+ *  @sa glfwGetRequiredInstanceExtensions
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup vulkan
+ */
+GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface);
+
+#endif /*VK_VERSION_1_0*/
+
+
+/*************************************************************************
+ * Global definition cleanup
+ *************************************************************************/
+
+/* ------------------- BEGIN SYSTEM/COMPILER SPECIFIC -------------------- */
+
+#ifdef GLFW_WINGDIAPI_DEFINED
+ #undef WINGDIAPI
+ #undef GLFW_WINGDIAPI_DEFINED
+#endif
+
+#ifdef GLFW_CALLBACK_DEFINED
+ #undef CALLBACK
+ #undef GLFW_CALLBACK_DEFINED
+#endif
+
+/* -------------------- END SYSTEM/COMPILER SPECIFIC --------------------- */
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* _glfw3_h_ */
+

+ 456 - 0
src/external/include/GLFW/glfw3native.h

@@ -0,0 +1,456 @@
+/*************************************************************************
+ * GLFW 3.2 - www.glfw.org
+ * A library for OpenGL, window and input
+ *------------------------------------------------------------------------
+ * Copyright (c) 2002-2006 Marcus Geelnard
+ * Copyright (c) 2006-2016 Camilla Berglund <[email protected]>
+ *
+ * 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 _glfw3_native_h_
+#define _glfw3_native_h_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+/*************************************************************************
+ * Doxygen documentation
+ *************************************************************************/
+
+/*! @file glfw3native.h
+ *  @brief The header of the native access functions.
+ *
+ *  This is the header file of the native access functions.  See @ref native for
+ *  more information.
+ */
+/*! @defgroup native Native access
+ *
+ *  **By using the native access functions you assert that you know what you're
+ *  doing and how to fix problems caused by using them.  If you don't, you
+ *  shouldn't be using them.**
+ *
+ *  Before the inclusion of @ref glfw3native.h, you may define exactly one
+ *  window system API macro and zero or more context creation API macros.
+ *
+ *  The chosen backends must match those the library was compiled for.  Failure
+ *  to do this will cause a link-time error.
+ *
+ *  The available window API macros are:
+ *  * `GLFW_EXPOSE_NATIVE_WIN32`
+ *  * `GLFW_EXPOSE_NATIVE_COCOA`
+ *  * `GLFW_EXPOSE_NATIVE_X11`
+ *  * `GLFW_EXPOSE_NATIVE_WAYLAND`
+ *  * `GLFW_EXPOSE_NATIVE_MIR`
+ *
+ *  The available context API macros are:
+ *  * `GLFW_EXPOSE_NATIVE_WGL`
+ *  * `GLFW_EXPOSE_NATIVE_NSGL`
+ *  * `GLFW_EXPOSE_NATIVE_GLX`
+ *  * `GLFW_EXPOSE_NATIVE_EGL`
+ *
+ *  These macros select which of the native access functions that are declared
+ *  and which platform-specific headers to include.  It is then up your (by
+ *  definition platform-specific) code to handle which of these should be
+ *  defined.
+ */
+
+
+/*************************************************************************
+ * System headers and types
+ *************************************************************************/
+
+#if defined(GLFW_EXPOSE_NATIVE_WIN32)
+ // This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
+ // example to allow applications to correctly declare a GL_ARB_debug_output
+ // callback) but windows.h assumes no one will define APIENTRY before it does
+ #undef APIENTRY
+ #include <windows.h>
+#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
+ #include <ApplicationServices/ApplicationServices.h>
+ #if defined(__OBJC__)
+  #import <Cocoa/Cocoa.h>
+ #else
+  typedef void* id;
+ #endif
+#elif defined(GLFW_EXPOSE_NATIVE_X11)
+ #include <X11/Xlib.h>
+ #include <X11/extensions/Xrandr.h>
+#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
+ #include <wayland-client.h>
+#elif defined(GLFW_EXPOSE_NATIVE_MIR)
+ #include <mir_toolkit/mir_client_library.h>
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_WGL)
+ /* WGL is declared by windows.h */
+#endif
+#if defined(GLFW_EXPOSE_NATIVE_NSGL)
+ /* NSGL is declared by Cocoa.h */
+#endif
+#if defined(GLFW_EXPOSE_NATIVE_GLX)
+ #include <GL/glx.h>
+#endif
+#if defined(GLFW_EXPOSE_NATIVE_EGL)
+ #include <EGL/egl.h>
+#endif
+
+
+/*************************************************************************
+ * Functions
+ *************************************************************************/
+
+#if defined(GLFW_EXPOSE_NATIVE_WIN32)
+/*! @brief Returns the adapter device name of the specified monitor.
+ *
+ *  @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`)
+ *  of the specified monitor, or `NULL` if an [error](@ref error_handling)
+ *  occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup native
+ */
+GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
+
+/*! @brief Returns the display device name of the specified monitor.
+ *
+ *  @return The UTF-8 encoded display device name (for example
+ *  `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup native
+ */
+GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `HWND` of the specified window.
+ *
+ *  @return The `HWND` of the specified window, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_WGL)
+/*! @brief Returns the `HGLRC` of the specified window.
+ *
+ *  @return The `HGLRC` of the specified window, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_COCOA)
+/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.
+ *
+ *  @return The `CGDirectDisplayID` of the specified monitor, or
+ *  `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup native
+ */
+GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `NSWindow` of the specified window.
+ *
+ *  @return The `NSWindow` of the specified window, or `nil` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_NSGL)
+/*! @brief Returns the `NSOpenGLContext` of the specified window.
+ *
+ *  @return The `NSOpenGLContext` of the specified window, or `nil` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_X11)
+/*! @brief Returns the `Display` used by GLFW.
+ *
+ *  @return The `Display` used by GLFW, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI Display* glfwGetX11Display(void);
+
+/*! @brief Returns the `RRCrtc` of the specified monitor.
+ *
+ *  @return The `RRCrtc` of the specified monitor, or `None` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup native
+ */
+GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
+
+/*! @brief Returns the `RROutput` of the specified monitor.
+ *
+ *  @return The `RROutput` of the specified monitor, or `None` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.1.
+ *
+ *  @ingroup native
+ */
+GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `Window` of the specified window.
+ *
+ *  @return The `Window` of the specified window, or `None` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_GLX)
+/*! @brief Returns the `GLXContext` of the specified window.
+ *
+ *  @return The `GLXContext` of the specified window, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
+
+/*! @brief Returns the `GLXWindow` of the specified window.
+ *
+ *  @return The `GLXWindow` of the specified window, or `None` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
+/*! @brief Returns the `struct wl_display*` used by GLFW.
+ *
+ *  @return The `struct wl_display*` used by GLFW, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI struct wl_display* glfwGetWaylandDisplay(void);
+
+/*! @brief Returns the `struct wl_output*` of the specified monitor.
+ *
+ *  @return The `struct wl_output*` of the specified monitor, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the main `struct wl_surface*` of the specified window.
+ *
+ *  @return The main `struct wl_surface*` of the specified window, or `NULL` if
+ *  an [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_MIR)
+/*! @brief Returns the `MirConnection*` used by GLFW.
+ *
+ *  @return The `MirConnection*` used by GLFW, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI MirConnection* glfwGetMirDisplay(void);
+
+/*! @brief Returns the Mir output ID of the specified monitor.
+ *
+ *  @return The Mir output ID of the specified monitor, or zero if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI int glfwGetMirMonitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `MirSurface*` of the specified window.
+ *
+ *  @return The `MirSurface*` of the specified window, or `NULL` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.2.
+ *
+ *  @ingroup native
+ */
+GLFWAPI MirSurface* glfwGetMirWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_EGL)
+/*! @brief Returns the `EGLDisplay` used by GLFW.
+ *
+ *  @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
+
+/*! @brief Returns the `EGLContext` of the specified window.
+ *
+ *  @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
+
+/*! @brief Returns the `EGLSurface` of the specified window.
+ *
+ *  @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
+ *  [error](@ref error_handling) occurred.
+ *
+ *  @thread_safety This function may be called from any thread.  Access is not
+ *  synchronized.
+ *
+ *  @since Added in version 3.0.
+ *
+ *  @ingroup native
+ */
+GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
+#endif
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* _glfw3_native_h_ */
+

+ 0 - 0
src/external/glfw3/COPYING.txt → src/external/include/GLFW_COPYING.txt


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