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-rw-r--r--deps/raylib/projects/4coder/Makefile399
-rw-r--r--deps/raylib/projects/4coder/Makefile.Android300
-rw-r--r--deps/raylib/projects/4coder/main.c38
-rw-r--r--deps/raylib/projects/4coder/project.4coder54
-rw-r--r--deps/raylib/projects/Builder/README.md24
-rw-r--r--deps/raylib/projects/Builder/examples/README.md1
-rw-r--r--deps/raylib/projects/Builder/examples/meson.build25
-rw-r--r--deps/raylib/projects/Builder/meson.build25
-rw-r--r--deps/raylib/projects/CMake/CMakeLists.txt42
-rw-r--r--deps/raylib/projects/CMake/README.md27
-rw-r--r--deps/raylib/projects/CMake/core_basic_window.c83
-rw-r--r--deps/raylib/projects/CodeBlocks/README.md22
-rw-r--r--deps/raylib/projects/CodeBlocks/compiler_settings.pngbin0 -> 53305 bytes
-rw-r--r--deps/raylib/projects/CodeBlocks/core_basic_window.c58
-rw-r--r--deps/raylib/projects/CodeBlocks/core_basic_window.cbp137
-rw-r--r--deps/raylib/projects/Geany/core_basic_window.c52
-rw-r--r--deps/raylib/projects/Geany/raylib.c.tags453
-rw-r--r--deps/raylib/projects/Geany/raylib_compile_execute.bat21
-rw-r--r--deps/raylib/projects/Geany/raylib_compile_sources.bat42
-rw-r--r--deps/raylib/projects/Geany/raylib_project.geany41
-rw-r--r--deps/raylib/projects/Notepad++/README.md19
-rw-r--r--deps/raylib/projects/Notepad++/npes_saved_mingw.txtbin0 -> 8256 bytes
-rw-r--r--deps/raylib/projects/Notepad++/npes_saved_tcc.txtbin0 -> 8386 bytes
-rw-r--r--deps/raylib/projects/Notepad++/npes_saved_w64devkit.txtbin0 -> 10400 bytes
-rw-r--r--deps/raylib/projects/Notepad++/npes_saved_zig.txtbin0 -> 7986 bytes
-rw-r--r--deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp.xml3660
-rw-r--r--deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c150
-rw-r--r--deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h741
-rw-r--r--deps/raylib/projects/README.md18
-rw-r--r--deps/raylib/projects/SublimeText/README.md13
-rw-r--r--deps/raylib/projects/SublimeText/raylib.sublime-build13
-rw-r--r--deps/raylib/projects/SublimeText/raylib.sublime-project8
-rw-r--r--deps/raylib/projects/VS2019-Android/raylib_android.sln75
-rw-r--r--deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/android_native_app_glue.c437
-rw-r--r--deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/android_native_app_glue.h344
-rw-r--r--deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/main.c64
-rw-r--r--deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/raylib_android.NativeActivity.vcxproj226
-rw-r--r--deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/raylib_android.NativeActivity.vcxproj.filters10
-rw-r--r--deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/AndroidManifest.xml22
-rw-r--r--deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/build.xml90
-rw-r--r--deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/project.properties3
-rw-r--r--deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/raylib_android.Packaging.androidproj134
-rw-r--r--deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/res/values/strings.xml4
-rw-r--r--deps/raylib/projects/VS2022/examples/audio_mixed_processor.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/audio_module_playing.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/audio_music_stream.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/audio_raw_stream.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/audio_sound_loading.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/audio_sound_multi.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/audio_stream_effects.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_2d_camera.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_2d_camera_mouse_zoom.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_2d_camera_platformer.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_2d_camera_split_screen.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/core_3d_camera_first_person.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_3d_camera_free.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_3d_camera_mode.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_3d_camera_split_screen.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/core_3d_picking.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_automation_events.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_basic_screen_manager.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_basic_window.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_custom_frame_control.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_custom_logging.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_drop_files.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_input_gamepad.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/core_input_gamepad_info.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_input_gestures.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/core_input_keys.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/core_input_mouse.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/core_input_mouse_wheel.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_input_multitouch.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/core_input_virtual_controls.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_loading_thread.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/core_random_sequence.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/core_random_values.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/core_scissor_test.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/core_smooth_pixelperfect.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_storage_values.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/core_vr_simulator.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/core_window_flags.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/core_window_letterbox.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/core_window_should_close.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/core_world_screen.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/easings_testbed.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/embedded_files_loading.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/models_animation.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/models_billboard.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/models_box_collisions.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/models_cubicmap.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/models_draw_cube_texture.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/models_first_person_maze.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/models_geometric_shapes.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/models_gpu_skinning.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/models_heightmap.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/models_loading.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/models_loading_gltf.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/models_loading_m3d.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/models_loading_vox.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/models_mesh_generation.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/models_mesh_picking.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/models_orthographic_projection.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/models_rlgl_solar_system.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/models_skybox.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/models_waving_cubes.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/models_yaw_pitch_roll.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/rlgl_compute_shaders.vcxproj388
-rw-r--r--deps/raylib/projects/VS2022/examples/rlgl_standalone.vcxproj391
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_basic_lighting.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_custom_uniform.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_deferred_render.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_eratosthenes.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_fog.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_hot_reloading.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_hybrid_render.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_julia_set.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_mesh_instancing.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_model_shader.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_multi_sample2d.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_palette_switch.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_postprocessing.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_raymarching.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_shadowmap.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_shapes_textures.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_simple_mask.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_spotlight.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_texture_drawing.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_texture_outline.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_texture_tiling.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_texture_waves.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shaders_write_depth.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shapes_basic_shapes.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shapes_bouncing_ball.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shapes_collision_area.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shapes_colors_palette.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shapes_draw_circle_sector.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shapes_draw_rectangle_rounded.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shapes_draw_ring.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shapes_easings_ball_anim.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shapes_easings_box_anim.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shapes_easings_rectangle_array.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shapes_following_eyes.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shapes_lines_bezier.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shapes_logo_raylib.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shapes_logo_raylib_anim.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shapes_rectangle_advanced.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/shapes_rectangle_scaling.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/shapes_splines_drawing.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/shapes_top_down_lights.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/text_codepoints_loading.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/text_draw_3d.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/text_font_filters.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/text_font_loading.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/text_font_sdf.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/text_font_spritefont.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/text_format_text.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/text_input_box.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/text_raylib_fonts.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/text_rectangle_bounds.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/text_unicode.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/text_writing_anim.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_background_scrolling.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_blend_modes.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_bunnymark.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_draw_tiled.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_fog_of_war.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_gif_player.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_image_drawing.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_image_generation.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_image_loading.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_image_processing.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_image_text.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_logo_raylib.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_mouse_painting.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_npatch_drawing.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_particles_blending.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_polygon.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_raw_data.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_sprite_anim.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_sprite_button.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_sprite_explosion.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_srcrec_dstrec.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_svg_loading.vcxproj390
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_textured_curve.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/examples/textures_to_image.vcxproj387
-rw-r--r--deps/raylib/projects/VS2022/raylib.sln2746
-rw-r--r--deps/raylib/projects/VS2022/raylib/raylib.vcxproj340
-rw-r--r--deps/raylib/projects/VSCode/Makefile405
-rw-r--r--deps/raylib/projects/VSCode/Makefile.Android300
-rw-r--r--deps/raylib/projects/VSCode/main.c108
-rw-r--r--deps/raylib/projects/VSCode/main.code-workspace16
-rw-r--r--deps/raylib/projects/VSCode/resources/LICENSE1
-rw-r--r--deps/raylib/projects/scripts/README.md68
-rw-r--r--deps/raylib/projects/scripts/build-linux.sh169
-rw-r--r--deps/raylib/projects/scripts/build-osx.sh171
-rw-r--r--deps/raylib/projects/scripts/build-rpi.sh169
-rw-r--r--deps/raylib/projects/scripts/build-windows.bat219
-rw-r--r--deps/raylib/projects/scripts/core_basic_window.c61
198 files changed, 67709 insertions, 0 deletions
diff --git a/deps/raylib/projects/4coder/Makefile b/deps/raylib/projects/4coder/Makefile
new file mode 100644
index 0000000..6417312
--- /dev/null
+++ b/deps/raylib/projects/4coder/Makefile
@@ -0,0 +1,399 @@
+#**************************************************************************************************
+#
+# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
+#
+# Copyright (c) 2013-2024 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.
+#
+#**************************************************************************************************
+
+.PHONY: all clean
+
+# Define required raylib variables
+PROJECT_NAME ?= game
+RAYLIB_VERSION ?= 4.2.0
+RAYLIB_PATH ?= ..\..
+
+# Define default options
+
+# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+PLATFORM ?= PLATFORM_DESKTOP
+
+# Locations of your newly installed library and associated headers. See ../src/Makefile
+# On Linux, if you have installed raylib but cannot compile the examples, check that
+# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
+# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
+# To enable compile-time linking to a special version of libraylib.so, change these variables here.
+# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
+# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
+# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
+# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
+DESTDIR ?= /usr/local
+RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
+# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
+RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
+
+# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
+RAYLIB_LIBTYPE ?= STATIC
+
+# Build mode for project: DEBUG or RELEASE
+BUILD_MODE ?= RELEASE
+
+# Use external GLFW library instead of rglfw module
+# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
+USE_EXTERNAL_GLFW ?= FALSE
+
+# Use Wayland display server protocol on Linux desktop
+# by default it uses X11 windowing system
+USE_WAYLAND_DISPLAY ?= FALSE
+
+# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ # No uname.exe on MinGW!, but OS=Windows_NT on Windows!
+ # ifeq ($(UNAME),Msys) -> Windows
+ ifeq ($(OS),Windows_NT)
+ PLATFORM_OS=WINDOWS
+ else
+ UNAMEOS=$(shell uname)
+ ifeq ($(UNAMEOS),Linux)
+ PLATFORM_OS=LINUX
+ endif
+ ifeq ($(UNAMEOS),FreeBSD)
+ PLATFORM_OS=BSD
+ endif
+ ifeq ($(UNAMEOS),OpenBSD)
+ PLATFORM_OS=BSD
+ endif
+ ifeq ($(UNAMEOS),NetBSD)
+ PLATFORM_OS=BSD
+ endif
+ ifeq ($(UNAMEOS),DragonFly)
+ PLATFORM_OS=BSD
+ endif
+ ifeq ($(UNAMEOS),Darwin)
+ PLATFORM_OS=OSX
+ endif
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ UNAMEOS=$(shell uname)
+ ifeq ($(UNAMEOS),Linux)
+ PLATFORM_OS=LINUX
+ endif
+endif
+
+# RAYLIB_PATH adjustment for different platforms.
+# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
+# Required for ldconfig or other tools that do not perform path expansion.
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),LINUX)
+ RAYLIB_PREFIX ?= ..
+ RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
+ endif
+endif
+# Default path for raylib on Raspberry Pi, if installed in different path, update it!
+# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
+# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ RAYLIB_PATH ?= /home/pi/raylib
+endif
+
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # Emscripten required variables
+ EMSDK_PATH ?= C:/raylib/emsdk
+ EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
+ CLANG_PATH = $(EMSDK_PATH)/upstream/bin
+ PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-nuget_64bit
+ NODE_PATH = $(EMSDK_PATH)/node/20.18.0_64bit/bin
+ export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH)
+endif
+
+# Define raylib release directory for compiled library.
+# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
+RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
+
+# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
+# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
+# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
+# without formal installation from ../src/Makefile. It aids portability and is useful if you have
+# multiple versions of raylib, have raylib installed to a non-standard location, or want to
+# bundle libraylib.so with your game. Change it to your liking.
+# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
+# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
+# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
+# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
+# To see which libraries a built example is linking to, ldd core/core_basic_window;
+# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
+EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH)
+
+# Define default C compiler: gcc
+# NOTE: define g++ compiler if using C++
+CC = gcc
+
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),OSX)
+ # OSX default compiler
+ CC = clang
+ endif
+ ifeq ($(PLATFORM_OS),BSD)
+ # FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
+ CC = clang
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
+ # Define RPI cross-compiler
+ #CC = armv6j-hardfloat-linux-gnueabi-gcc
+ CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # HTML5 emscripten compiler
+ # WARNING: To compile to HTML5, code must be redesigned
+ # to use emscripten.h and emscripten_set_main_loop()
+ CC = emcc
+endif
+
+# Define default make program: Mingw32-make
+MAKE = mingw32-make
+
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),LINUX)
+ MAKE = make
+ endif
+ ifeq ($(PLATFORM_OS),OSX)
+ MAKE = make
+ endif
+endif
+
+# Define compiler flags:
+# -O1 defines optimization level
+# -g include debug information on compilation
+# -s strip unnecessary data from build
+# -Wall turns on most, but not all, compiler warnings
+# -std=c99 defines C language mode (standard C from 1999 revision)
+# -std=gnu99 defines C language mode (GNU C from 1999 revision)
+# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
+# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
+CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
+
+ifeq ($(BUILD_MODE),DEBUG)
+ CFLAGS += -g
+endif
+
+# Additional flags for compiler (if desired)
+#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ # resource file contains windows executable icon and properties
+ # -Wl,--subsystem,windows hides the console window
+ CFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data -Wl,--subsystem,windows
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ ifeq ($(RAYLIB_LIBTYPE),STATIC)
+ CFLAGS += -D_DEFAULT_SOURCE
+ endif
+ ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ # Explicitly enable runtime link to libraylib.so
+ CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
+ endif
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ CFLAGS += -std=gnu99
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # -Os # size optimization
+ # -O2 # optimization level 2, if used, also set --memory-init-file 0
+ # -s USE_GLFW=3 # Use glfw3 library (context/input management)
+ # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
+ # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
+ # -s USE_PTHREADS=1 # multithreading support
+ # -s WASM=0 # disable Web Assembly, emitted by default
+ # -s EMTERPRETIFY=1 # enable emscripten code interpreter (very slow)
+ # -s EMTERPRETIFY_ASYNC=1 # support synchronous loops by emterpreter
+ # -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
+ # -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
+ # --profiling # include information for code profiling
+ # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
+ # --preload-file resources # specify a resources folder for data compilation
+ CFLAGS += -Os -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 --preload-file resources
+ ifeq ($(BUILD_MODE), DEBUG)
+ CFLAGS += -s ASSERTIONS=1 --profiling
+ endif
+
+ # Define a custom shell .html and output extension
+ CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
+ EXT = .html
+endif
+
+# Define include paths for required headers
+# NOTE: Several external required libraries (stb and others)
+INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
+
+# Define additional directories containing required header files
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ # RPI required libraries
+ INCLUDE_PATHS += -I/opt/vc/include
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
+endif
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),BSD)
+ # Consider -L$(RAYLIB_H_INSTALL_PATH)
+ INCLUDE_PATHS += -I/usr/local/include
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ # Reset everything.
+ # Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include
+ INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -isystem. -isystem$(RAYLIB_PATH)/src -isystem$(RAYLIB_PATH)/release/include -isystem$(RAYLIB_PATH)/src/external
+ endif
+endif
+
+# Define library paths containing required libs.
+LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
+
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),BSD)
+ # Consider -L$(RAYLIB_INSTALL_PATH)
+ LDFLAGS += -L. -Lsrc -L/usr/local/lib
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ # Reset everything.
+ # Precedence: immediately local, installed version, raysan5 provided libs
+ LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH)
+ endif
+endif
+
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ LDFLAGS += -L/opt/vc/lib
+endif
+
+# Define any libraries required on linking
+# if you want to link libraries (libname.so or libname.a), use the -lname
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ # Libraries for Windows desktop compilation
+ # NOTE: WinMM library required to set high-res timer resolution
+ LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ # Libraries for Debian GNU/Linux desktop compiling
+ # NOTE: Required packages: libegl1-mesa-dev
+ LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
+
+ # On X11 requires also below libraries
+ LDLIBS += -lX11
+ # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
+ #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+
+ # On Wayland windowing system, additional libraries requires
+ ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
+ LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
+ endif
+ # Explicit link to libc
+ ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ LDLIBS += -lc
+ endif
+ endif
+ ifeq ($(PLATFORM_OS),OSX)
+ # Libraries for OSX 10.9 desktop compiling
+ # NOTE: Required packages: libopenal-dev libegl1-mesa-dev
+ LDLIBS = -lraylib -framework OpenGL -framework OpenAL -framework Cocoa
+ endif
+ ifeq ($(PLATFORM_OS),BSD)
+ # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
+ # NOTE: Required packages: mesa-libs
+ LDLIBS = -lraylib -lGL -lpthread -lm
+
+ # On XWindow requires also below libraries
+ LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+ endif
+ ifeq ($(USE_EXTERNAL_GLFW),TRUE)
+ # NOTE: It could require additional packages installed: libglfw3-dev
+ LDLIBS += -lglfw
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ # Libraries for Raspberry Pi compiling
+ # NOTE: Required packages: libasound2-dev (ALSA)
+ LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # Libraries for web (HTML5) compiling
+ LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.bc
+endif
+
+# Define a recursive wildcard function
+rwildcard=$(foreach d,$(wildcard $1*),$(call rwildcard,$d/,$2) $(filter $(subst *,%,$2),$d))
+
+# Define all source files required
+SRC_DIR = src
+OBJ_DIR = obj
+
+# Define all object files from source files
+SRC = $(call rwildcard, *.c, *.h)
+#OBJS = $(SRC:$(SRC_DIR)/%.c=$(OBJ_DIR)/%.o)
+OBJS = main.c
+
+# For Android platform we call a custom Makefile.Android
+ifeq ($(PLATFORM),PLATFORM_ANDROID)
+ MAKEFILE_PARAMS = -f Makefile.Android
+ export PROJECT_NAME
+ export SRC_DIR
+else
+ MAKEFILE_PARAMS = $(PROJECT_NAME)
+endif
+
+# Default target entry
+# NOTE: We call this Makefile target or Makefile.Android target
+all:
+ $(MAKE) $(MAKEFILE_PARAMS)
+
+# Project target defined by PROJECT_NAME
+$(PROJECT_NAME): $(OBJS)
+ $(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+# Compile source files
+# NOTE: This pattern will compile every module defined on $(OBJS)
+#%.o: %.c
+$(OBJ_DIR)/%.o: $(SRC_DIR)/%.c
+ $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
+
+# Clean everything
+clean:
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ del *.o *.exe /s
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -fv
+ endif
+ ifeq ($(PLATFORM_OS),OSX)
+ find . -type f -perm +ugo+x -delete
+ rm -f *.o
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ find . -type f -executable -delete
+ rm -fv *.o
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ del *.o *.html *.js
+endif
+ @echo Cleaning done
+
diff --git a/deps/raylib/projects/4coder/Makefile.Android b/deps/raylib/projects/4coder/Makefile.Android
new file mode 100644
index 0000000..29d437b
--- /dev/null
+++ b/deps/raylib/projects/4coder/Makefile.Android
@@ -0,0 +1,300 @@
+#**************************************************************************************************
+#
+# raylib makefile for Android project (APK building)
+#
+# Copyright (c) 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.
+#
+#**************************************************************************************************
+
+# Define required raylib variables
+PLATFORM ?= PLATFORM_ANDROID
+RAYLIB_PATH ?= ..\..
+
+# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
+ANDROID_ARCH ?= ARM
+ANDROID_API_VERSION = 21
+ifeq ($(ANDROID_ARCH),ARM)
+ ANDROID_ARCH_NAME = armeabi-v7a
+endif
+ifeq ($(ANDROID_ARCH),ARM64)
+ ANDROID_ARCH_NAME = arm64-v8a
+endif
+
+# Required path variables
+# NOTE: JAVA_HOME must be set to JDK
+JAVA_HOME ?= C:/JavaJDK
+ANDROID_HOME = C:/android-sdk
+ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
+ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/28.0.1
+ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
+
+# Android project configuration variables
+PROJECT_NAME ?= raylib_game
+PROJECT_LIBRARY_NAME ?= main
+PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
+PROJECT_RESOURCES_PATH ?= resources
+PROJECT_SOURCE_FILES ?= raylib_game.c
+
+# Some source files are placed in directories, when compiling to some
+# output directory other than source, that directory must pre-exist.
+# Here we get a list of required folders that need to be created on
+# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
+PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
+
+# Android app configuration variables
+APP_LABEL_NAME ?= rGame
+APP_COMPANY_NAME ?= raylib
+APP_PRODUCT_NAME ?= rgame
+APP_VERSION_CODE ?= 1
+APP_VERSION_NAME ?= 1.0
+APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\raylib_36x36.png
+APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png
+APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png
+APP_SCREEN_ORIENTATION ?= landscape
+APP_KEYSTORE_PASS ?= raylib
+
+# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
+RAYLIB_LIBTYPE ?= STATIC
+
+# Library path for libraylib.a/libraylib.so
+RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src
+
+# Shared libs must be added to APK if required
+# NOTE: Generated NativeLoader.java automatically load those libraries
+ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so
+endif
+
+# Compiler and archiver
+# NOTE: GCC is being deprecated in Android NDK r16
+ifeq ($(ANDROID_ARCH),ARM)
+ CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
+ AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
+endif
+ifeq ($(ANDROID_ARCH),ARM64)
+ CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang
+ AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
+endif
+
+# Compiler flags for arquitecture
+ifeq ($(ANDROID_ARCH),ARM)
+ CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
+endif
+ifeq ($(ANDROID_ARCH),ARM64)
+ CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
+endif
+# Compilation functions attributes options
+CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
+# Compiler options for the linker
+CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
+# Preprocessor macro definitions
+CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
+
+# Paths containing required header files
+INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue
+
+# Linker options
+LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
+LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
+# Force linking of library module to define symbol
+LDFLAGS += -u ANativeActivity_onCreate
+# Library paths containing required libs
+LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib
+
+# Define any libraries to link into executable
+# if you want to link libraries (libname.so or libname.a), use the -lname
+LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl
+
+# Generate target objects list from PROJECT_SOURCE_FILES
+OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
+
+# Android APK building process... some steps required...
+# NOTE: typing 'make' will invoke the default target entry called 'all',
+all: create_temp_project_dirs \
+ copy_project_required_libs \
+ copy_project_resources \
+ generate_loader_script \
+ generate_android_manifest \
+ generate_apk_keystore \
+ config_project_package \
+ compile_project_code \
+ compile_project_class \
+ compile_project_class_dex \
+ create_project_apk_package \
+ sign_project_apk_package \
+ zipalign_project_apk_package
+
+# Create required temp directories for APK building
+create_temp_project_dirs:
+ if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
+ if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
+ if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
+ if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
+ if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
+ if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME)
+ if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
+ if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
+ if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
+ if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
+ if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
+ if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
+ if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
+ if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
+ if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
+ if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
+ if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
+ $(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
+
+define create_dir
+ if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1)
+endef
+
+# Copy required shared libs for integration into APK
+# NOTE: If using shared libs they are loaded by generated NativeLoader.java
+copy_project_required_libs:
+ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so
+endif
+ifeq ($(RAYLIB_LIBTYPE),STATIC)
+ copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a
+endif
+
+# Copy project required resources: strings.xml, icon.png, assets
+# NOTE: Required strings.xml is generated and game resources are copied to assets folder
+# TODO: Review xcopy usage, it can not be found in some systems!
+copy_project_resources:
+ copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y
+ copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y
+ copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
+ @echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ @echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
+
+# Generate NativeLoader.java to load required shared libraries
+# NOTE: Probably not the bet way to generate this file... but it works.
+generate_loader_script:
+ @echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ @echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+endif
+ @echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+
+# Generate AndroidManifest.xml with all the required options
+# NOTE: Probably not the bet way to generate this file... but it works.
+generate_android_manifest:
+ @echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+
+# Generate storekey for APK signing: $(PROJECT_NAME).keystore
+# NOTE: Configure here your Distinguished Names (-dname) if required!
+generate_apk_keystore:
+ if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
+
+# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
+# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
+config_project_package:
+ $(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar
+
+# Compile native_app_glue code as static library: obj/libnative_app_glue.a
+compile_native_app_glue:
+ $(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
+ $(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
+
+# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
+compile_project_code: $(OBJS)
+ $(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
+
+# Compile all .c files required into object (.o) files
+# NOTE: Those files will be linked into a shared library
+$(PROJECT_BUILD_PATH)/obj/%.o:%.c
+ $(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
+
+# Compile project .java code into .class (Java bytecode)
+compile_project_class:
+ $(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+
+# Compile .class files into Dalvik executable bytecode (.dex)
+# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
+compile_project_class_dex:
+ $(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
+
+# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
+# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
+# NOTE: Use -A resources to define additional directory in which to find raw asset files
+create_project_apk_package:
+ $(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
+ cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
+
+# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
+sign_project_apk_package:
+ $(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
+
+# Create zip-aligned APK package: $(PROJECT_NAME).apk
+zipalign_project_apk_package:
+ $(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
+
+# Install $(PROJECT_NAME).apk to default emulator/device
+# NOTE: Use -e (emulator) or -d (device) parameters if required
+install:
+ $(ANDROID_PLATFORM_TOOLS)/adb install --abi $(ANDROID_ARCH_NAME) -rds $(PROJECT_NAME).apk
+
+# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
+check_device_abi:
+ $(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi
+
+# Monitorize output log coming from device, only raylib tag
+logcat:
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
+
+# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
+deploy:
+ $(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
+
+#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
+
+# Clean everything
+clean:
+ del $(PROJECT_BUILD_PATH)\* /f /s /q
+ rmdir $(PROJECT_BUILD_PATH) /s /q
+ @echo Cleaning done
diff --git a/deps/raylib/projects/4coder/main.c b/deps/raylib/projects/4coder/main.c
new file mode 100644
index 0000000..4abae39
--- /dev/null
+++ b/deps/raylib/projects/4coder/main.c
@@ -0,0 +1,38 @@
+#include <math.h>
+#include "raylib.h"
+
+int main() {
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib");
+
+ Camera cam;
+ cam.position = (Vector3){ 0.0f, 10.0f, 8.f };
+ cam.target = (Vector3){ 0.0f, 0.0f, 0.0f };
+ cam.up = (Vector3){ 0.0f, 1.f, 0.0f };
+ cam.fovy = 60.0f;
+
+ Vector3 cubePos = { 0.0f, 0.0f, 0.0f };
+
+ SetTargetFPS(60);
+
+ while (!WindowShouldClose()) {
+ cam.position.x = sin(GetTime()) * 10.0f;
+ cam.position.z = cos(GetTime()) * 10.0f;
+
+ BeginDrawing();
+ ClearBackground(RAYWHITE);
+ BeginMode3D(cam);
+ DrawCube(cubePos, 2.f, 2.f, 2.f, RED);
+ DrawCubeWires(cubePos, 2.f, 2.f, 2.f, MAROON);
+ DrawGrid(10, 1.f);
+ EndMode3D();
+ DrawText("This is a raylib example", 10, 40, 20, DARKGRAY);
+ DrawFPS(10, 10);
+ EndDrawing();
+ }
+
+ CloseWindow();
+ return 0;
+} \ No newline at end of file
diff --git a/deps/raylib/projects/4coder/project.4coder b/deps/raylib/projects/4coder/project.4coder
new file mode 100644
index 0000000..568de79
--- /dev/null
+++ b/deps/raylib/projects/4coder/project.4coder
@@ -0,0 +1,54 @@
+version(1);
+
+project_name = "raylib-example";
+
+patterns = {
+"*.cpp",
+"*.c",
+"*.h",
+"*.bat",
+"*.sh",
+"*.4coder",
+"Makefile",
+};
+
+blacklist_patterns = {
+".*",
+};
+
+load_paths = {
+ { { {".", .relative = true, .recursive = true, } }, .os = "win" },
+ { { {".", .relative = true, .recursive = true, } }, .os = "linux" },
+ { { {".", .relative = true, .recursive = true, } }, .os = "mac" },
+};
+
+command_list = {
+ { .name = "clean",
+ .out = "*clean*", .footer_panel = true, .save_dirty_files = false, .cursor_at_end = true,
+ .cmd = {
+ {"mingw32-make clean", .os = "win"},
+ {"make clean", .os = "linux"},
+ {"make clean", .os = "mac"},
+ },
+ },
+ { .name = "build",
+ .out = "*compile*", .footer_panel = true, .save_dirty_files = true, .cursor_at_end = false,
+ .cmd = {
+ {"mingw32-make", .os = "win"},
+ {"make", .os = "linux"},
+ {"make", .os = "mac"},
+ },
+ },
+ { .name = "run",
+ .out = "*run*", .footer_panel = true, .save_dirty_files = false, .cursor_at_end = true,
+ .cmd = {
+ {".\game.exe", .os = "win"},
+ {"./game", .os = "linux"},
+ {"./game", .os = "mac"},
+ },
+ },
+};
+
+fkey_command[3] = "clean";
+fkey_command[4] = "build";
+fkey_command[5] = "run";
diff --git a/deps/raylib/projects/Builder/README.md b/deps/raylib/projects/Builder/README.md
new file mode 100644
index 0000000..c87a01b
--- /dev/null
+++ b/deps/raylib/projects/Builder/README.md
@@ -0,0 +1,24 @@
+# Builder project template
+
+This is a project template to be used with [GNOME Builder](https://raw.githubusercontent.com/jubalh/raymario/master/meson.build).
+It uses the [meson](https://raw.githubusercontent.com/jubalh/raymario/master/meson.build) build system.
+
+Project can be compiled via the command line using:
+```
+meson build
+cd build
+ninja
+ninja install
+```
+
+Or it can be opened with Building simply clicking on the `meson.build` file.
+Alternatively, open Builder first and click on the `open` button at the top-left.
+
+There are comments to the `meson.build` file to note the values that should be edited.
+For a full overview of options please check the [meson manual](http://mesonbuild.com/Manual.html).
+
+In the provided file, it's assumed that the build file is located at the root folder of the project, and that all the sources are in a `src` subfolder.
+
+Check out the `examples` directory for a simple example on how to use this template.
+
+You can also look at [raymario](https://github.com/jubalh/raymario) for a slightly more complex example which also installs resource files.
diff --git a/deps/raylib/projects/Builder/examples/README.md b/deps/raylib/projects/Builder/examples/README.md
new file mode 100644
index 0000000..cba3aef
--- /dev/null
+++ b/deps/raylib/projects/Builder/examples/README.md
@@ -0,0 +1 @@
+Open `meson.build` with Builder or run `meson build; cd build; ninja; ./core_basic_window` on the commandline to launch the example.
diff --git a/deps/raylib/projects/Builder/examples/meson.build b/deps/raylib/projects/Builder/examples/meson.build
new file mode 100644
index 0000000..f8b9bd4
--- /dev/null
+++ b/deps/raylib/projects/Builder/examples/meson.build
@@ -0,0 +1,25 @@
+# This file should be in the main folder of your project
+
+# Replace 'projectname' with the name of your project
+# Replace '1.0' with its version
+project('core_basic_window', 'c', version: '1.0',
+ meson_version: '>= 0.39.1')
+
+# We want a C Compiler to be present
+cc = meson.get_compiler('c')
+
+# Find dependencies
+gl_dep = dependency('gl')
+m_dep = cc.find_library('m', required : false)
+raylib_dep = cc.find_library('raylib', required : false)
+
+# List your source files here
+source_c = [
+ '../../../examples/core/core_basic_window.c',
+]
+
+# Build executable
+core_basic_window = executable('core_basic_window',
+ source_c,
+ dependencies : [ raylib_dep, gl_dep, m_dep ],
+ install : true)
diff --git a/deps/raylib/projects/Builder/meson.build b/deps/raylib/projects/Builder/meson.build
new file mode 100644
index 0000000..779ce55
--- /dev/null
+++ b/deps/raylib/projects/Builder/meson.build
@@ -0,0 +1,25 @@
+# This file should be in the main folder of your project
+
+# Replace 'projectname' with the name of your project
+# Replace '1.0' with its version
+project('projectname', 'c', version: '1.0',
+ meson_version: '>= 0.39.1')
+
+# We want a C Compiler to be present
+cc = meson.get_compiler('c')
+
+# Find dependencies
+gl_dep = dependency('gl')
+m_dep = cc.find_library('m', required : false)
+raylib_dep = cc.find_library('raylib', required : false)
+
+# List your source files here
+source_c = [
+ 'src/main.c',
+]
+
+# Build executable
+projectname = executable('projectname',
+ source_c,
+ dependencies : [ raylib_dep, gl_dep, m_dep ],
+ install : true)
diff --git a/deps/raylib/projects/CMake/CMakeLists.txt b/deps/raylib/projects/CMake/CMakeLists.txt
new file mode 100644
index 0000000..96e33f3
--- /dev/null
+++ b/deps/raylib/projects/CMake/CMakeLists.txt
@@ -0,0 +1,42 @@
+cmake_minimum_required(VERSION 3.11) # FetchContent is available in 3.11+
+project(example)
+
+# Generate compile_commands.json
+set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
+
+# Dependencies
+set(RAYLIB_VERSION 5.5)
+find_package(raylib ${RAYLIB_VERSION} QUIET) # QUIET or REQUIRED
+if (NOT raylib_FOUND) # If there's none, fetch and build raylib
+ include(FetchContent)
+ FetchContent_Declare(
+ raylib
+ DOWNLOAD_EXTRACT_TIMESTAMP OFF
+ URL https://github.com/raysan5/raylib/archive/refs/tags/${RAYLIB_VERSION}.tar.gz
+ )
+ FetchContent_GetProperties(raylib)
+ if (NOT raylib_POPULATED) # Have we downloaded raylib yet?
+ set(FETCHCONTENT_QUIET NO)
+ FetchContent_MakeAvailable(raylib)
+ set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) # don't build the supplied examples
+ endif()
+endif()
+
+# Our Project
+
+add_executable(${PROJECT_NAME} core_basic_window.c)
+#set(raylib_VERBOSE 1)
+target_link_libraries(${PROJECT_NAME} raylib)
+
+# Web Configurations
+if (${PLATFORM} STREQUAL "Web")
+ set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html") # Tell Emscripten to build an example.html file.
+ set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY -s GL_ENABLE_GET_PROC_ADDRESS=1")
+endif()
+
+# Checks if OSX and links appropriate frameworks (Only required on MacOS)
+if (APPLE)
+ target_link_libraries(${PROJECT_NAME} "-framework IOKit")
+ target_link_libraries(${PROJECT_NAME} "-framework Cocoa")
+ target_link_libraries(${PROJECT_NAME} "-framework OpenGL")
+endif()
diff --git a/deps/raylib/projects/CMake/README.md b/deps/raylib/projects/CMake/README.md
new file mode 100644
index 0000000..fc4fe55
--- /dev/null
+++ b/deps/raylib/projects/CMake/README.md
@@ -0,0 +1,27 @@
+# raylib CMake Project
+
+This provides a base project template which builds with [CMake](https://cmake.org).
+
+## Usage
+
+To compile the example, use one of the following dependending on your build target...
+
+### Desktop
+
+Use the following to build for desktop:
+
+``` bash
+cmake -B build
+cmake --build build
+```
+
+### Web
+
+Compiling for the web requires the [Emscripten SDK](https://emscripten.org/docs/getting_started/downloads.html):
+
+``` bash
+mkdir build
+cd build
+emcmake cmake .. -DPLATFORM=Web -DCMAKE_BUILD_TYPE=Release -DCMAKE_EXECUTABLE_SUFFIX=".html"
+emmake make
+```
diff --git a/deps/raylib/projects/CMake/core_basic_window.c b/deps/raylib/projects/CMake/core_basic_window.c
new file mode 100644
index 0000000..86709f7
--- /dev/null
+++ b/deps/raylib/projects/CMake/core_basic_window.c
@@ -0,0 +1,83 @@
+/*******************************************************************************************
+*
+* raylib [core] example - Basic window (adapted for HTML5 platform)
+*
+* This example is prepared to compile for PLATFORM_WEB and PLATFORM_DESKTOP
+* As you will notice, code structure is slightly different to the other examples...
+* To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning
+*
+* This example has been created using raylib 1.3 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2015 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#if defined(PLATFORM_WEB)
+ #include <emscripten/emscripten.h>
+#endif
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+int screenWidth = 800;
+int screenHeight = 450;
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+void UpdateDrawFrame(void); // Update and Draw one frame
+
+//----------------------------------------------------------------------------------
+// Main Entry Point
+//----------------------------------------------------------------------------------
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
+
+#if defined(PLATFORM_WEB)
+ emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
+#else
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ UpdateDrawFrame();
+ }
+#endif
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+void UpdateDrawFrame(void)
+{
+ // Update
+ //----------------------------------------------------------------------------------
+ // TODO: Update your variables here
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+}
diff --git a/deps/raylib/projects/CodeBlocks/README.md b/deps/raylib/projects/CodeBlocks/README.md
new file mode 100644
index 0000000..49767d7
--- /dev/null
+++ b/deps/raylib/projects/CodeBlocks/README.md
@@ -0,0 +1,22 @@
+# raylib template for Code::Blocks
+
+1. Install raylib.
+
+On Windows you should install the **Windows Installer (with MinGW compiler)** package.
+On other platforms you can install however you like following the instructions in the wiki.
+
+ * https://github.com/raysan5/raylib/releases/download/4.2.0/raylib_installer_v420.mingw.exe
+ * https://github.com/raysan5/raylib/wiki/Working-on-GNU-Linux
+ * https://github.com/raysan5/raylib/wiki/Working-on-macOS
+
+2. Install and run Code::Blocks.
+
+3. **Windows only**: Select `Settings` `Compiler` `Toolchain executables`.
+Change `Compiler's installation directory` to `C:\raylib\MingGW`. Do *not* press auto-detect.
+There is a screenshot below showing how it should look. Press `OK`.
+
+4. Select `File` `Open` and open the `core_basic_windows.cbp` file.
+
+![Compiler Settings](compiler_settings.png)
+
+For an example with resources, see https://github.com/electronstudio/raylib-game-template-codeblocks \ No newline at end of file
diff --git a/deps/raylib/projects/CodeBlocks/compiler_settings.png b/deps/raylib/projects/CodeBlocks/compiler_settings.png
new file mode 100644
index 0000000..f87574d
--- /dev/null
+++ b/deps/raylib/projects/CodeBlocks/compiler_settings.png
Binary files differ
diff --git a/deps/raylib/projects/CodeBlocks/core_basic_window.c b/deps/raylib/projects/CodeBlocks/core_basic_window.c
new file mode 100644
index 0000000..da5b2e0
--- /dev/null
+++ b/deps/raylib/projects/CodeBlocks/core_basic_window.c
@@ -0,0 +1,58 @@
+/*******************************************************************************************
+* raylib [core] example - Basic window
+*
+* Welcome to raylib!
+*
+* You can find all basic examples on C:\raylib\raylib\examples folder or
+* raylib official webpage: www.raylib.com
+*
+* Enjoy using raylib. :)
+*
+* This example has been created using raylib 1.0 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // TODO: Update your variables here
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/deps/raylib/projects/CodeBlocks/core_basic_window.cbp b/deps/raylib/projects/CodeBlocks/core_basic_window.cbp
new file mode 100644
index 0000000..ab9fe58
--- /dev/null
+++ b/deps/raylib/projects/CodeBlocks/core_basic_window.cbp
@@ -0,0 +1,137 @@
+<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
+<CodeBlocks_project_file>
+ <FileVersion major="1" minor="6" />
+ <Project>
+ <Option title="raylib-game-template" />
+ <Option execution_dir="." />
+ <Option pch_mode="2" />
+ <Option compiler="gcc" />
+ <Build>
+ <Target title="Debug (Mac)">
+ <Option platforms="Mac;" />
+ <Option output="bin/Debug/raylib-game-template" prefix_auto="1" extension_auto="1" />
+ <Option working_dir="." />
+ <Option object_output="obj/Debug/" />
+ <Option type="1" />
+ <Option compiler="gcc" />
+ <Compiler>
+ <Add option="-g" />
+ </Compiler>
+ <Linker>
+ <Add library="raylib" />
+ <Add option="-framework OpenGL" />
+ <Add option="-framework Cocoa" />
+ <Add option="-framework IOKit" />
+ <Add option="-framework CoreAudio" />
+ <Add option="-framework CoreVideo" />
+ </Linker>
+ </Target>
+ <Target title="Release (Mac)">
+ <Option platforms="Mac;" />
+ <Option output="bin/Release/raylib-game-template" prefix_auto="1" extension_auto="1" />
+ <Option working_dir="." />
+ <Option object_output="obj/Release/" />
+ <Option type="1" />
+ <Option compiler="gcc" />
+ <Compiler>
+ <Add option="-O2" />
+ </Compiler>
+ <Linker>
+ <Add option="-s" />
+ <Add library="raylib" />
+ <Add option="-framework OpenGL" />
+ <Add option="-framework Cocoa" />
+ <Add option="-framework IOKit" />
+ <Add option="-framework CoreAudio" />
+ <Add option="-framework CoreVideo" />
+ </Linker>
+ </Target>
+ <Target title="Debug (Linux)">
+ <Option platforms="Unix;" />
+ <Option output="bin/Debug/raylib-game-template" prefix_auto="1" extension_auto="1" />
+ <Option working_dir="." />
+ <Option object_output="obj/Debug/" />
+ <Option type="1" />
+ <Option compiler="gcc" />
+ <Compiler>
+ <Add option="-g" />
+ </Compiler>
+ <Linker>
+ <Add library="raylib" />
+ <Add library="GL" />
+ <Add library="m" />
+ <Add library="pthread" />
+ <Add library="dl" />
+ <Add library="rt" />
+ <Add library="X11" />
+ </Linker>
+ </Target>
+ <Target title="Release (Linux)">
+ <Option platforms="Unix;" />
+ <Option output="bin/Release/raylib-game-template" prefix_auto="1" extension_auto="1" />
+ <Option working_dir="." />
+ <Option object_output="obj/Release/" />
+ <Option type="1" />
+ <Option compiler="gcc" />
+ <Compiler>
+ <Add option="-O2" />
+ </Compiler>
+ <Linker>
+ <Add option="-s" />
+ <Add library="raylib" />
+ <Add library="GL" />
+ <Add library="m" />
+ <Add library="pthread" />
+ <Add library="dl" />
+ <Add library="rt" />
+ <Add library="X11" />
+ </Linker>
+ </Target>
+ <Target title="Debug (Windows)">
+ <Option platforms="Windows;" />
+ <Option output="bin/Debug/raylib-game-template" prefix_auto="1" extension_auto="1" />
+ <Option working_dir="." />
+ <Option object_output="obj/Debug/" />
+ <Option type="1" />
+ <Option compiler="gcc" />
+ <Compiler>
+ <Add option="-g" />
+ </Compiler>
+ <Linker>
+ <Add library="raylib" />
+ <Add library="opengl32" />
+ <Add library="gdi32" />
+ <Add library="winmm" />
+ <Add option="-static" />
+ <Add library="pthread" />
+ </Linker>
+ </Target>
+ <Target title="Release (Windows)">
+ <Option platforms="Windows;" />
+ <Option output="bin/Release/raylib-game-template" prefix_auto="1" extension_auto="1" />
+ <Option working_dir="." />
+ <Option object_output="obj/Release/" />
+ <Option type="1" />
+ <Option compiler="gcc" />
+ <Compiler>
+ <Add option="-O2" />
+ </Compiler>
+ <Linker>
+ <Add option="-s" />
+ <Add library="raylib" />
+ <Add library="opengl32" />
+ <Add library="gdi32" />
+ <Add library="winmm" />
+ <Add option="-static" />
+ <Add library="pthread" />
+ </Linker>
+ </Target>
+ </Build>
+ <Compiler>
+ <Add option="-Wall" />
+ </Compiler>
+ <Unit filename="core_basic_window.c">
+ <Option compilerVar="CC" />
+ </Unit>
+ </Project>
+</CodeBlocks_project_file>
diff --git a/deps/raylib/projects/Geany/core_basic_window.c b/deps/raylib/projects/Geany/core_basic_window.c
new file mode 100644
index 0000000..486f899
--- /dev/null
+++ b/deps/raylib/projects/Geany/core_basic_window.c
@@ -0,0 +1,52 @@
+/*******************************************************************************************
+*
+* raylib [core] example - Basic window
+*
+* This example has been created using raylib 1.0 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // TODO: Update your variables here
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/deps/raylib/projects/Geany/raylib.c.tags b/deps/raylib/projects/Geany/raylib.c.tags
new file mode 100644
index 0000000..79a192a
--- /dev/null
+++ b/deps/raylib/projects/Geany/raylib.c.tags
@@ -0,0 +1,453 @@
+# format=pipe
+InitWindow|void|(int width, int height, const char *title);|
+WindowShouldClose|bool|(void);|
+CloseWindow|void|(void);|
+IsWindowReady|bool|(void);|
+IsWindowMinimized|bool|(void);|
+IsWindowResized|bool|(void);|
+IsWindowHidden|bool|(void);|
+ToggleFullscreen|void|(void);|
+UnhideWindow|void|(void);|
+HideWindow|void|(void);|
+SetWindowIcon|void|(Image image);|
+SetWindowTitle|void|(const char *title);|
+SetWindowPosition|void|(int x, int y);|
+SetWindowMonitor|void|(int monitor);|
+SetWindowMinSize|void|(int width, int height);|
+SetWindowSize|void|(int width, int height);|
+GetWindowHandle|void *|(void);|
+GetScreenWidth|int|(void);|
+GetScreenHeight|int|(void);|
+GetMonitorCount|int|(void);|
+GetMonitorWidth|int|(int monitor);|
+GetMonitorHeight|int|(int monitor);|
+GetMonitorPhysicalWidth|int|(int monitor);|
+GetMonitorPhysicalHeight|int|(int monitor);|
+GetMonitorName|const char *|(int monitor);|
+GetClipboardText|const char *|(void);|
+SetClipboardText|void|(const char *text);|
+ShowCursor|void|(void);|
+HideCursor|void|(void);|
+IsCursorHidden|bool|(void);|
+EnableCursor|void|(void);|
+DisableCursor|void|(void);|
+ClearBackground|void|(Color color);|
+BeginDrawing|void|(void);|
+EndDrawing|void|(void);|
+BeginMode2D|void|(Camera2D camera);|
+EndMode2D|void|(void);|
+BeginMode3D|void|(Camera3D camera);|
+EndMode3D|void|(void);|
+BeginTextureMode|void|(RenderTexture2D target);|
+EndTextureMode|void|(void);|
+GetMouseRay|Ray|(Vector2 mousePosition, Camera camera);|
+GetWorldToScreen|Vector2|(Vector3 position, Camera camera);|
+GetCameraMatrix|Matrix|(Camera camera);|
+SetTargetFPS|void|(int fps);|
+GetFPS|int|(void);|
+GetFrameTime|float|(void);|
+GetTime|double|(void);|
+ColorToInt|int|(Color color);|
+ColorNormalize|Vector4|(Color color);|
+ColorToHSV|Vector3|(Color color);|
+ColorFromHSV|Color|(Vector3 hsv);|
+GetColor|Color|(int hexValue);|
+Fade|Color|(Color color, float alpha);|
+SetConfigFlags|void|(unsigned char flags);|
+SetTraceLogLevel|void|(int logType);|
+SetTraceLogExit|void|(int logType);|
+SetTraceLogCallback|void|(TraceLogCallback callback);|
+TraceLog|void|(int logType, const char *text, ...);|
+TakeScreenshot|void|(const char *fileName);|
+GetRandomValue|int|(int min, int max);|
+FileExists|bool|(const char *fileName);|
+IsFileExtension|bool|(const char *fileName, const char *ext);|
+GetExtension|const char *|(const char *fileName);|
+GetFileName|const char *|(const char *filePath);|
+GetFileNameWithoutExt|const char *|(const char *filePath);|
+GetDirectoryPath|const char *|(const char *fileName);|
+GetWorkingDirectory|const char *|(void);|
+GetDirectoryFiles|char **|(const char *dirPath, int *count);|
+ClearDirectoryFiles|void|(void);|
+ChangeDirectory|bool|(const char *dir);|
+IsFileDropped|bool|(void);|
+GetDroppedFiles|char **|(int *count);|
+ClearDroppedFiles|void|(void);|
+GetFileModTime|long|(const char *fileName);|
+StorageSaveValue|void|(int position, int value);|
+StorageLoadValue|int|(int position);|
+OpenURL|void|(const char *url);|
+IsKeyPressed|bool|(int key);|
+IsKeyDown|bool|(int key);|
+IsKeyReleased|bool|(int key);|
+IsKeyUp|bool|(int key);|
+GetKeyPressed|int|(void);|
+SetExitKey|void|(int key);|
+IsGamepadAvailable|bool|(int gamepad);|
+IsGamepadName|bool|(int gamepad, const char *name);|
+GetGamepadName|const char *|(int gamepad);|
+IsGamepadButtonPressed|bool|(int gamepad, int button);|
+IsGamepadButtonDown|bool|(int gamepad, int button);|
+IsGamepadButtonReleased|bool|(int gamepad, int button);|
+IsGamepadButtonUp|bool|(int gamepad, int button);|
+GetGamepadButtonPressed|int|(void);|
+GetGamepadAxisCount|int|(int gamepad);|
+GetGamepadAxisMovement|float|(int gamepad, int axis);|
+IsMouseButtonPressed|bool|(int button);|
+IsMouseButtonDown|bool|(int button);|
+IsMouseButtonReleased|bool|(int button);|
+IsMouseButtonUp|bool|(int button);|
+GetMouseX|int|(void);|
+GetMouseY|int|(void);|
+GetMousePosition|Vector2|(void);|
+SetMousePosition|void|(int x, int y);|
+SetMouseOffset|void|(int offsetX, int offsetY);|
+SetMouseScale|void|(float scaleX, float scaleY);|
+GetMouseWheelMove|float|(void);|
+GetTouchX|int|(void);|
+GetTouchY|int|(void);|
+GetTouchPosition|Vector2|(int index);|
+SetGesturesEnabled|void|(unsigned int gestureFlags);|
+IsGestureDetected|bool|(int gesture);|
+GetGestureDetected|int|(void);|
+GetTouchPointsCount|int|(void);|
+GetGestureHoldDuration|float|(void);|
+GetGestureDragVector|Vector2|(void);|
+GetGestureDragAngle|float|(void);|
+GetGesturePinchVector|Vector2|(void);|
+GetGesturePinchAngle|float|(void);|
+SetCameraMode|void|(Camera camera, int mode);|
+UpdateCamera|void|(Camera *camera);|
+SetCameraPanControl|void|(int panKey);|
+SetCameraAltControl|void|(int altKey);|
+SetCameraSmoothZoomControl|void|(int szKey);|
+SetCameraMoveControls|void|(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey);|
+DrawPixel|void|(int posX, int posY, Color color);|
+DrawPixelV|void|(Vector2 position, Color color);|
+DrawLine|void|(int startPosX, int startPosY, int endPosX, int endPosY, Color color);|
+DrawLineV|void|(Vector2 startPos, Vector2 endPos, Color color);|
+DrawLineEx|void|(Vector2 startPos, Vector2 endPos, float thick, Color color);|
+DrawLineBezier|void|(Vector2 startPos, Vector2 endPos, float thick, Color color);|
+DrawCircle|void|(int centerX, int centerY, float radius, Color color);|
+DrawCircleSector|void|(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color);|
+DrawCircleSectorLines|void|(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
+DrawCircleGradient|void|(int centerX, int centerY, float radius, Color color1, Color color2);|
+DrawCircleV|void|(Vector2 center, float radius, Color color);|
+DrawCircleLines|void|(int centerX, int centerY, float radius, Color color);|
+DrawRing|void|(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color);|
+DrawRingLines|void|(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color);|
+DrawRectangle|void|(int posX, int posY, int width, int height, Color color);|
+DrawRectangleV|void|(Vector2 position, Vector2 size, Color color);|
+DrawRectangleRec|void|(Rectangle rec, Color color);|
+DrawRectanglePro|void|(Rectangle rec, Vector2 origin, float rotation, Color color);|
+DrawRectangleGradientV|void|(int posX, int posY, int width, int height, Color color1, Color color2);|
+DrawRectangleGradientH|void|(int posX, int posY, int width, int height, Color color1, Color color2);|
+DrawRectangleGradientEx|void|(Rectangle rec, Color col1, Color col2, Color col3, Color col4);|
+DrawRectangleLines|void|(int posX, int posY, int width, int height, Color color);|
+DrawRectangleLinesEx|void|(Rectangle rec, int lineThick, Color color);|
+DrawRectangleRounded|void|(Rectangle rec, float roundness, int segments, Color color);|
+DrawRectangleRoundedLines|void|(Rectangle rec, float roundness, int segments, int lineThick, Color color);|
+DrawTriangle|void|(Vector2 v1, Vector2 v2, Vector2 v3, Color color);|
+DrawTriangleLines|void|(Vector2 v1, Vector2 v2, Vector2 v3, Color color);|
+DrawPoly|void|(Vector2 center, int sides, float radius, float rotation, Color color);|
+DrawPolyEx|void|(Vector2 *points, int numPoints, Color color);|
+DrawPolyExLines|void|(Vector2 *points, int numPoints, Color color);|
+SetShapesTexture|void|(Texture2D texture, Rectangle source);|
+CheckCollisionRecs|bool|(Rectangle rec1, Rectangle rec2);|
+CheckCollisionCircles|bool|(Vector2 center1, float radius1, Vector2 center2, float radius2);|
+CheckCollisionCircleRec|bool|(Vector2 center, float radius, Rectangle rec);|
+GetCollisionRec|Rectangle|(Rectangle rec1, Rectangle rec2);|
+CheckCollisionPointRec|bool|(Vector2 point, Rectangle rec);|
+CheckCollisionPointCircle|bool|(Vector2 point, Vector2 center, float radius);|
+CheckCollisionPointTriangle|bool|(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);|
+LoadImage|Image|(const char *fileName);|
+LoadImageEx|Image|(Color *pixels, int width, int height);|
+LoadImagePro|Image|(void *data, int width, int height, int format);|
+LoadImageRaw|Image|(const char *fileName, int width, int height, int format, int headerSize);|
+ExportImage|void|(Image image, const char *fileName);|
+ExportImageAsCode|void|(Image image, const char *fileName);|
+LoadTexture|Texture2D|(const char *fileName);|
+LoadTextureFromImage|Texture2D|(Image image);|
+LoadTextureCubemap|TextureCubemap|(Image image, int layoutType);|
+LoadRenderTexture|RenderTexture2D|(int width, int height);|
+UnloadImage|void|(Image image);|
+UnloadTexture|void|(Texture2D texture);|
+UnloadRenderTexture|void|(RenderTexture2D target);|
+GetImageData|Color *|(Image image);|
+GetImageDataNormalized|Vector4 *|(Image image);|
+GetPixelDataSize|int|(int width, int height, int format);|
+GetTextureData|Image|(Texture2D texture);|
+GetScreenData|Image|(void);|
+UpdateTexture|void|(Texture2D texture, const void *pixels);|
+ImageCopy|Image|(Image image);|
+ImageToPOT|void|(Image *image, Color fillColor);|
+ImageFormat|void|(Image *image, int newFormat);|
+ImageAlphaMask|void|(Image *image, Image alphaMask);|
+ImageAlphaClear|void|(Image *image, Color color, float threshold);
+ImageAlphaCrop|void|(Image *image, float threshold);|
+ImageAlphaPremultiply|void|(Image *image);|
+ImageCrop|void|(Image *image, Rectangle crop);|
+ImageResize|void|(Image *image, int newWidth, int newHeight);|
+ImageResizeNN|void|(Image *image, int newWidth,int newHeight);|void|
+ImageResizeCanvas|void|(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color);|
+ImageMipmaps|void|(Image *image);|
+ImageDither|void|(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);|
+ImageExtractPalette|Color *|(Image image, int maxPaletteSize, int *extractCount);|
+ImageText|Image|(const char *text, int fontSize, Color color);|
+ImageTextEx|Image|(Font font, const char *text, float fontSize, float spacing, Color tint);|
+ImageDraw|void|(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec);|
+ImageDrawRectangle|void|(Image *dst, Rectangle rec, Color color);|
+ImageDrawRectangleLines|void|(Image *dst, Rectangle rec, int thick, Color color);|
+ImageDrawText|void|(Image *dst, Vector2 position, const char *text, int fontSize, Color color);|
+ImageDrawTextEx|void|(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color);|
+ImageFlipVertical|void|(Image *image);|
+ImageFlipHorizontal|void|(Image *image);|
+ImageRotate|void|(Image *image, int degrees);|
+ImageRotateCW|void|(Image *image);|
+ImageRotateCCW|void|(Image *image);|
+ImageColorTint|void|(Image *image, Color color);|
+ImageColorInvert|void|(Image *image);|
+ImageColorGrayscale|void|(Image *image);|
+ImageColorContrast|void|(Image *image, float contrast);|
+ImageColorBrightness|void|(Image *image, int brightness);|
+ImageColorReplace|void|(Image *image, Color color, Color replace);|
+GenImageColor|Image|(int width, int height, Color color);|
+GenImageGradientLinear|Image|(int width, int height, int direction, Color start, Color end);|
+GenImageGradientRadial|Image|(int width, int height, float density, Color inner, Color outer);|
+GenImageGradientSquare|Image|(int width, int height, float density, Color inner, Color outer);|
+GenImageChecked|Image|(int width, int height, int checksX, int checksY, Color col1, Color col2);|
+GenImageWhiteNoise|Image|(int width, int height, float factor);|
+GenImagePerlinNoise|Image|(int width, int height, int offsetX, int offsetY, float scale);|
+GenImageCellular|Image|(int width, int height, int tileSize);|
+GenTextureMipmaps|void|(Texture2D *texture);|
+SetTextureFilter|void|(Texture2D texture, int filterMode);|
+SetTextureWrap|void|(Texture2D texture, int wrapMode);|
+DrawTexture|void|(Texture2D texture, int posX, int posY, Color tint);|
+DrawTextureV|void|(Texture2D texture, Vector2 position, Color tint);|
+DrawTextureEx|void|(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);|
+DrawTextureRec|void|(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);|
+DrawTextureQuad|void|(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint);|
+DrawTexturePro|void|(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint);|
+DrawTextureNPatch|void|(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint);|
+GetFontDefault|Font|(void);|
+LoadFont|Font|(const char *fileName);|
+LoadFontEx|Font|(const char *fileName, int fontSize, int *fontChars, int charsCount);|
+LoadFontFromImage|Font|(Image image, Color key, int firstChar);|
+LoadFontData|CharInfo *|(const char *fileName, int fontSize, int *fontChars, int charsCount, int type);|
+GenImageFontAtlas|Image|(CharInfo *chars, int charsCount, int fontSize, int padding, int packMethod);|
+UnloadFont|void|(Font font);|
+DrawFPS|void|(int posX, int posY);|
+DrawText|void|(const char *text, int posX, int posY, int fontSize, Color color);|
+DrawTextEx|void|(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint);|
+DrawTextRec|void|(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint);|
+DrawTextRecEx|void|(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectText, Color selectBack);|
+MeasureText|int|(const char *text, int fontSize);|
+MeasureTextEx|Vector2|(Font font, const char *text, float fontSize, float spacing);|
+GetGlyphIndex|int|(Font font, int character);|
+TextIsEqual|bool|(const char *text1, const char *text2);|
+TextLength|unsigned int|(const char *text);|
+TextFormat|const char *|(const char *text, ...);|
+TextSubtext|const char *|(const char *text, int position, int length);|
+TextReplace|const char *|(char *text, const char *replace, const char *by);|
+TextInsert|const char *|(const char *text, const char *insert, int position);|
+TextJoin|const char *|(const char **textList, int count, const char *delimiter);|
+TextSplit|const char **|(const char *text, char delimiter, int *count);|
+TextAppend|void|(char *text, const char *append, int *position);|
+TextFindIndex|int|(const char *text, const char *find);|
+TextToUpper|const char *|(const char *text);|
+TextToLower|const char *|(const char *text);|
+TextToPascal|const char *|(const char *text);|
+TextToInteger|int|(const char *text);|
+DrawLine3D|void|(Vector3 startPos, Vector3 endPos, Color color);|
+DrawCircle3D|void|(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color);|
+DrawCube|void|(Vector3 position, float width, float height, float length, Color color);|
+DrawCubeV|void|(Vector3 position, Vector3 size, Color color);|
+DrawCubeWires|void|(Vector3 position, float width, float height, float length, Color color);|
+DrawCubeWiresV|void|(Vector3 position, Vector3 size, Color color);|
+DrawCubeTexture|void|(Texture2D texture, Vector3 position, float width, float height, float length, Color color);|
+DrawSphere|void|(Vector3 centerPos, float radius, Color color);|
+DrawSphereEx|void|(Vector3 centerPos, float radius, int rings, int slices, Color color);|
+DrawSphereWires|void|(Vector3 centerPos, float radius, int rings, int slices, Color color);|
+DrawCylinder|void|(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color);|
+DrawCylinderWires|void|(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color);|
+DrawPlane|void|(Vector3 centerPos, Vector2 size, Color color);|
+DrawRay|void|(Ray ray, Color color);|
+DrawGrid|void|(int slices, float spacing);|
+DrawGizmo|void|(Vector3 position);|
+LoadModel|Model|(const char *fileName);|
+LoadModelFromMesh|Model|(Mesh mesh);|
+UnloadModel|void|(Model model);|
+LoadMeshes|Mesh *|(const char *fileName, int *meshCount);|
+ExportMesh|void|(Mesh mesh, const char *fileName);|
+UnloadMesh|void|(Mesh *mesh);|
+LoadMaterials|Material *|(const char *fileName, int *materialCount);|
+LoadMaterialDefault|Material|(void);|
+UnloadMaterial|void|(Material material);|
+SetMaterialTexture|void|(Material *material, int mapType, Texture2D texture);|
+SetModelMeshMaterial|void|(Model *model, int meshId, int materialId);|
+LoadModelAnimations|ModelAnimation *|(const char *fileName, int *animsCount);|
+UpdateModelAnimation|void|(Model model, ModelAnimation anim, int frame);|
+UnloadModelAnimation|void|(ModelAnimation anim);|
+IsModelAnimationValid|bool|(Model model, ModelAnimation anim);|
+GenMeshPoly|Mesh|(int sides, float radius);|
+GenMeshPlane|Mesh|(float width, float length, int resX, int resZ);|
+GenMeshCube|Mesh|(float width, float height, float length);|
+GenMeshSphere|Mesh|(float radius, int rings, int slices);|
+GenMeshHemiSphere|Mesh|(float radius, int rings, int slices);|
+GenMeshCylinder|Mesh|(float radius, float height, int slices);|
+GenMeshTorus|Mesh|(float radius, float size, int radSeg, int sides);|
+GenMeshKnot|Mesh|(float radius, float size, int radSeg, int sides);|
+GenMeshHeightmap|Mesh|(Image heightmap, Vector3 size);|
+GenMeshCubicmap|Mesh|(Image cubicmap, Vector3 cubeSize);|
+GetMeshBoundingBox|BoundingBox|(Mesh mesh);|
+MeshTangents|void|(Mesh *mesh);|
+MeshBinormals|void|(Mesh *mesh);|
+DrawModel|void|(Model model, Vector3 position, float scale, Color tint);|
+DrawModelEx|void|(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);|
+DrawModelWires|void|(Model model, Vector3 position, float scale, Color tint);|
+DrawModelWiresEx|void|(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);|
+DrawBoundingBox|void|(BoundingBox box, Color color);|
+DrawBillboard|void|(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);|
+DrawBillboardRec|void|(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint);|
+CheckCollisionSpheres|bool|(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);|
+CheckCollisionBoxes|bool|(BoundingBox box1, BoundingBox box2);|
+CheckCollisionBoxSphere|bool|(BoundingBox box, Vector3 centerSphere, float radiusSphere);|
+CheckCollisionRaySphere|bool|(Ray ray, Vector3 spherePosition, float sphereRadius);|
+CheckCollisionRaySphereEx|bool|(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint);|
+CheckCollisionRayBox|bool|(Ray ray, BoundingBox box);|
+GetCollisionRayModel|RayHitInfo|(Ray ray, Model *model);|
+GetCollisionRayTriangle|RayHitInfo|(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);|
+GetCollisionRayGround|RayHitInfo|(Ray ray, float groundHeight);|
+LoadText|char *|(const char *fileName);|
+LoadShader|Shader|(const char *vsFileName, const char *fsFileName);|
+LoadShaderCode|Shader|(char *vsCode, char *fsCode);|
+UnloadShader|void|(Shader shader);|
+GetShaderDefault|Shader|(void);|
+GetTextureDefault|Texture2D|(void);|
+GetShaderLocation|int|(Shader shader, const char *uniformName);|
+SetShaderValue|void|(Shader shader, int uniformLoc, const void *value, int uniformType);|
+SetShaderValueV|void|(Shader shader, int uniformLoc, const void *value, int uniformType, int count);|
+SetShaderValueMatrix|void|(Shader shader, int uniformLoc, Matrix mat);|
+SetShaderValueTexture|void|(Shader shader, int uniformLoc, Texture2D texture);|
+SetMatrixProjection|void|(Matrix proj);|
+SetMatrixModelview|void|(Matrix view);|
+GetMatrixModelview|Matrix|();|
+BeginShaderMode|void|(Shader shader);|
+EndShaderMode|void|(void);|
+BeginBlendMode|void|(int mode);|
+EndBlendMode|void|(void);|
+BeginScissorMode|void|(int x, int y, int width, int height);|
+EndScissorMode|void|(void);|
+InitVrSimulator|void|(void);|
+CloseVrSimulator|void|(void);|
+UpdateVrTracking|void|(Camera *camera);|
+SetVrConfiguration|void|(VrDeviceInfo info, Shader distortion);|
+IsVrSimulatorReady|bool|(void);|
+ToggleVrMode|void|(void);|
+BeginVrDrawing|void|(void);|
+EndVrDrawing|void|(void);|
+InitAudioDevice|void|(void);|
+CloseAudioDevice|void|(void);|
+IsAudioDeviceReady|bool|(void);|
+SetMasterVolume|void|(float volume);|
+LoadWave|Wave|(const char *fileName);|
+LoadWaveEx|Wave|(void *data, int sampleCount, int sampleRate, int sampleSize, int channels);|
+LoadSound|Sound|(const char *fileName);|
+LoadSoundFromWave|Sound|(Wave wave);|
+UpdateSound|void|(Sound sound, const void *data, int samplesCount);|
+UnloadWave|void|(Wave wave);|
+UnloadSound|void|(Sound sound);|
+ExportWave|void|(Wave wave, const char *fileName);|
+ExportWaveAsCode|void|(Wave wave, const char *fileName);|
+PlaySound|void|(Sound sound);|
+PauseSound|void|(Sound sound);|
+ResumeSound|void|(Sound sound);|
+StopSound|void|(Sound sound);|
+IsSoundPlaying|bool|(Sound sound);|
+SetSoundVolume|void|(Sound sound, float volume);|
+SetSoundPitch|void|(Sound sound, float pitch);|
+WaveFormat|void|(Wave *wave, int sampleRate, int sampleSize, int channels);|
+WaveCopy|Wave|(Wave wave);|
+WaveCrop|void|(Wave *wave, int initSample, int finalSample);|
+GetWaveData|float *|(Wave wave);|
+LoadMusicStream|Music|(const char *fileName);|
+UnloadMusicStream|void|(Music music);|
+PlayMusicStream|void|(Music music);|
+UpdateMusicStream|void|(Music music);|
+StopMusicStream|void|(Music music);|
+PauseMusicStream|void|(Music music);|
+ResumeMusicStream|void|(Music music);|
+IsMusicPlaying|bool|(Music music);|
+SetMusicVolume|void|(Music music, float volume);|
+SetMusicPitch|void|(Music music, float pitch);|
+SetMusicLoopCount|void|(Music music, int count);|
+GetMusicTimeLength|float|(Music music);|
+GetMusicTimePlayed|float|(Music music);|
+InitAudioStream|AudioStream|(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels);|
+UpdateAudioStream|void|(AudioStream stream, const void *data, int samplesCount);|
+CloseAudioStream|void|(AudioStream stream);|
+IsAudioBufferProcessed|bool|(AudioStream stream);|
+PlayAudioStream|void|(AudioStream stream);|
+PauseAudioStream|void|(AudioStream stream);|
+ResumeAudioStream|void|(AudioStream stream);|
+IsAudioStreamPlaying|bool|(AudioStream stream);|
+StopAudioStream|void|(AudioStream stream);|
+SetAudioStreamVolume|void|(AudioStream stream, float volume);|
+SetAudioStreamPitch|void|(AudioStream stream, float pitch);|
+Vector2|struct||
+Vector3|struct||
+Vector4|struct||
+Quaternion|struct||
+Matrix|struct||
+Color|struct||
+Rectangle|struct||
+Image|struct||
+Texture|struct||
+RenderTexture|struct||
+NPatchInfo|struct||
+CharInfo|struct||
+Font|struct||
+Camera|struct||
+Camera2D|struct||
+Mesh|struct||
+Shader|struct||
+MaterialMap|struct||
+Material|struct||
+Model|struct||
+Transform|struct||
+BoneInfo|struct||
+ModelAnimation|struct||
+Ray|struct||
+RayHitInfo|struct||
+BoundingBox|struct||
+Wave|struct||
+Sound|struct||
+Music|struct||
+AudioStream|struct||
+VrDeviceInfo|struct||
+LIGHTGRAY|#define||
+GRAY|#define||
+DARKGRAY|#define||
+YELLOW|#define||
+GOLD|#define||
+ORANGE|#define||
+PINK|#define||
+RED|#define||
+MAROON|#define||
+GREEN|#define||
+LIME|#define||
+DARKGREEN|#define||
+SKYBLUE|#define||
+BLUE|#define||
+DARKBLUE|#define||
+PURPLE|#define||
+VIOLET|#define||
+DARKPURPLE|#define||
+BEIGE|#define||
+BROWN|#define||
+DARKBROWN|#define||
+WHITE|#define||
+BLACK|#define||
+BLANK|#define||
+MAGENTA|#define||
+RAYWHITE|#define||
diff --git a/deps/raylib/projects/Geany/raylib_compile_execute.bat b/deps/raylib/projects/Geany/raylib_compile_execute.bat
new file mode 100644
index 0000000..b99740c
--- /dev/null
+++ b/deps/raylib/projects/Geany/raylib_compile_execute.bat
@@ -0,0 +1,21 @@
+::@echo off
+:: > Setup required Environment
+:: -------------------------------------
+set RAYLIB_DIR=C:\raylib
+set COMPILER_DIR=C:\raylib\mingw\bin
+set PATH=%PATH%;%COMPILER_DIR%
+set FILE_NAME=%1
+set NAME_PART=%FILE_NAME:~0,-2%
+cd %~dp0
+:: .
+:: > Cleaning latest build
+:: ---------------------------
+cmd /c if exist %NAME_PART%.exe del /F %NAME_PART%.exe
+:: .
+:: > Compiling program
+:: --------------------------
+gcc -o %NAME_PART%.exe %FILE_NAME% %RAYLIB_DIR%\src\raylib.rc.data -s -O2 -I../../src -Iexternal -lraylib -lopengl32 -lgdi32 -lwinmm -std=c99 -Wall -mwindows
+:: .
+:: . > Executing program
+:: -------------------------
+cmd /c if exist %NAME_PART%.exe %NAME_PART%.exe \ No newline at end of file
diff --git a/deps/raylib/projects/Geany/raylib_compile_sources.bat b/deps/raylib/projects/Geany/raylib_compile_sources.bat
new file mode 100644
index 0000000..9ee5f0e
--- /dev/null
+++ b/deps/raylib/projects/Geany/raylib_compile_sources.bat
@@ -0,0 +1,42 @@
+::@echo off
+:: > Choose compile options
+:: -------------------------------
+:: Set desired OpenGL API version: 1.1, 2.1, 3.3
+set GRAPHICS_API=GRAPHICS_API_OPENGL_33
+:: .
+:: > Setup required Environment
+:: -------------------------------------
+set RAYLIB_DIR=C:\raylib
+set COMPILER_DIR=C:\raylib\mingw\bin
+set PATH=%PATH%;%COMPILER_DIR%
+cd %RAYLIB_DIR%\raylib\src
+:: .
+:: > Cleaning latest build
+:: ---------------------------
+cmd /c del /F *.o
+cmd /c del /F libraylib.a
+:: .
+:: > Compile raylib modules
+:: ------------------------------
+gcc -O2 -c rglfw.c -Wall -I. -Iexternal/glfw/include
+gcc -O2 -c rcore.c -std=c99 -Wall -Iexternal/glfw/include -DPLATFORM_DESKTOP -D%GRAPHICS_API%
+gcc -O2 -c rshapes.c -std=c99 -Wall -DPLATFORM_DESKTOP
+gcc -O2 -c rtextures.c -std=c99 -Wall -DPLATFORM_DESKTOP
+gcc -O2 -c rtext.c -std=c99 -Wall -DPLATFORM_DESKTOP
+gcc -O2 -c rmodels.c -std=c99 -Wall -DPLATFORM_DESKTOP
+gcc -O2 -c raudio.c -std=c99 -Wall -DPLATFORM_DESKTOP
+gcc -O2 -c utils.c -std=c99 -Wall -DPLATFORM_DESKTOP
+
+:: .
+:: . > Generate raylib library
+:: ------------------------------
+ar rcs libraylib.a rcore.o rglfw.o rshapes.o rtextures.o rtext.o rmodels.o raudio.o utils.o
+:: .
+:: > Installing raylib library
+:: -----------------------------
+cmd /c copy raylib.h %RAYLIB_DIR%\mingw\i686-w64-mingw32\include /Y
+cmd /c copy libraylib.a %RAYLIB_DIR%\mingw\i686-w64-mingw32\lib /Y
+:: .
+:: > Restore environment
+:: -----------------------------
+cd %~dp0 \ No newline at end of file
diff --git a/deps/raylib/projects/Geany/raylib_project.geany b/deps/raylib/projects/Geany/raylib_project.geany
new file mode 100644
index 0000000..307719e
--- /dev/null
+++ b/deps/raylib/projects/Geany/raylib_project.geany
@@ -0,0 +1,41 @@
+[editor]
+line_wrapping=false
+line_break_column=72
+auto_continue_multiline=true
+
+[file_prefs]
+final_new_line=true
+ensure_convert_new_lines=false
+strip_trailing_spaces=false
+replace_tabs=true
+
+[indentation]
+indent_width=4
+indent_type=0
+indent_hard_tab_width=8
+detect_indent=false
+detect_indent_width=false
+indent_mode=2
+
+[project]
+name=raylib_project
+base_path=./
+description=raylib project template
+file_patterns=
+
+[long line marker]
+long_line_behaviour=1
+long_line_column=72
+
+[files]
+current_page=0
+FILE_NAME_0=0;C;0;EUTF-8;1;1;0;C%3A%5CGitHub%5Craylib%5Cprojects%5CGeany%5Ccore_basic_window.c;0;4
+
+[build-menu]
+filetypes=C;
+EX_00_LB=_Execute
+EX_00_CM="./%e"
+EX_00_WD=
+CFT_00_LB=_Compile
+CFT_00_CM=raylib_compile_execute.bat %f
+CFT_00_WD=
diff --git a/deps/raylib/projects/Notepad++/README.md b/deps/raylib/projects/Notepad++/README.md
new file mode 100644
index 0000000..7a2e261
--- /dev/null
+++ b/deps/raylib/projects/Notepad++/README.md
@@ -0,0 +1,19 @@
+### Notepad++ raylib config files
+
+This folder includes some useful files to config Notepad++ for raylib.
+
+#### raylib functions autocomplete - c_raylib.xml
+
+Autocomplete information for Notepad++. The contents of this file should be copied inside raylib\Notepad++\plugins\APIs\c.xml file.
+
+This file has been automatically generated using the provided tool: `raylib_npp_parser`
+
+This simple tool basically parses raylib.h header for functions starting by RLAPI, extracts all required information and generates de Notepad++ autocomplete XML equivalent.
+
+To use the tool, just drag and drop raylib.h over raylib_npp_parser program.
+
+#### Notepad++ NppExec compilation scripts - npes_saved.txt
+
+A series of scripts for Notepad++ NppExec plugin to compile raylib library and examples.
+
+
diff --git a/deps/raylib/projects/Notepad++/npes_saved_mingw.txt b/deps/raylib/projects/Notepad++/npes_saved_mingw.txt
new file mode 100644
index 0000000..c07a430
--- /dev/null
+++ b/deps/raylib/projects/Notepad++/npes_saved_mingw.txt
Binary files differ
diff --git a/deps/raylib/projects/Notepad++/npes_saved_tcc.txt b/deps/raylib/projects/Notepad++/npes_saved_tcc.txt
new file mode 100644
index 0000000..5dc1dc1
--- /dev/null
+++ b/deps/raylib/projects/Notepad++/npes_saved_tcc.txt
Binary files differ
diff --git a/deps/raylib/projects/Notepad++/npes_saved_w64devkit.txt b/deps/raylib/projects/Notepad++/npes_saved_w64devkit.txt
new file mode 100644
index 0000000..767fa27
--- /dev/null
+++ b/deps/raylib/projects/Notepad++/npes_saved_w64devkit.txt
Binary files differ
diff --git a/deps/raylib/projects/Notepad++/npes_saved_zig.txt b/deps/raylib/projects/Notepad++/npes_saved_zig.txt
new file mode 100644
index 0000000..427fd3f
--- /dev/null
+++ b/deps/raylib/projects/Notepad++/npes_saved_zig.txt
Binary files differ
diff --git a/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp.xml b/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp.xml
new file mode 100644
index 0000000..3c642ad
--- /dev/null
+++ b/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp.xml
@@ -0,0 +1,3660 @@
+ <!-------------------------------------------------------------------------------------- -->
+ <!-- Window and Graphics Device Functions (Module: core) -->
+ <!-------------------------------------------------------------------------------------- -->
+
+ <!-- Window-related functions -->
+ <KeyWord name="InitWindow" func="yes">
+ <Overload retVal="void" descr="Initialize window and OpenGL context">
+ <Param name="int width" />
+ <Param name="int height" />
+ <Param name="const char *title" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="CloseWindow" func="yes">
+ <Overload retVal="void" descr="Close window and unload OpenGL context"></Overload>
+ </KeyWord>
+ <KeyWord name="WindowShouldClose" func="yes">
+ <Overload retVal="bool" descr="Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)"></Overload>
+ </KeyWord>
+ <KeyWord name="IsWindowReady" func="yes">
+ <Overload retVal="bool" descr="Check if window has been initialized successfully"></Overload>
+ </KeyWord>
+ <KeyWord name="IsWindowFullscreen" func="yes">
+ <Overload retVal="bool" descr="Check if window is currently fullscreen"></Overload>
+ </KeyWord>
+ <KeyWord name="IsWindowHidden" func="yes">
+ <Overload retVal="bool" descr="Check if window is currently hidden"></Overload>
+ </KeyWord>
+ <KeyWord name="IsWindowMinimized" func="yes">
+ <Overload retVal="bool" descr="Check if window is currently minimized"></Overload>
+ </KeyWord>
+ <KeyWord name="IsWindowMaximized" func="yes">
+ <Overload retVal="bool" descr="Check if window is currently maximized"></Overload>
+ </KeyWord>
+ <KeyWord name="IsWindowFocused" func="yes">
+ <Overload retVal="bool" descr="Check if window is currently focused"></Overload>
+ </KeyWord>
+ <KeyWord name="IsWindowResized" func="yes">
+ <Overload retVal="bool" descr="Check if window has been resized last frame"></Overload>
+ </KeyWord>
+ <KeyWord name="IsWindowState" func="yes">
+ <Overload retVal="bool" descr="Check if one specific window flag is enabled">
+ <Param name="unsigned int flag" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetWindowState" func="yes">
+ <Overload retVal="void" descr="Set window configuration state using flags">
+ <Param name="unsigned int flags" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ClearWindowState" func="yes">
+ <Overload retVal="void" descr="Clear window configuration state flags">
+ <Param name="unsigned int flags" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ToggleFullscreen" func="yes">
+ <Overload retVal="void" descr="Toggle window state: fullscreen/windowed, resizes monitor to match window resolution"></Overload>
+ </KeyWord>
+ <KeyWord name="ToggleBorderlessWindowed" func="yes">
+ <Overload retVal="void" descr="Toggle window state: borderless windowed, resizes window to match monitor resolution"></Overload>
+ </KeyWord>
+ <KeyWord name="MaximizeWindow" func="yes">
+ <Overload retVal="void" descr="Set window state: maximized, if resizable"></Overload>
+ </KeyWord>
+ <KeyWord name="MinimizeWindow" func="yes">
+ <Overload retVal="void" descr="Set window state: minimized, if resizable"></Overload>
+ </KeyWord>
+ <KeyWord name="RestoreWindow" func="yes">
+ <Overload retVal="void" descr="Set window state: not minimized/maximized"></Overload>
+ </KeyWord>
+ <KeyWord name="SetWindowIcon" func="yes">
+ <Overload retVal="void" descr="Set icon for window (single image, RGBA 32bit)">
+ <Param name="Image image" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetWindowIcons" func="yes">
+ <Overload retVal="void" descr="Set icon for window (multiple images, RGBA 32bit)">
+ <Param name="Image *images" />
+ <Param name="int count" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetWindowTitle" func="yes">
+ <Overload retVal="void" descr="Set title for window">
+ <Param name="const char *title" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetWindowPosition" func="yes">
+ <Overload retVal="void" descr="Set window position on screen">
+ <Param name="int x" />
+ <Param name="int y" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetWindowMonitor" func="yes">
+ <Overload retVal="void" descr="Set monitor for the current window">
+ <Param name="int monitor" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetWindowMinSize" func="yes">
+ <Overload retVal="void" descr="Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)">
+ <Param name="int width" />
+ <Param name="int height" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetWindowMaxSize" func="yes">
+ <Overload retVal="void" descr="Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)">
+ <Param name="int width" />
+ <Param name="int height" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetWindowSize" func="yes">
+ <Overload retVal="void" descr="Set window dimensions">
+ <Param name="int width" />
+ <Param name="int height" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetWindowOpacity" func="yes">
+ <Overload retVal="void" descr="Set window opacity [0.0f..1.0f]">
+ <Param name="float opacity" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetWindowFocused" func="yes">
+ <Overload retVal="void" descr="Set window focused"></Overload>
+ </KeyWord>
+ <KeyWord name="GetWindowHandle" func="yes">
+ <Overload retVal="void" descr="Get native window handle"></Overload>
+ </KeyWord>
+ <KeyWord name="GetScreenWidth" func="yes">
+ <Overload retVal="int" descr="Get current screen width"></Overload>
+ </KeyWord>
+ <KeyWord name="GetScreenHeight" func="yes">
+ <Overload retVal="int" descr="Get current screen height"></Overload>
+ </KeyWord>
+ <KeyWord name="GetRenderWidth" func="yes">
+ <Overload retVal="int" descr="Get current render width (it considers HiDPI)"></Overload>
+ </KeyWord>
+ <KeyWord name="GetRenderHeight" func="yes">
+ <Overload retVal="int" descr="Get current render height (it considers HiDPI)"></Overload>
+ </KeyWord>
+ <KeyWord name="GetMonitorCount" func="yes">
+ <Overload retVal="int" descr="Get number of connected monitors"></Overload>
+ </KeyWord>
+ <KeyWord name="GetCurrentMonitor" func="yes">
+ <Overload retVal="int" descr="Get current monitor where window is placed"></Overload>
+ </KeyWord>
+ <KeyWord name="GetMonitorPosition" func="yes">
+ <Overload retVal="Vector2" descr="Get specified monitor position">
+ <Param name="int monitor" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetMonitorWidth" func="yes">
+ <Overload retVal="int" descr="Get specified monitor width (current video mode used by monitor)">
+ <Param name="int monitor" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetMonitorHeight" func="yes">
+ <Overload retVal="int" descr="Get specified monitor height (current video mode used by monitor)">
+ <Param name="int monitor" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetMonitorPhysicalWidth" func="yes">
+ <Overload retVal="int" descr="Get specified monitor physical width in millimetres">
+ <Param name="int monitor" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetMonitorPhysicalHeight" func="yes">
+ <Overload retVal="int" descr="Get specified monitor physical height in millimetres">
+ <Param name="int monitor" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetMonitorRefreshRate" func="yes">
+ <Overload retVal="int" descr="Get specified monitor refresh rate">
+ <Param name="int monitor" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetWindowPosition" func="yes">
+ <Overload retVal="Vector2" descr="Get window position XY on monitor"></Overload>
+ </KeyWord>
+ <KeyWord name="GetWindowScaleDPI" func="yes">
+ <Overload retVal="Vector2" descr="Get window scale DPI factor"></Overload>
+ </KeyWord>
+ <KeyWord name="GetMonitorName" func="yes">
+ <Overload retVal="const char" descr="Get the human-readable, UTF-8 encoded name of the specified monitor">
+ <Param name="int monitor" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetClipboardText" func="yes">
+ <Overload retVal="void" descr="Set clipboard text content">
+ <Param name="const char *text" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetClipboardText" func="yes">
+ <Overload retVal="const char" descr="Get clipboard text content"></Overload>
+ </KeyWord>
+ <KeyWord name="GetClipboardImage" func="yes">
+ <Overload retVal="Image" descr="Get clipboard image"></Overload>
+ </KeyWord>
+ <KeyWord name="EnableEventWaiting" func="yes">
+ <Overload retVal="void" descr="Enable waiting for events on EndDrawing(), no automatic event polling"></Overload>
+ </KeyWord>
+ <KeyWord name="DisableEventWaiting" func="yes">
+ <Overload retVal="void" descr="Disable waiting for events on EndDrawing(), automatic events polling"></Overload>
+ </KeyWord>
+
+ <!-- Cursor-related functions -->
+ <KeyWord name="ShowCursor" func="yes">
+ <Overload retVal="void" descr="Shows cursor"></Overload>
+ </KeyWord>
+ <KeyWord name="HideCursor" func="yes">
+ <Overload retVal="void" descr="Hides cursor"></Overload>
+ </KeyWord>
+ <KeyWord name="IsCursorHidden" func="yes">
+ <Overload retVal="bool" descr="Check if cursor is not visible"></Overload>
+ </KeyWord>
+ <KeyWord name="EnableCursor" func="yes">
+ <Overload retVal="void" descr="Enables cursor (unlock cursor)"></Overload>
+ </KeyWord>
+ <KeyWord name="DisableCursor" func="yes">
+ <Overload retVal="void" descr="Disables cursor (lock cursor)"></Overload>
+ </KeyWord>
+ <KeyWord name="IsCursorOnScreen" func="yes">
+ <Overload retVal="bool" descr="Check if cursor is on the screen"></Overload>
+ </KeyWord>
+
+ <!-- Drawing-related functions -->
+ <KeyWord name="ClearBackground" func="yes">
+ <Overload retVal="void" descr="Set background color (framebuffer clear color)">
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="BeginDrawing" func="yes">
+ <Overload retVal="void" descr="Setup canvas (framebuffer) to start drawing"></Overload>
+ </KeyWord>
+ <KeyWord name="EndDrawing" func="yes">
+ <Overload retVal="void" descr="End canvas drawing and swap buffers (double buffering)"></Overload>
+ </KeyWord>
+ <KeyWord name="BeginMode2D" func="yes">
+ <Overload retVal="void" descr="Begin 2D mode with custom camera (2D)">
+ <Param name="Camera2D camera" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="EndMode2D" func="yes">
+ <Overload retVal="void" descr="Ends 2D mode with custom camera"></Overload>
+ </KeyWord>
+ <KeyWord name="BeginMode3D" func="yes">
+ <Overload retVal="void" descr="Begin 3D mode with custom camera (3D)">
+ <Param name="Camera3D camera" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="EndMode3D" func="yes">
+ <Overload retVal="void" descr="Ends 3D mode and returns to default 2D orthographic mode"></Overload>
+ </KeyWord>
+ <KeyWord name="BeginTextureMode" func="yes">
+ <Overload retVal="void" descr="Begin drawing to render texture">
+ <Param name="RenderTexture2D target" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="EndTextureMode" func="yes">
+ <Overload retVal="void" descr="Ends drawing to render texture"></Overload>
+ </KeyWord>
+ <KeyWord name="BeginShaderMode" func="yes">
+ <Overload retVal="void" descr="Begin custom shader drawing">
+ <Param name="Shader shader" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="EndShaderMode" func="yes">
+ <Overload retVal="void" descr="End custom shader drawing (use default shader)"></Overload>
+ </KeyWord>
+ <KeyWord name="BeginBlendMode" func="yes">
+ <Overload retVal="void" descr="Begin blending mode (alpha, additive, multiplied, subtract, custom)">
+ <Param name="int mode" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="EndBlendMode" func="yes">
+ <Overload retVal="void" descr="End blending mode (reset to default: alpha blending)"></Overload>
+ </KeyWord>
+ <KeyWord name="BeginScissorMode" func="yes">
+ <Overload retVal="void" descr="Begin scissor mode (define screen area for following drawing)">
+ <Param name="int x" />
+ <Param name="int y" />
+ <Param name="int width" />
+ <Param name="int height" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="EndScissorMode" func="yes">
+ <Overload retVal="void" descr="End scissor mode"></Overload>
+ </KeyWord>
+ <KeyWord name="BeginVrStereoMode" func="yes">
+ <Overload retVal="void" descr="Begin stereo rendering (requires VR simulator)">
+ <Param name="VrStereoConfig config" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="EndVrStereoMode" func="yes">
+ <Overload retVal="void" descr="End stereo rendering (requires VR simulator)"></Overload>
+ </KeyWord>
+
+ <!-- VR stereo config functions for VR simulator -->
+ <KeyWord name="LoadVrStereoConfig" func="yes">
+ <Overload retVal="VrStereoConfig" descr="Load VR stereo config for VR simulator device parameters">
+ <Param name="VrDeviceInfo device" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadVrStereoConfig" func="yes">
+ <Overload retVal="void" descr="Unload VR stereo config">
+ <Param name="VrStereoConfig config" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Shader management functions -->
+ <!-- NOTE: Shader functionality is not available on OpenGL 1.1 -->
+ <KeyWord name="LoadShader" func="yes">
+ <Overload retVal="Shader" descr="Load shader from files and bind default locations">
+ <Param name="const char *vsFileName" />
+ <Param name="const char *fsFileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadShaderFromMemory" func="yes">
+ <Overload retVal="Shader" descr="Load shader from code strings and bind default locations">
+ <Param name="const char *vsCode" />
+ <Param name="const char *fsCode" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsShaderValid" func="yes">
+ <Overload retVal="bool" descr="Check if a shader is valid (loaded on GPU)">
+ <Param name="Shader shader" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetShaderLocation" func="yes">
+ <Overload retVal="int" descr="Get shader uniform location">
+ <Param name="Shader shader" />
+ <Param name="const char *uniformName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetShaderLocationAttrib" func="yes">
+ <Overload retVal="int" descr="Get shader attribute location">
+ <Param name="Shader shader" />
+ <Param name="const char *attribName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetShaderValue" func="yes">
+ <Overload retVal="void" descr="Set shader uniform value">
+ <Param name="Shader shader" />
+ <Param name="int locIndex" />
+ <Param name="const void *value" />
+ <Param name="int uniformType" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetShaderValueV" func="yes">
+ <Overload retVal="void" descr="Set shader uniform value vector">
+ <Param name="Shader shader" />
+ <Param name="int locIndex" />
+ <Param name="const void *value" />
+ <Param name="int uniformType" />
+ <Param name="int count" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetShaderValueMatrix" func="yes">
+ <Overload retVal="void" descr="Set shader uniform value (matrix 4x4)">
+ <Param name="Shader shader" />
+ <Param name="int locIndex" />
+ <Param name="Matrix mat" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetShaderValueTexture" func="yes">
+ <Overload retVal="void" descr="Set shader uniform value for texture (sampler2d)">
+ <Param name="Shader shader" />
+ <Param name="int locIndex" />
+ <Param name="Texture2D texture" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadShader" func="yes">
+ <Overload retVal="void" descr="Unload shader from GPU memory (VRAM)">
+ <Param name="Shader shader" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Screen-space-related functions -->
+ <KeyWord name="GetScreenToWorldRay" func="yes">
+ <Overload retVal="Ray" descr="Get a ray trace from screen position (i.e mouse)">
+ <Param name="Vector2 position" />
+ <Param name="Camera camera" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetScreenToWorldRayEx" func="yes">
+ <Overload retVal="Ray" descr="Get a ray trace from screen position (i.e mouse) in a viewport">
+ <Param name="Vector2 position" />
+ <Param name="Camera camera" />
+ <Param name="int width" />
+ <Param name="int height" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetWorldToScreen" func="yes">
+ <Overload retVal="Vector2" descr="Get the screen space position for a 3d world space position">
+ <Param name="Vector3 position" />
+ <Param name="Camera camera" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetWorldToScreenEx" func="yes">
+ <Overload retVal="Vector2" descr="Get size position for a 3d world space position">
+ <Param name="Vector3 position" />
+ <Param name="Camera camera" />
+ <Param name="int width" />
+ <Param name="int height" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetWorldToScreen2D" func="yes">
+ <Overload retVal="Vector2" descr="Get the screen space position for a 2d camera world space position">
+ <Param name="Vector2 position" />
+ <Param name="Camera2D camera" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetScreenToWorld2D" func="yes">
+ <Overload retVal="Vector2" descr="Get the world space position for a 2d camera screen space position">
+ <Param name="Vector2 position" />
+ <Param name="Camera2D camera" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetCameraMatrix" func="yes">
+ <Overload retVal="Matrix" descr="Get camera transform matrix (view matrix)">
+ <Param name="Camera camera" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetCameraMatrix2D" func="yes">
+ <Overload retVal="Matrix" descr="Get camera 2d transform matrix">
+ <Param name="Camera2D camera" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Timing-related functions -->
+ <KeyWord name="SetTargetFPS" func="yes">
+ <Overload retVal="void" descr="Set target FPS (maximum)">
+ <Param name="int fps" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetFrameTime" func="yes">
+ <Overload retVal="float" descr="Get time in seconds for last frame drawn (delta time)"></Overload>
+ </KeyWord>
+ <KeyWord name="GetTime" func="yes">
+ <Overload retVal="double" descr="Get elapsed time in seconds since InitWindow()"></Overload>
+ </KeyWord>
+ <KeyWord name="GetFPS" func="yes">
+ <Overload retVal="int" descr="Get current FPS"></Overload>
+ </KeyWord>
+
+ <!-- Custom frame control functions -->
+ <!-- NOTE: Those functions are intended for advanced users that want full control over the frame processing -->
+ <!-- By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents() -->
+ <!-- To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL -->
+ <KeyWord name="SwapScreenBuffer" func="yes">
+ <Overload retVal="void" descr="Swap back buffer with front buffer (screen drawing)"></Overload>
+ </KeyWord>
+ <KeyWord name="PollInputEvents" func="yes">
+ <Overload retVal="void" descr="Register all input events"></Overload>
+ </KeyWord>
+ <KeyWord name="WaitTime" func="yes">
+ <Overload retVal="void" descr="Wait for some time (halt program execution)">
+ <Param name="double seconds" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Random values generation functions -->
+ <KeyWord name="SetRandomSeed" func="yes">
+ <Overload retVal="void" descr="Set the seed for the random number generator">
+ <Param name="unsigned int seed" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetRandomValue" func="yes">
+ <Overload retVal="int" descr="Get a random value between min and max (both included)">
+ <Param name="int min" />
+ <Param name="int max" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadRandomSequence" func="yes">
+ <Overload retVal="int" descr="Load random values sequence, no values repeated">
+ <Param name="unsigned int count" />
+ <Param name="int min" />
+ <Param name="int max" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadRandomSequence" func="yes">
+ <Overload retVal="void" descr="Unload random values sequence">
+ <Param name="int *sequence" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Misc. functions -->
+ <KeyWord name="TakeScreenshot" func="yes">
+ <Overload retVal="void" descr="Takes a screenshot of current screen (filename extension defines format)">
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetConfigFlags" func="yes">
+ <Overload retVal="void" descr="Setup init configuration flags (view FLAGS)">
+ <Param name="unsigned int flags" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="OpenURL" func="yes">
+ <Overload retVal="void" descr="Open URL with default system browser (if available)">
+ <Param name="const char *url" />
+ </Overload>
+ </KeyWord>
+
+ <!-- NOTE: Following functions implemented in module [utils] -->
+ <!-------------------------------------------------------------------- -->
+ <KeyWord name="TraceLog" func="yes">
+ <Overload retVal="void" descr="Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)">
+ <Param name="int logLevel" />
+ <Param name="const char *text" />
+ <Param name="..." />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetTraceLogLevel" func="yes">
+ <Overload retVal="void" descr="Set the current threshold (minimum) log level">
+ <Param name="int logLevel" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="MemAlloc" func="yes">
+ <Overload retVal="void" descr="Internal memory allocator">
+ <Param name="unsigned int size" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="MemRealloc" func="yes">
+ <Overload retVal="void" descr="Internal memory reallocator"></Overload>
+ </KeyWord>
+ <KeyWord name="MemFree" func="yes">
+ <Overload retVal="void" descr="Internal memory free"></Overload>
+ </KeyWord>
+
+ <!-- Set custom callbacks -->
+ <!-- WARNING: Callbacks setup is intended for advanced users -->
+ <KeyWord name="SetTraceLogCallback" func="yes">
+ <Overload retVal="void" descr="Set custom trace log">
+ <Param name="TraceLogCallback callback" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetLoadFileDataCallback" func="yes">
+ <Overload retVal="void" descr="Set custom file binary data loader">
+ <Param name="LoadFileDataCallback callback" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetSaveFileDataCallback" func="yes">
+ <Overload retVal="void" descr="Set custom file binary data saver">
+ <Param name="SaveFileDataCallback callback" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetLoadFileTextCallback" func="yes">
+ <Overload retVal="void" descr="Set custom file text data loader">
+ <Param name="LoadFileTextCallback callback" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetSaveFileTextCallback" func="yes">
+ <Overload retVal="void" descr="Set custom file text data saver">
+ <Param name="SaveFileTextCallback callback" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Files management functions -->
+ <KeyWord name="char *LoadFileData" func="yes">
+ <Overload retVal="unsigned" descr="Load file data as byte array (read)">
+ <Param name="const char *fileName" />
+ <Param name="int *dataSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadFileData" func="yes">
+ <Overload retVal="void" descr="Unload file data allocated by LoadFileData()">
+ <Param name="unsigned char *data" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SaveFileData" func="yes">
+ <Overload retVal="bool" descr="Save data to file from byte array (write), returns true on success">
+ <Param name="const char *fileName" /></Overload>
+ </KeyWord>
+ <KeyWord name="ExportDataAsCode" func="yes">
+ <Overload retVal="bool" descr="Export data to code (.h), returns true on success">
+ <Param name="const unsigned char" />
+ <Param name="int dataSize" />
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadFileText" func="yes">
+ <Overload retVal="char" descr="Load text data from file (read), returns a '\0' terminated string">
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadFileText" func="yes">
+ <Overload retVal="void" descr="Unload file text data allocated by LoadFileText()">
+ <Param name="char *text" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SaveFileText" func="yes">
+ <Overload retVal="bool" descr="Save text data to file (write), string must be '\0' terminated, returns true on success">
+ <Param name="const char *fileName" />
+ <Param name="char *text" />
+ </Overload>
+ </KeyWord>
+ <!-------------------------------------------------------------------- -->
+
+ <!-- File system functions -->
+ <KeyWord name="FileExists" func="yes">
+ <Overload retVal="bool" descr="Check if file exists">
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DirectoryExists" func="yes">
+ <Overload retVal="bool" descr="Check if a directory path exists">
+ <Param name="const char *dirPath" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsFileExtension" func="yes">
+ <Overload retVal="bool" descr="Check file extension (including point: .png, .wav)">
+ <Param name="const char *fileName" />
+ <Param name="const char *ext" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetFileLength" func="yes">
+ <Overload retVal="int" descr="Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)">
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetFileExtension" func="yes">
+ <Overload retVal="const char" descr="Get pointer to extension for a filename string (includes dot: '.png')">
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetFileName" func="yes">
+ <Overload retVal="const char" descr="Get pointer to filename for a path string">
+ <Param name="const char *filePath" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetFileNameWithoutExt" func="yes">
+ <Overload retVal="const char" descr="Get filename string without extension (uses static string)">
+ <Param name="const char *filePath" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetDirectoryPath" func="yes">
+ <Overload retVal="const char" descr="Get full path for a given fileName with path (uses static string)">
+ <Param name="const char *filePath" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetPrevDirectoryPath" func="yes">
+ <Overload retVal="const char" descr="Get previous directory path for a given path (uses static string)">
+ <Param name="const char *dirPath" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetWorkingDirectory" func="yes">
+ <Overload retVal="const char" descr="Get current working directory (uses static string)"></Overload>
+ </KeyWord>
+ <KeyWord name="GetApplicationDirectory" func="yes">
+ <Overload retVal="const char" descr="Get the directory of the running application (uses static string)"></Overload>
+ </KeyWord>
+ <KeyWord name="MakeDirectory" func="yes">
+ <Overload retVal="int" descr="Create directories (including full path requested), returns 0 on success">
+ <Param name="const char *dirPath" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ChangeDirectory" func="yes">
+ <Overload retVal="bool" descr="Change working directory, return true on success">
+ <Param name="const char *dir" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsPathFile" func="yes">
+ <Overload retVal="bool" descr="Check if a given path is a file or a directory">
+ <Param name="const char *path" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsFileNameValid" func="yes">
+ <Overload retVal="bool" descr="Check if fileName is valid for the platform/OS">
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadDirectoryFiles" func="yes">
+ <Overload retVal="FilePathList" descr="Load directory filepaths">
+ <Param name="const char *dirPath" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadDirectoryFilesEx" func="yes">
+ <Overload retVal="FilePathList" descr="Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result">
+ <Param name="const char *basePath" />
+ <Param name="const char *filter" />
+ <Param name="bool scanSubdirs" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadDirectoryFiles" func="yes">
+ <Overload retVal="void" descr="Unload filepaths">
+ <Param name="FilePathList files" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsFileDropped" func="yes">
+ <Overload retVal="bool" descr="Check if a file has been dropped into window"></Overload>
+ </KeyWord>
+ <KeyWord name="LoadDroppedFiles" func="yes">
+ <Overload retVal="FilePathList" descr="Load dropped filepaths"></Overload>
+ </KeyWord>
+ <KeyWord name="UnloadDroppedFiles" func="yes">
+ <Overload retVal="void" descr="Unload dropped filepaths">
+ <Param name="FilePathList files" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetFileModTime" func="yes">
+ <Overload retVal="long" descr="Get file modification time (last write time)">
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Compression/Encoding functionality -->
+ <KeyWord name="char *CompressData" func="yes">
+ <Overload retVal="unsigned" descr="Compress data (DEFLATE algorithm), memory must be MemFree()">
+ <Param name="const unsigned char" />
+ <Param name="int dataSize" />
+ <Param name="int *compDataSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="char *DecompressData" func="yes">
+ <Overload retVal="unsigned" descr="Decompress data (DEFLATE algorithm), memory must be MemFree()">
+ <Param name="const unsigned char" />
+ <Param name="int compDataSize" />
+ <Param name="int *dataSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="EncodeDataBase64" func="yes">
+ <Overload retVal="char" descr="Encode data to Base64 string, memory must be MemFree()">
+ <Param name="const unsigned char" />
+ <Param name="int dataSize" />
+ <Param name="int *outputSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="char *DecodeDataBase64" func="yes">
+ <Overload retVal="unsigned" descr="Decode Base64 string data, memory must be MemFree()">
+ <Param name="const unsigned char" />
+ <Param name="int *outputSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="int ComputeCRC32" func="yes">
+ <Overload retVal="unsigned" descr="Compute CRC32 hash code">
+ <Param name="unsigned char *data" />
+ <Param name="int dataSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="int *ComputeMD5" func="yes">
+ <Overload retVal="unsigned" descr="Compute MD5 hash code, returns static int[4] (16 bytes)">
+ <Param name="unsigned char *data" />
+ <Param name="int dataSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="int *ComputeSHA1" func="yes">
+ <Overload retVal="unsigned" descr="Compute SHA1 hash code, returns static int[5] (20 bytes)">
+ <Param name="unsigned char *data" />
+ <Param name="int dataSize" />
+ </Overload>
+ </KeyWord>
+
+
+ <!-- Automation events functionality -->
+ <KeyWord name="LoadAutomationEventList" func="yes">
+ <Overload retVal="AutomationEventList" descr="Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS">
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadAutomationEventList" func="yes">
+ <Overload retVal="void" descr="Unload automation events list from file">
+ <Param name="AutomationEventList list" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ExportAutomationEventList" func="yes">
+ <Overload retVal="bool" descr="Export automation events list as text file">
+ <Param name="AutomationEventList list" />
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetAutomationEventList" func="yes">
+ <Overload retVal="void" descr="Set automation event list to record to">
+ <Param name="AutomationEventList *list" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetAutomationEventBaseFrame" func="yes">
+ <Overload retVal="void" descr="Set automation event internal base frame to start recording">
+ <Param name="int frame" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="StartAutomationEventRecording" func="yes">
+ <Overload retVal="void" descr="Start recording automation events (AutomationEventList must be set)"></Overload>
+ </KeyWord>
+ <KeyWord name="StopAutomationEventRecording" func="yes">
+ <Overload retVal="void" descr="Stop recording automation events"></Overload>
+ </KeyWord>
+ <KeyWord name="PlayAutomationEvent" func="yes">
+ <Overload retVal="void" descr="Play a recorded automation event">
+ <Param name="AutomationEvent event" />
+ </Overload>
+ </KeyWord>
+
+ <!-------------------------------------------------------------------------------------- -->
+ <!-- Input Handling Functions (Module: core) -->
+ <!-------------------------------------------------------------------------------------- -->
+
+ <!-- Input-related functions: keyboard -->
+ <KeyWord name="IsKeyPressed" func="yes">
+ <Overload retVal="bool" descr="Check if a key has been pressed once">
+ <Param name="int key" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsKeyPressedRepeat" func="yes">
+ <Overload retVal="bool" descr="Check if a key has been pressed again">
+ <Param name="int key" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsKeyDown" func="yes">
+ <Overload retVal="bool" descr="Check if a key is being pressed">
+ <Param name="int key" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsKeyReleased" func="yes">
+ <Overload retVal="bool" descr="Check if a key has been released once">
+ <Param name="int key" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsKeyUp" func="yes">
+ <Overload retVal="bool" descr="Check if a key is NOT being pressed">
+ <Param name="int key" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetKeyPressed" func="yes">
+ <Overload retVal="int" descr="Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty"></Overload>
+ </KeyWord>
+ <KeyWord name="GetCharPressed" func="yes">
+ <Overload retVal="int" descr="Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty"></Overload>
+ </KeyWord>
+ <KeyWord name="SetExitKey" func="yes">
+ <Overload retVal="void" descr="Set a custom key to exit program (default is ESC)">
+ <Param name="int key" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Input-related functions: gamepads -->
+ <KeyWord name="IsGamepadAvailable" func="yes">
+ <Overload retVal="bool" descr="Check if a gamepad is available">
+ <Param name="int gamepad" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetGamepadName" func="yes">
+ <Overload retVal="const char" descr="Get gamepad internal name id">
+ <Param name="int gamepad" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsGamepadButtonPressed" func="yes">
+ <Overload retVal="bool" descr="Check if a gamepad button has been pressed once">
+ <Param name="int gamepad" />
+ <Param name="int button" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsGamepadButtonDown" func="yes">
+ <Overload retVal="bool" descr="Check if a gamepad button is being pressed">
+ <Param name="int gamepad" />
+ <Param name="int button" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsGamepadButtonReleased" func="yes">
+ <Overload retVal="bool" descr="Check if a gamepad button has been released once">
+ <Param name="int gamepad" />
+ <Param name="int button" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsGamepadButtonUp" func="yes">
+ <Overload retVal="bool" descr="Check if a gamepad button is NOT being pressed">
+ <Param name="int gamepad" />
+ <Param name="int button" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetGamepadButtonPressed" func="yes">
+ <Overload retVal="int" descr="Get the last gamepad button pressed"></Overload>
+ </KeyWord>
+ <KeyWord name="GetGamepadAxisCount" func="yes">
+ <Overload retVal="int" descr="Get gamepad axis count for a gamepad">
+ <Param name="int gamepad" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetGamepadAxisMovement" func="yes">
+ <Overload retVal="float" descr="Get axis movement value for a gamepad axis">
+ <Param name="int gamepad" />
+ <Param name="int axis" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetGamepadMappings" func="yes">
+ <Overload retVal="int" descr="Set internal gamepad mappings (SDL_GameControllerDB)">
+ <Param name="const char *mappings" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetGamepadVibration" func="yes">
+ <Overload retVal="void" descr="Set gamepad vibration for both motors (duration in seconds)">
+ <Param name="int gamepad" />
+ <Param name="float leftMotor" />
+ <Param name="float rightMotor" />
+ <Param name="float duration" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Input-related functions: mouse -->
+ <KeyWord name="IsMouseButtonPressed" func="yes">
+ <Overload retVal="bool" descr="Check if a mouse button has been pressed once">
+ <Param name="int button" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsMouseButtonDown" func="yes">
+ <Overload retVal="bool" descr="Check if a mouse button is being pressed">
+ <Param name="int button" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsMouseButtonReleased" func="yes">
+ <Overload retVal="bool" descr="Check if a mouse button has been released once">
+ <Param name="int button" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsMouseButtonUp" func="yes">
+ <Overload retVal="bool" descr="Check if a mouse button is NOT being pressed">
+ <Param name="int button" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetMouseX" func="yes">
+ <Overload retVal="int" descr="Get mouse position X"></Overload>
+ </KeyWord>
+ <KeyWord name="GetMouseY" func="yes">
+ <Overload retVal="int" descr="Get mouse position Y"></Overload>
+ </KeyWord>
+ <KeyWord name="GetMousePosition" func="yes">
+ <Overload retVal="Vector2" descr="Get mouse position XY"></Overload>
+ </KeyWord>
+ <KeyWord name="GetMouseDelta" func="yes">
+ <Overload retVal="Vector2" descr="Get mouse delta between frames"></Overload>
+ </KeyWord>
+ <KeyWord name="SetMousePosition" func="yes">
+ <Overload retVal="void" descr="Set mouse position XY">
+ <Param name="int x" />
+ <Param name="int y" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetMouseOffset" func="yes">
+ <Overload retVal="void" descr="Set mouse offset">
+ <Param name="int offsetX" />
+ <Param name="int offsetY" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetMouseScale" func="yes">
+ <Overload retVal="void" descr="Set mouse scaling">
+ <Param name="float scaleX" />
+ <Param name="float scaleY" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetMouseWheelMove" func="yes">
+ <Overload retVal="float" descr="Get mouse wheel movement for X or Y, whichever is larger"></Overload>
+ </KeyWord>
+ <KeyWord name="GetMouseWheelMoveV" func="yes">
+ <Overload retVal="Vector2" descr="Get mouse wheel movement for both X and Y"></Overload>
+ </KeyWord>
+ <KeyWord name="SetMouseCursor" func="yes">
+ <Overload retVal="void" descr="Set mouse cursor">
+ <Param name="int cursor" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Input-related functions: touch -->
+ <KeyWord name="GetTouchX" func="yes">
+ <Overload retVal="int" descr="Get touch position X for touch point 0 (relative to screen size)"></Overload>
+ </KeyWord>
+ <KeyWord name="GetTouchY" func="yes">
+ <Overload retVal="int" descr="Get touch position Y for touch point 0 (relative to screen size)"></Overload>
+ </KeyWord>
+ <KeyWord name="GetTouchPosition" func="yes">
+ <Overload retVal="Vector2" descr="Get touch position XY for a touch point index (relative to screen size)">
+ <Param name="int index" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetTouchPointId" func="yes">
+ <Overload retVal="int" descr="Get touch point identifier for given index">
+ <Param name="int index" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetTouchPointCount" func="yes">
+ <Overload retVal="int" descr="Get number of touch points"></Overload>
+ </KeyWord>
+
+ <!-------------------------------------------------------------------------------------- -->
+ <!-- Gestures and Touch Handling Functions (Module: rgestures) -->
+ <!-------------------------------------------------------------------------------------- -->
+ <KeyWord name="SetGesturesEnabled" func="yes">
+ <Overload retVal="void" descr="Enable a set of gestures using flags">
+ <Param name="unsigned int flags" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsGestureDetected" func="yes">
+ <Overload retVal="bool" descr="Check if a gesture have been detected">
+ <Param name="unsigned int gesture" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetGestureDetected" func="yes">
+ <Overload retVal="int" descr="Get latest detected gesture"></Overload>
+ </KeyWord>
+ <KeyWord name="GetGestureHoldDuration" func="yes">
+ <Overload retVal="float" descr="Get gesture hold time in seconds"></Overload>
+ </KeyWord>
+ <KeyWord name="GetGestureDragVector" func="yes">
+ <Overload retVal="Vector2" descr="Get gesture drag vector"></Overload>
+ </KeyWord>
+ <KeyWord name="GetGestureDragAngle" func="yes">
+ <Overload retVal="float" descr="Get gesture drag angle"></Overload>
+ </KeyWord>
+ <KeyWord name="GetGesturePinchVector" func="yes">
+ <Overload retVal="Vector2" descr="Get gesture pinch delta"></Overload>
+ </KeyWord>
+ <KeyWord name="GetGesturePinchAngle" func="yes">
+ <Overload retVal="float" descr="Get gesture pinch angle"></Overload>
+ </KeyWord>
+
+ <!-------------------------------------------------------------------------------------- -->
+ <!-- Camera System Functions (Module: rcamera) -->
+ <!-------------------------------------------------------------------------------------- -->
+ <KeyWord name="UpdateCamera" func="yes">
+ <Overload retVal="void" descr="Update camera position for selected mode">
+ <Param name="Camera *camera" />
+ <Param name="int mode" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UpdateCameraPro" func="yes">
+ <Overload retVal="void" descr="Update camera movement/rotation">
+ <Param name="Camera *camera" />
+ <Param name="Vector3 movement" />
+ <Param name="Vector3 rotation" />
+ <Param name="float zoom" />
+ </Overload>
+ </KeyWord>
+
+ <!-------------------------------------------------------------------------------------- -->
+ <!-- Basic Shapes Drawing Functions (Module: shapes) -->
+ <!-------------------------------------------------------------------------------------- -->
+ <!-- Set texture and rectangle to be used on shapes drawing -->
+ <!-- NOTE: It can be useful when using basic shapes and one single font, -->
+ <!-- defining a font char white rectangle would allow drawing everything in a single draw call -->
+ <KeyWord name="SetShapesTexture" func="yes">
+ <Overload retVal="void" descr="Set texture and rectangle to be used on shapes drawing">
+ <Param name="Texture2D texture" />
+ <Param name="Rectangle source" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetShapesTexture" func="yes">
+ <Overload retVal="Texture2D" descr="Get texture that is used for shapes drawing"></Overload>
+ </KeyWord>
+ <KeyWord name="GetShapesTextureRectangle" func="yes">
+ <Overload retVal="Rectangle" descr="Get texture source rectangle that is used for shapes drawing"></Overload>
+ </KeyWord>
+
+ <!-- Basic shapes drawing functions -->
+ <KeyWord name="DrawPixel" func="yes">
+ <Overload retVal="void" descr="Draw a pixel using geometry [Can be slow, use with care]">
+ <Param name="int posX" />
+ <Param name="int posY" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawPixelV" func="yes">
+ <Overload retVal="void" descr="Draw a pixel using geometry (Vector version) [Can be slow, use with care]">
+ <Param name="Vector2 position" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawLine" func="yes">
+ <Overload retVal="void" descr="Draw a line">
+ <Param name="int startPosX" />
+ <Param name="int startPosY" />
+ <Param name="int endPosX" />
+ <Param name="int endPosY" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawLineV" func="yes">
+ <Overload retVal="void" descr="Draw a line (using gl lines)">
+ <Param name="Vector2 startPos" />
+ <Param name="Vector2 endPos" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawLineEx" func="yes">
+ <Overload retVal="void" descr="Draw a line (using triangles/quads)">
+ <Param name="Vector2 startPos" />
+ <Param name="Vector2 endPos" />
+ <Param name="float thick" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawLineStrip" func="yes">
+ <Overload retVal="void" descr="Draw lines sequence (using gl lines)">
+ <Param name="const Vector2 *points" />
+ <Param name="int pointCount" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawLineBezier" func="yes">
+ <Overload retVal="void" descr="Draw line segment cubic-bezier in-out interpolation">
+ <Param name="Vector2 startPos" />
+ <Param name="Vector2 endPos" />
+ <Param name="float thick" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawCircle" func="yes">
+ <Overload retVal="void" descr="Draw a color-filled circle">
+ <Param name="int centerX" />
+ <Param name="int centerY" />
+ <Param name="float radius" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawCircleSector" func="yes">
+ <Overload retVal="void" descr="Draw a piece of a circle">
+ <Param name="Vector2 center" />
+ <Param name="float radius" />
+ <Param name="float startAngle" />
+ <Param name="float endAngle" />
+ <Param name="int segments" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawCircleSectorLines" func="yes">
+ <Overload retVal="void" descr="Draw circle sector outline">
+ <Param name="Vector2 center" />
+ <Param name="float radius" />
+ <Param name="float startAngle" />
+ <Param name="float endAngle" />
+ <Param name="int segments" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawCircleGradient" func="yes">
+ <Overload retVal="void" descr="Draw a gradient-filled circle">
+ <Param name="int centerX" />
+ <Param name="int centerY" />
+ <Param name="float radius" />
+ <Param name="Color inner" />
+ <Param name="Color outer" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawCircleV" func="yes">
+ <Overload retVal="void" descr="Draw a color-filled circle (Vector version)">
+ <Param name="Vector2 center" />
+ <Param name="float radius" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawCircleLines" func="yes">
+ <Overload retVal="void" descr="Draw circle outline">
+ <Param name="int centerX" />
+ <Param name="int centerY" />
+ <Param name="float radius" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawCircleLinesV" func="yes">
+ <Overload retVal="void" descr="Draw circle outline (Vector version)">
+ <Param name="Vector2 center" />
+ <Param name="float radius" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawEllipse" func="yes">
+ <Overload retVal="void" descr="Draw ellipse">
+ <Param name="int centerX" />
+ <Param name="int centerY" />
+ <Param name="float radiusH" />
+ <Param name="float radiusV" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawEllipseLines" func="yes">
+ <Overload retVal="void" descr="Draw ellipse outline">
+ <Param name="int centerX" />
+ <Param name="int centerY" />
+ <Param name="float radiusH" />
+ <Param name="float radiusV" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawRing" func="yes">
+ <Overload retVal="void" descr="Draw ring">
+ <Param name="Vector2 center" />
+ <Param name="float innerRadius" />
+ <Param name="float outerRadius" />
+ <Param name="float startAngle" />
+ <Param name="float endAngle" />
+ <Param name="int segments" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawRingLines" func="yes">
+ <Overload retVal="void" descr="Draw ring outline">
+ <Param name="Vector2 center" />
+ <Param name="float innerRadius" />
+ <Param name="float outerRadius" />
+ <Param name="float startAngle" />
+ <Param name="float endAngle" />
+ <Param name="int segments" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawRectangle" func="yes">
+ <Overload retVal="void" descr="Draw a color-filled rectangle">
+ <Param name="int posX" />
+ <Param name="int posY" />
+ <Param name="int width" />
+ <Param name="int height" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawRectangleV" func="yes">
+ <Overload retVal="void" descr="Draw a color-filled rectangle (Vector version)">
+ <Param name="Vector2 position" />
+ <Param name="Vector2 size" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawRectangleRec" func="yes">
+ <Overload retVal="void" descr="Draw a color-filled rectangle">
+ <Param name="Rectangle rec" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawRectanglePro" func="yes">
+ <Overload retVal="void" descr="Draw a color-filled rectangle with pro parameters">
+ <Param name="Rectangle rec" />
+ <Param name="Vector2 origin" />
+ <Param name="float rotation" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawRectangleGradientV" func="yes">
+ <Overload retVal="void" descr="Draw a vertical-gradient-filled rectangle">
+ <Param name="int posX" />
+ <Param name="int posY" />
+ <Param name="int width" />
+ <Param name="int height" />
+ <Param name="Color top" />
+ <Param name="Color bottom" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawRectangleGradientH" func="yes">
+ <Overload retVal="void" descr="Draw a horizontal-gradient-filled rectangle">
+ <Param name="int posX" />
+ <Param name="int posY" />
+ <Param name="int width" />
+ <Param name="int height" />
+ <Param name="Color left" />
+ <Param name="Color right" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawRectangleGradientEx" func="yes">
+ <Overload retVal="void" descr="Draw a gradient-filled rectangle with custom vertex colors">
+ <Param name="Rectangle rec" />
+ <Param name="Color topLeft" />
+ <Param name="Color bottomLeft" />
+ <Param name="Color topRight" />
+ <Param name="Color bottomRight" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawRectangleLines" func="yes">
+ <Overload retVal="void" descr="Draw rectangle outline">
+ <Param name="int posX" />
+ <Param name="int posY" />
+ <Param name="int width" />
+ <Param name="int height" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawRectangleLinesEx" func="yes">
+ <Overload retVal="void" descr="Draw rectangle outline with extended parameters">
+ <Param name="Rectangle rec" />
+ <Param name="float lineThick" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawRectangleRounded" func="yes">
+ <Overload retVal="void" descr="Draw rectangle with rounded edges">
+ <Param name="Rectangle rec" />
+ <Param name="float roundness" />
+ <Param name="int segments" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawRectangleRoundedLines" func="yes">
+ <Overload retVal="void" descr="Draw rectangle lines with rounded edges">
+ <Param name="Rectangle rec" />
+ <Param name="float roundness" />
+ <Param name="int segments" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawRectangleRoundedLinesEx" func="yes">
+ <Overload retVal="void" descr="Draw rectangle with rounded edges outline">
+ <Param name="Rectangle rec" />
+ <Param name="float roundness" />
+ <Param name="int segments" />
+ <Param name="float lineThick" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawTriangle" func="yes">
+ <Overload retVal="void" descr="Draw a color-filled triangle (vertex in counter-clockwise order!)">
+ <Param name="Vector2 v1" />
+ <Param name="Vector2 v2" />
+ <Param name="Vector2 v3" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawTriangleLines" func="yes">
+ <Overload retVal="void" descr="Draw triangle outline (vertex in counter-clockwise order!)">
+ <Param name="Vector2 v1" />
+ <Param name="Vector2 v2" />
+ <Param name="Vector2 v3" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawTriangleFan" func="yes">
+ <Overload retVal="void" descr="Draw a triangle fan defined by points (first vertex is the center)">
+ <Param name="const Vector2 *points" />
+ <Param name="int pointCount" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawTriangleStrip" func="yes">
+ <Overload retVal="void" descr="Draw a triangle strip defined by points">
+ <Param name="const Vector2 *points" />
+ <Param name="int pointCount" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawPoly" func="yes">
+ <Overload retVal="void" descr="Draw a regular polygon (Vector version)">
+ <Param name="Vector2 center" />
+ <Param name="int sides" />
+ <Param name="float radius" />
+ <Param name="float rotation" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawPolyLines" func="yes">
+ <Overload retVal="void" descr="Draw a polygon outline of n sides">
+ <Param name="Vector2 center" />
+ <Param name="int sides" />
+ <Param name="float radius" />
+ <Param name="float rotation" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawPolyLinesEx" func="yes">
+ <Overload retVal="void" descr="Draw a polygon outline of n sides with extended parameters">
+ <Param name="Vector2 center" />
+ <Param name="int sides" />
+ <Param name="float radius" />
+ <Param name="float rotation" />
+ <Param name="float lineThick" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Splines drawing functions -->
+ <KeyWord name="DrawSplineLinear" func="yes">
+ <Overload retVal="void" descr="Draw spline: Linear, minimum 2 points">
+ <Param name="const Vector2 *points" />
+ <Param name="int pointCount" />
+ <Param name="float thick" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawSplineBasis" func="yes">
+ <Overload retVal="void" descr="Draw spline: B-Spline, minimum 4 points">
+ <Param name="const Vector2 *points" />
+ <Param name="int pointCount" />
+ <Param name="float thick" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawSplineCatmullRom" func="yes">
+ <Overload retVal="void" descr="Draw spline: Catmull-Rom, minimum 4 points">
+ <Param name="const Vector2 *points" />
+ <Param name="int pointCount" />
+ <Param name="float thick" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawSplineBezierQuadratic" func="yes">
+ <Overload retVal="void" descr="Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]">
+ <Param name="const Vector2 *points" />
+ <Param name="int pointCount" />
+ <Param name="float thick" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawSplineBezierCubic" func="yes">
+ <Overload retVal="void" descr="Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]">
+ <Param name="const Vector2 *points" />
+ <Param name="int pointCount" />
+ <Param name="float thick" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawSplineSegmentLinear" func="yes">
+ <Overload retVal="void" descr="Draw spline segment: Linear, 2 points">
+ <Param name="Vector2 p1" />
+ <Param name="Vector2 p2" />
+ <Param name="float thick" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawSplineSegmentBasis" func="yes">
+ <Overload retVal="void" descr="Draw spline segment: B-Spline, 4 points">
+ <Param name="Vector2 p1" />
+ <Param name="Vector2 p2" />
+ <Param name="Vector2 p3" />
+ <Param name="Vector2 p4" />
+ <Param name="float thick" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawSplineSegmentCatmullRom" func="yes">
+ <Overload retVal="void" descr="Draw spline segment: Catmull-Rom, 4 points">
+ <Param name="Vector2 p1" />
+ <Param name="Vector2 p2" />
+ <Param name="Vector2 p3" />
+ <Param name="Vector2 p4" />
+ <Param name="float thick" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawSplineSegmentBezierQuadratic" func="yes">
+ <Overload retVal="void" descr="Draw spline segment: Quadratic Bezier, 2 points, 1 control point">
+ <Param name="Vector2 p1" />
+ <Param name="Vector2 c2" />
+ <Param name="Vector2 p3" />
+ <Param name="float thick" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawSplineSegmentBezierCubic" func="yes">
+ <Overload retVal="void" descr="Draw spline segment: Cubic Bezier, 2 points, 2 control points">
+ <Param name="Vector2 p1" />
+ <Param name="Vector2 c2" />
+ <Param name="Vector2 c3" />
+ <Param name="Vector2 p4" />
+ <Param name="float thick" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Spline segment point evaluation functions, for a given t [0.0f .. 1.0f] -->
+ <KeyWord name="GetSplinePointLinear" func="yes">
+ <Overload retVal="Vector2" descr="Get (evaluate) spline point: Linear">
+ <Param name="Vector2 startPos" />
+ <Param name="Vector2 endPos" />
+ <Param name="float t" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetSplinePointBasis" func="yes">
+ <Overload retVal="Vector2" descr="Get (evaluate) spline point: B-Spline">
+ <Param name="Vector2 p1" />
+ <Param name="Vector2 p2" />
+ <Param name="Vector2 p3" />
+ <Param name="Vector2 p4" />
+ <Param name="float t" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetSplinePointCatmullRom" func="yes">
+ <Overload retVal="Vector2" descr="Get (evaluate) spline point: Catmull-Rom">
+ <Param name="Vector2 p1" />
+ <Param name="Vector2 p2" />
+ <Param name="Vector2 p3" />
+ <Param name="Vector2 p4" />
+ <Param name="float t" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetSplinePointBezierQuad" func="yes">
+ <Overload retVal="Vector2" descr="Get (evaluate) spline point: Quadratic Bezier">
+ <Param name="Vector2 p1" />
+ <Param name="Vector2 c2" />
+ <Param name="Vector2 p3" />
+ <Param name="float t" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetSplinePointBezierCubic" func="yes">
+ <Overload retVal="Vector2" descr="Get (evaluate) spline point: Cubic Bezier">
+ <Param name="Vector2 p1" />
+ <Param name="Vector2 c2" />
+ <Param name="Vector2 c3" />
+ <Param name="Vector2 p4" />
+ <Param name="float t" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Basic shapes collision detection functions -->
+ <KeyWord name="CheckCollisionRecs" func="yes">
+ <Overload retVal="bool" descr="Check collision between two rectangles">
+ <Param name="Rectangle rec1" />
+ <Param name="Rectangle rec2" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="CheckCollisionCircles" func="yes">
+ <Overload retVal="bool" descr="Check collision between two circles">
+ <Param name="Vector2 center1" />
+ <Param name="float radius1" />
+ <Param name="Vector2 center2" />
+ <Param name="float radius2" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="CheckCollisionCircleRec" func="yes">
+ <Overload retVal="bool" descr="Check collision between circle and rectangle">
+ <Param name="Vector2 center" />
+ <Param name="float radius" />
+ <Param name="Rectangle rec" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="CheckCollisionCircleLine" func="yes">
+ <Overload retVal="bool" descr="Check if circle collides with a line created betweeen two points [p1] and [p2]">
+ <Param name="Vector2 center" />
+ <Param name="float radius" />
+ <Param name="Vector2 p1" />
+ <Param name="Vector2 p2" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="CheckCollisionPointRec" func="yes">
+ <Overload retVal="bool" descr="Check if point is inside rectangle">
+ <Param name="Vector2 point" />
+ <Param name="Rectangle rec" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="CheckCollisionPointCircle" func="yes">
+ <Overload retVal="bool" descr="Check if point is inside circle">
+ <Param name="Vector2 point" />
+ <Param name="Vector2 center" />
+ <Param name="float radius" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="CheckCollisionPointTriangle" func="yes">
+ <Overload retVal="bool" descr="Check if point is inside a triangle">
+ <Param name="Vector2 point" />
+ <Param name="Vector2 p1" />
+ <Param name="Vector2 p2" />
+ <Param name="Vector2 p3" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="CheckCollisionPointLine" func="yes">
+ <Overload retVal="bool" descr="Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]">
+ <Param name="Vector2 point" />
+ <Param name="Vector2 p1" />
+ <Param name="Vector2 p2" />
+ <Param name="int threshold" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="CheckCollisionPointPoly" func="yes">
+ <Overload retVal="bool" descr="Check if point is within a polygon described by array of vertices">
+ <Param name="Vector2 point" />
+ <Param name="const Vector2 *points" />
+ <Param name="int pointCount" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="CheckCollisionLines" func="yes">
+ <Overload retVal="bool" descr="Check the collision between two lines defined by two points each, returns collision point by reference">
+ <Param name="Vector2 startPos1" />
+ <Param name="Vector2 endPos1" />
+ <Param name="Vector2 startPos2" />
+ <Param name="Vector2 endPos2" />
+ <Param name="Vector2 *collisionPoint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetCollisionRec" func="yes">
+ <Overload retVal="Rectangle" descr="Get collision rectangle for two rectangles collision">
+ <Param name="Rectangle rec1" />
+ <Param name="Rectangle rec2" />
+ </Overload>
+ </KeyWord>
+
+ <!-------------------------------------------------------------------------------------- -->
+ <!-- Texture Loading and Drawing Functions (Module: textures) -->
+ <!-------------------------------------------------------------------------------------- -->
+
+ <!-- Image loading functions -->
+ <!-- NOTE: These functions do not require GPU access -->
+ <KeyWord name="LoadImage" func="yes">
+ <Overload retVal="Image" descr="Load image from file into CPU memory (RAM)">
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadImageRaw" func="yes">
+ <Overload retVal="Image" descr="Load image from RAW file data">
+ <Param name="const char *fileName" />
+ <Param name="int width" />
+ <Param name="int height" />
+ <Param name="int format" />
+ <Param name="int headerSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadImageAnim" func="yes">
+ <Overload retVal="Image" descr="Load image sequence from file (frames appended to image.data)">
+ <Param name="const char *fileName" />
+ <Param name="int *frames" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadImageAnimFromMemory" func="yes">
+ <Overload retVal="Image" descr="Load image sequence from memory buffer">
+ <Param name="const char *fileType" />
+ <Param name="const unsigned char" />
+ <Param name="int dataSize" />
+ <Param name="int *frames" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadImageFromMemory" func="yes">
+ <Overload retVal="Image" descr="Load image from memory buffer, fileType refers to extension: i.e. '.png'">
+ <Param name="const char *fileType" />
+ <Param name="const unsigned char" />
+ <Param name="int dataSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadImageFromTexture" func="yes">
+ <Overload retVal="Image" descr="Load image from GPU texture data">
+ <Param name="Texture2D texture" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadImageFromScreen" func="yes">
+ <Overload retVal="Image" descr="Load image from screen buffer and (screenshot)"></Overload>
+ </KeyWord>
+ <KeyWord name="IsImageValid" func="yes">
+ <Overload retVal="bool" descr="Check if an image is valid (data and parameters)">
+ <Param name="Image image" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadImage" func="yes">
+ <Overload retVal="void" descr="Unload image from CPU memory (RAM)">
+ <Param name="Image image" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ExportImage" func="yes">
+ <Overload retVal="bool" descr="Export image data to file, returns true on success">
+ <Param name="Image image" />
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="char *ExportImageToMemory" func="yes">
+ <Overload retVal="unsigned" descr="Export image to memory buffer">
+ <Param name="Image image" />
+ <Param name="const char *fileType" />
+ <Param name="int *fileSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ExportImageAsCode" func="yes">
+ <Overload retVal="bool" descr="Export image as code file defining an array of bytes, returns true on success">
+ <Param name="Image image" />
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Image generation functions -->
+ <KeyWord name="GenImageColor" func="yes">
+ <Overload retVal="Image" descr="Generate image: plain color">
+ <Param name="int width" />
+ <Param name="int height" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenImageGradientLinear" func="yes">
+ <Overload retVal="Image" descr="Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient">
+ <Param name="int width" />
+ <Param name="int height" />
+ <Param name="int direction" />
+ <Param name="Color start" />
+ <Param name="Color end" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenImageGradientRadial" func="yes">
+ <Overload retVal="Image" descr="Generate image: radial gradient">
+ <Param name="int width" />
+ <Param name="int height" />
+ <Param name="float density" />
+ <Param name="Color inner" />
+ <Param name="Color outer" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenImageGradientSquare" func="yes">
+ <Overload retVal="Image" descr="Generate image: square gradient">
+ <Param name="int width" />
+ <Param name="int height" />
+ <Param name="float density" />
+ <Param name="Color inner" />
+ <Param name="Color outer" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenImageChecked" func="yes">
+ <Overload retVal="Image" descr="Generate image: checked">
+ <Param name="int width" />
+ <Param name="int height" />
+ <Param name="int checksX" />
+ <Param name="int checksY" />
+ <Param name="Color col1" />
+ <Param name="Color col2" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenImageWhiteNoise" func="yes">
+ <Overload retVal="Image" descr="Generate image: white noise">
+ <Param name="int width" />
+ <Param name="int height" />
+ <Param name="float factor" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenImagePerlinNoise" func="yes">
+ <Overload retVal="Image" descr="Generate image: perlin noise">
+ <Param name="int width" />
+ <Param name="int height" />
+ <Param name="int offsetX" />
+ <Param name="int offsetY" />
+ <Param name="float scale" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenImageCellular" func="yes">
+ <Overload retVal="Image" descr="Generate image: cellular algorithm, bigger tileSize means bigger cells">
+ <Param name="int width" />
+ <Param name="int height" />
+ <Param name="int tileSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenImageText" func="yes">
+ <Overload retVal="Image" descr="Generate image: grayscale image from text data">
+ <Param name="int width" />
+ <Param name="int height" />
+ <Param name="const char *text" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Image manipulation functions -->
+ <KeyWord name="ImageCopy" func="yes">
+ <Overload retVal="Image" descr="Create an image duplicate (useful for transformations)">
+ <Param name="Image image" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageFromImage" func="yes">
+ <Overload retVal="Image" descr="Create an image from another image piece">
+ <Param name="Image image" />
+ <Param name="Rectangle rec" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageFromChannel" func="yes">
+ <Overload retVal="Image" descr="Create an image from a selected channel of another image (GRAYSCALE)">
+ <Param name="Image image" />
+ <Param name="int selectedChannel" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageText" func="yes">
+ <Overload retVal="Image" descr="Create an image from text (default font)">
+ <Param name="const char *text" />
+ <Param name="int fontSize" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageTextEx" func="yes">
+ <Overload retVal="Image" descr="Create an image from text (custom sprite font)">
+ <Param name="Font font" />
+ <Param name="const char *text" />
+ <Param name="float fontSize" />
+ <Param name="float spacing" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageFormat" func="yes">
+ <Overload retVal="void" descr="Convert image data to desired format">
+ <Param name="Image *image" />
+ <Param name="int newFormat" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageToPOT" func="yes">
+ <Overload retVal="void" descr="Convert image to POT (power-of-two)">
+ <Param name="Image *image" />
+ <Param name="Color fill" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageCrop" func="yes">
+ <Overload retVal="void" descr="Crop an image to a defined rectangle">
+ <Param name="Image *image" />
+ <Param name="Rectangle crop" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageAlphaCrop" func="yes">
+ <Overload retVal="void" descr="Crop image depending on alpha value">
+ <Param name="Image *image" />
+ <Param name="float threshold" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageAlphaClear" func="yes">
+ <Overload retVal="void" descr="Clear alpha channel to desired color">
+ <Param name="Image *image" />
+ <Param name="Color color" />
+ <Param name="float threshold" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageAlphaMask" func="yes">
+ <Overload retVal="void" descr="Apply alpha mask to image">
+ <Param name="Image *image" />
+ <Param name="Image alphaMask" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageAlphaPremultiply" func="yes">
+ <Overload retVal="void" descr="Premultiply alpha channel">
+ <Param name="Image *image" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageBlurGaussian" func="yes">
+ <Overload retVal="void" descr="Apply Gaussian blur using a box blur approximation">
+ <Param name="Image *image" />
+ <Param name="int blurSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageKernelConvolution" func="yes">
+ <Overload retVal="void" descr="Apply custom square convolution kernel to image">
+ <Param name="Image *image" />
+ <Param name="const float *kernel" />
+ <Param name="int kernelSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageResize" func="yes">
+ <Overload retVal="void" descr="Resize image (Bicubic scaling algorithm)">
+ <Param name="Image *image" />
+ <Param name="int newWidth" />
+ <Param name="int newHeight" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageResizeNN" func="yes">
+ <Overload retVal="void" descr="Resize image (Nearest-Neighbor scaling algorithm)">
+ <Param name="Image *image" />
+ <Param name="int newWidth" />
+ <Param name="int newHeight" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageResizeCanvas" func="yes">
+ <Overload retVal="void" descr="Resize canvas and fill with color">
+ <Param name="Image *image" />
+ <Param name="int newWidth" />
+ <Param name="int newHeight" />
+ <Param name="int offsetX" />
+ <Param name="int offsetY" />
+ <Param name="Color fill" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageMipmaps" func="yes">
+ <Overload retVal="void" descr="Compute all mipmap levels for a provided image">
+ <Param name="Image *image" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDither" func="yes">
+ <Overload retVal="void" descr="Dither image data to 16bpp or lower (Floyd-Steinberg dithering)">
+ <Param name="Image *image" />
+ <Param name="int rBpp" />
+ <Param name="int gBpp" />
+ <Param name="int bBpp" />
+ <Param name="int aBpp" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageFlipVertical" func="yes">
+ <Overload retVal="void" descr="Flip image vertically">
+ <Param name="Image *image" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageFlipHorizontal" func="yes">
+ <Overload retVal="void" descr="Flip image horizontally">
+ <Param name="Image *image" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageRotate" func="yes">
+ <Overload retVal="void" descr="Rotate image by input angle in degrees (-359 to 359)">
+ <Param name="Image *image" />
+ <Param name="int degrees" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageRotateCW" func="yes">
+ <Overload retVal="void" descr="Rotate image clockwise 90deg">
+ <Param name="Image *image" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageRotateCCW" func="yes">
+ <Overload retVal="void" descr="Rotate image counter-clockwise 90deg">
+ <Param name="Image *image" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageColorTint" func="yes">
+ <Overload retVal="void" descr="Modify image color: tint">
+ <Param name="Image *image" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageColorInvert" func="yes">
+ <Overload retVal="void" descr="Modify image color: invert">
+ <Param name="Image *image" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageColorGrayscale" func="yes">
+ <Overload retVal="void" descr="Modify image color: grayscale">
+ <Param name="Image *image" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageColorContrast" func="yes">
+ <Overload retVal="void" descr="Modify image color: contrast (-100 to 100)">
+ <Param name="Image *image" />
+ <Param name="float contrast" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageColorBrightness" func="yes">
+ <Overload retVal="void" descr="Modify image color: brightness (-255 to 255)">
+ <Param name="Image *image" />
+ <Param name="int brightness" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageColorReplace" func="yes">
+ <Overload retVal="void" descr="Modify image color: replace color">
+ <Param name="Image *image" />
+ <Param name="Color color" />
+ <Param name="Color replace" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadImageColors" func="yes">
+ <Overload retVal="Color" descr="Load color data from image as a Color array (RGBA - 32bit)">
+ <Param name="Image image" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadImagePalette" func="yes">
+ <Overload retVal="Color" descr="Load colors palette from image as a Color array (RGBA - 32bit)">
+ <Param name="Image image" />
+ <Param name="int maxPaletteSize" />
+ <Param name="int *colorCount" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadImageColors" func="yes">
+ <Overload retVal="void" descr="Unload color data loaded with LoadImageColors()">
+ <Param name="Color *colors" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadImagePalette" func="yes">
+ <Overload retVal="void" descr="Unload colors palette loaded with LoadImagePalette()">
+ <Param name="Color *colors" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetImageAlphaBorder" func="yes">
+ <Overload retVal="Rectangle" descr="Get image alpha border rectangle">
+ <Param name="Image image" />
+ <Param name="float threshold" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetImageColor" func="yes">
+ <Overload retVal="Color" descr="Get image pixel color at (x, y) position">
+ <Param name="Image image" />
+ <Param name="int x" />
+ <Param name="int y" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Image drawing functions -->
+ <!-- NOTE: Image software-rendering functions (CPU) -->
+ <KeyWord name="ImageClearBackground" func="yes">
+ <Overload retVal="void" descr="Clear image background with given color">
+ <Param name="Image *dst" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawPixel" func="yes">
+ <Overload retVal="void" descr="Draw pixel within an image">
+ <Param name="Image *dst" />
+ <Param name="int posX" />
+ <Param name="int posY" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawPixelV" func="yes">
+ <Overload retVal="void" descr="Draw pixel within an image (Vector version)">
+ <Param name="Image *dst" />
+ <Param name="Vector2 position" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawLine" func="yes">
+ <Overload retVal="void" descr="Draw line within an image">
+ <Param name="Image *dst" />
+ <Param name="int startPosX" />
+ <Param name="int startPosY" />
+ <Param name="int endPosX" />
+ <Param name="int endPosY" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawLineV" func="yes">
+ <Overload retVal="void" descr="Draw line within an image (Vector version)">
+ <Param name="Image *dst" />
+ <Param name="Vector2 start" />
+ <Param name="Vector2 end" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawLineEx" func="yes">
+ <Overload retVal="void" descr="Draw a line defining thickness within an image">
+ <Param name="Image *dst" />
+ <Param name="Vector2 start" />
+ <Param name="Vector2 end" />
+ <Param name="int thick" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawCircle" func="yes">
+ <Overload retVal="void" descr="Draw a filled circle within an image">
+ <Param name="Image *dst" />
+ <Param name="int centerX" />
+ <Param name="int centerY" />
+ <Param name="int radius" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawCircleV" func="yes">
+ <Overload retVal="void" descr="Draw a filled circle within an image (Vector version)">
+ <Param name="Image *dst" />
+ <Param name="Vector2 center" />
+ <Param name="int radius" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawCircleLines" func="yes">
+ <Overload retVal="void" descr="Draw circle outline within an image">
+ <Param name="Image *dst" />
+ <Param name="int centerX" />
+ <Param name="int centerY" />
+ <Param name="int radius" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawCircleLinesV" func="yes">
+ <Overload retVal="void" descr="Draw circle outline within an image (Vector version)">
+ <Param name="Image *dst" />
+ <Param name="Vector2 center" />
+ <Param name="int radius" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawRectangle" func="yes">
+ <Overload retVal="void" descr="Draw rectangle within an image">
+ <Param name="Image *dst" />
+ <Param name="int posX" />
+ <Param name="int posY" />
+ <Param name="int width" />
+ <Param name="int height" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawRectangleV" func="yes">
+ <Overload retVal="void" descr="Draw rectangle within an image (Vector version)">
+ <Param name="Image *dst" />
+ <Param name="Vector2 position" />
+ <Param name="Vector2 size" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawRectangleRec" func="yes">
+ <Overload retVal="void" descr="Draw rectangle within an image">
+ <Param name="Image *dst" />
+ <Param name="Rectangle rec" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawRectangleLines" func="yes">
+ <Overload retVal="void" descr="Draw rectangle lines within an image">
+ <Param name="Image *dst" />
+ <Param name="Rectangle rec" />
+ <Param name="int thick" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawTriangle" func="yes">
+ <Overload retVal="void" descr="Draw triangle within an image">
+ <Param name="Image *dst" />
+ <Param name="Vector2 v1" />
+ <Param name="Vector2 v2" />
+ <Param name="Vector2 v3" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawTriangleEx" func="yes">
+ <Overload retVal="void" descr="Draw triangle with interpolated colors within an image">
+ <Param name="Image *dst" />
+ <Param name="Vector2 v1" />
+ <Param name="Vector2 v2" />
+ <Param name="Vector2 v3" />
+ <Param name="Color c1" />
+ <Param name="Color c2" />
+ <Param name="Color c3" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawTriangleLines" func="yes">
+ <Overload retVal="void" descr="Draw triangle outline within an image">
+ <Param name="Image *dst" />
+ <Param name="Vector2 v1" />
+ <Param name="Vector2 v2" />
+ <Param name="Vector2 v3" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawTriangleFan" func="yes">
+ <Overload retVal="void" descr="Draw a triangle fan defined by points within an image (first vertex is the center)">
+ <Param name="Image *dst" />
+ <Param name="Vector2 *points" />
+ <Param name="int pointCount" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawTriangleStrip" func="yes">
+ <Overload retVal="void" descr="Draw a triangle strip defined by points within an image">
+ <Param name="Image *dst" />
+ <Param name="Vector2 *points" />
+ <Param name="int pointCount" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDraw" func="yes">
+ <Overload retVal="void" descr="Draw a source image within a destination image (tint applied to source)">
+ <Param name="Image *dst" />
+ <Param name="Image src" />
+ <Param name="Rectangle srcRec" />
+ <Param name="Rectangle dstRec" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawText" func="yes">
+ <Overload retVal="void" descr="Draw text (using default font) within an image (destination)">
+ <Param name="Image *dst" />
+ <Param name="const char *text" />
+ <Param name="int posX" />
+ <Param name="int posY" />
+ <Param name="int fontSize" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ImageDrawTextEx" func="yes">
+ <Overload retVal="void" descr="Draw text (custom sprite font) within an image (destination)">
+ <Param name="Image *dst" />
+ <Param name="Font font" />
+ <Param name="const char *text" />
+ <Param name="Vector2 position" />
+ <Param name="float fontSize" />
+ <Param name="float spacing" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Texture loading functions -->
+ <!-- NOTE: These functions require GPU access -->
+ <KeyWord name="LoadTexture" func="yes">
+ <Overload retVal="Texture2D" descr="Load texture from file into GPU memory (VRAM)">
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadTextureFromImage" func="yes">
+ <Overload retVal="Texture2D" descr="Load texture from image data">
+ <Param name="Image image" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadTextureCubemap" func="yes">
+ <Overload retVal="TextureCubemap" descr="Load cubemap from image, multiple image cubemap layouts supported">
+ <Param name="Image image" />
+ <Param name="int layout" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadRenderTexture" func="yes">
+ <Overload retVal="RenderTexture2D" descr="Load texture for rendering (framebuffer)">
+ <Param name="int width" />
+ <Param name="int height" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsTextureValid" func="yes">
+ <Overload retVal="bool" descr="Check if a texture is valid (loaded in GPU)">
+ <Param name="Texture2D texture" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadTexture" func="yes">
+ <Overload retVal="void" descr="Unload texture from GPU memory (VRAM)">
+ <Param name="Texture2D texture" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsRenderTextureValid" func="yes">
+ <Overload retVal="bool" descr="Check if a render texture is valid (loaded in GPU)">
+ <Param name="RenderTexture2D target" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadRenderTexture" func="yes">
+ <Overload retVal="void" descr="Unload render texture from GPU memory (VRAM)">
+ <Param name="RenderTexture2D target" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UpdateTexture" func="yes">
+ <Overload retVal="void" descr="Update GPU texture with new data">
+ <Param name="Texture2D texture" />
+ <Param name="const void *pixels" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UpdateTextureRec" func="yes">
+ <Overload retVal="void" descr="Update GPU texture rectangle with new data">
+ <Param name="Texture2D texture" />
+ <Param name="Rectangle rec" />
+ <Param name="const void *pixels" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Texture configuration functions -->
+ <KeyWord name="GenTextureMipmaps" func="yes">
+ <Overload retVal="void" descr="Generate GPU mipmaps for a texture">
+ <Param name="Texture2D *texture" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetTextureFilter" func="yes">
+ <Overload retVal="void" descr="Set texture scaling filter mode">
+ <Param name="Texture2D texture" />
+ <Param name="int filter" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetTextureWrap" func="yes">
+ <Overload retVal="void" descr="Set texture wrapping mode">
+ <Param name="Texture2D texture" />
+ <Param name="int wrap" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Texture drawing functions -->
+ <KeyWord name="DrawTexture" func="yes">
+ <Overload retVal="void" descr="Draw a Texture2D">
+ <Param name="Texture2D texture" />
+ <Param name="int posX" />
+ <Param name="int posY" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawTextureV" func="yes">
+ <Overload retVal="void" descr="Draw a Texture2D with position defined as Vector2">
+ <Param name="Texture2D texture" />
+ <Param name="Vector2 position" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawTextureEx" func="yes">
+ <Overload retVal="void" descr="Draw a Texture2D with extended parameters">
+ <Param name="Texture2D texture" />
+ <Param name="Vector2 position" />
+ <Param name="float rotation" />
+ <Param name="float scale" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawTextureRec" func="yes">
+ <Overload retVal="void" descr="Draw a part of a texture defined by a rectangle">
+ <Param name="Texture2D texture" />
+ <Param name="Rectangle source" />
+ <Param name="Vector2 position" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawTexturePro" func="yes">
+ <Overload retVal="void" descr="Draw a part of a texture defined by a rectangle with 'pro' parameters">
+ <Param name="Texture2D texture" />
+ <Param name="Rectangle source" />
+ <Param name="Rectangle dest" />
+ <Param name="Vector2 origin" />
+ <Param name="float rotation" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawTextureNPatch" func="yes">
+ <Overload retVal="void" descr="Draws a texture (or part of it) that stretches or shrinks nicely">
+ <Param name="Texture2D texture" />
+ <Param name="NPatchInfo nPatchInfo" />
+ <Param name="Rectangle dest" />
+ <Param name="Vector2 origin" />
+ <Param name="float rotation" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Color/pixel related functions -->
+ <KeyWord name="ColorIsEqual" func="yes">
+ <Overload retVal="bool" descr="Check if two colors are equal">
+ <Param name="Color col1" />
+ <Param name="Color col2" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="Fade" func="yes">
+ <Overload retVal="Color" descr="Get color with alpha applied, alpha goes from 0.0f to 1.0f">
+ <Param name="Color color" />
+ <Param name="float alpha" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ColorToInt" func="yes">
+ <Overload retVal="int" descr="Get hexadecimal value for a Color (0xRRGGBBAA)">
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ColorNormalize" func="yes">
+ <Overload retVal="Vector4" descr="Get Color normalized as float [0..1]">
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ColorFromNormalized" func="yes">
+ <Overload retVal="Color" descr="Get Color from normalized values [0..1]">
+ <Param name="Vector4 normalized" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ColorToHSV" func="yes">
+ <Overload retVal="Vector3" descr="Get HSV values for a Color, hue [0..360], saturation/value [0..1]">
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ColorFromHSV" func="yes">
+ <Overload retVal="Color" descr="Get a Color from HSV values, hue [0..360], saturation/value [0..1]">
+ <Param name="float hue" />
+ <Param name="float saturation" />
+ <Param name="float value" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ColorTint" func="yes">
+ <Overload retVal="Color" descr="Get color multiplied with another color">
+ <Param name="Color color" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ColorBrightness" func="yes">
+ <Overload retVal="Color" descr="Get color with brightness correction, brightness factor goes from -1.0f to 1.0f">
+ <Param name="Color color" />
+ <Param name="float factor" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ColorContrast" func="yes">
+ <Overload retVal="Color" descr="Get color with contrast correction, contrast values between -1.0f and 1.0f">
+ <Param name="Color color" />
+ <Param name="float contrast" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ColorAlpha" func="yes">
+ <Overload retVal="Color" descr="Get color with alpha applied, alpha goes from 0.0f to 1.0f">
+ <Param name="Color color" />
+ <Param name="float alpha" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ColorAlphaBlend" func="yes">
+ <Overload retVal="Color" descr="Get src alpha-blended into dst color with tint">
+ <Param name="Color dst" />
+ <Param name="Color src" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ColorLerp" func="yes">
+ <Overload retVal="Color" descr="Get color lerp interpolation between two colors, factor [0.0f..1.0f]">
+ <Param name="Color color1" />
+ <Param name="Color color2" />
+ <Param name="float factor" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetColor" func="yes">
+ <Overload retVal="Color" descr="Get Color structure from hexadecimal value">
+ <Param name="unsigned int hexValue" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetPixelColor" func="yes">
+ <Overload retVal="Color" descr="Get Color from a source pixel pointer of certain format"></Overload>
+ </KeyWord>
+ <KeyWord name="SetPixelColor" func="yes">
+ <Overload retVal="void" descr="Set color formatted into destination pixel pointer"></Overload>
+ </KeyWord>
+ <KeyWord name="GetPixelDataSize" func="yes">
+ <Overload retVal="int" descr="Get pixel data size in bytes for certain format">
+ <Param name="int width" />
+ <Param name="int height" />
+ <Param name="int format" />
+ </Overload>
+ </KeyWord>
+
+ <!-------------------------------------------------------------------------------------- -->
+ <!-- Font Loading and Text Drawing Functions (Module: text) -->
+ <!-------------------------------------------------------------------------------------- -->
+
+ <!-- Font loading/unloading functions -->
+ <KeyWord name="GetFontDefault" func="yes">
+ <Overload retVal="Font" descr="Get the default Font"></Overload>
+ </KeyWord>
+ <KeyWord name="LoadFont" func="yes">
+ <Overload retVal="Font" descr="Load font from file into GPU memory (VRAM)">
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadFontEx" func="yes">
+ <Overload retVal="Font" descr="Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height">
+ <Param name="const char *fileName" />
+ <Param name="int fontSize" />
+ <Param name="int *codepoints" />
+ <Param name="int codepointCount" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadFontFromImage" func="yes">
+ <Overload retVal="Font" descr="Load font from Image (XNA style)">
+ <Param name="Image image" />
+ <Param name="Color key" />
+ <Param name="int firstChar" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadFontFromMemory" func="yes">
+ <Overload retVal="Font" descr="Load font from memory buffer, fileType refers to extension: i.e. '.ttf'">
+ <Param name="const char *fileType" />
+ <Param name="const unsigned char" />
+ <Param name="int dataSize" />
+ <Param name="int fontSize" />
+ <Param name="int *codepoints" />
+ <Param name="int codepointCount" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsFontValid" func="yes">
+ <Overload retVal="bool" descr="Check if a font is valid (font data loaded, WARNING: GPU texture not checked)">
+ <Param name="Font font" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadFontData" func="yes">
+ <Overload retVal="GlyphInfo" descr="Load font data for further use">
+ <Param name="const unsigned char" />
+ <Param name="int dataSize" />
+ <Param name="int fontSize" />
+ <Param name="int *codepoints" />
+ <Param name="int codepointCount" />
+ <Param name="int type" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenImageFontAtlas" func="yes">
+ <Overload retVal="Image" descr="Generate image font atlas using chars info">
+ <Param name="const GlyphInfo *glyphs" />
+ <Param name="Rectangle **glyphRecs" />
+ <Param name="int glyphCount" />
+ <Param name="int fontSize" />
+ <Param name="int padding" />
+ <Param name="int packMethod" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadFontData" func="yes">
+ <Overload retVal="void" descr="Unload font chars info data (RAM)">
+ <Param name="GlyphInfo *glyphs" />
+ <Param name="int glyphCount" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadFont" func="yes">
+ <Overload retVal="void" descr="Unload font from GPU memory (VRAM)">
+ <Param name="Font font" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ExportFontAsCode" func="yes">
+ <Overload retVal="bool" descr="Export font as code file, returns true on success">
+ <Param name="Font font" />
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Text drawing functions -->
+ <KeyWord name="DrawFPS" func="yes">
+ <Overload retVal="void" descr="Draw current FPS">
+ <Param name="int posX" />
+ <Param name="int posY" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawText" func="yes">
+ <Overload retVal="void" descr="Draw text (using default font)">
+ <Param name="const char *text" />
+ <Param name="int posX" />
+ <Param name="int posY" />
+ <Param name="int fontSize" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawTextEx" func="yes">
+ <Overload retVal="void" descr="Draw text using font and additional parameters">
+ <Param name="Font font" />
+ <Param name="const char *text" />
+ <Param name="Vector2 position" />
+ <Param name="float fontSize" />
+ <Param name="float spacing" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawTextPro" func="yes">
+ <Overload retVal="void" descr="Draw text using Font and pro parameters (rotation)">
+ <Param name="Font font" />
+ <Param name="const char *text" />
+ <Param name="Vector2 position" />
+ <Param name="Vector2 origin" />
+ <Param name="float rotation" />
+ <Param name="float fontSize" />
+ <Param name="float spacing" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawTextCodepoint" func="yes">
+ <Overload retVal="void" descr="Draw one character (codepoint)">
+ <Param name="Font font" />
+ <Param name="int codepoint" />
+ <Param name="Vector2 position" />
+ <Param name="float fontSize" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawTextCodepoints" func="yes">
+ <Overload retVal="void" descr="Draw multiple character (codepoint)">
+ <Param name="Font font" />
+ <Param name="const int *codepoints" />
+ <Param name="int codepointCount" />
+ <Param name="Vector2 position" />
+ <Param name="float fontSize" />
+ <Param name="float spacing" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Text font info functions -->
+ <KeyWord name="SetTextLineSpacing" func="yes">
+ <Overload retVal="void" descr="Set vertical line spacing when drawing with line-breaks">
+ <Param name="int spacing" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="MeasureText" func="yes">
+ <Overload retVal="int" descr="Measure string width for default font">
+ <Param name="const char *text" />
+ <Param name="int fontSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="MeasureTextEx" func="yes">
+ <Overload retVal="Vector2" descr="Measure string size for Font">
+ <Param name="Font font" />
+ <Param name="const char *text" />
+ <Param name="float fontSize" />
+ <Param name="float spacing" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetGlyphIndex" func="yes">
+ <Overload retVal="int" descr="Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found">
+ <Param name="Font font" />
+ <Param name="int codepoint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetGlyphInfo" func="yes">
+ <Overload retVal="GlyphInfo" descr="Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found">
+ <Param name="Font font" />
+ <Param name="int codepoint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetGlyphAtlasRec" func="yes">
+ <Overload retVal="Rectangle" descr="Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found">
+ <Param name="Font font" />
+ <Param name="int codepoint" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Text codepoints management functions (unicode characters) -->
+ <KeyWord name="LoadUTF8" func="yes">
+ <Overload retVal="char" descr="Load UTF-8 text encoded from codepoints array">
+ <Param name="const int *codepoints" />
+ <Param name="int length" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadUTF8" func="yes">
+ <Overload retVal="void" descr="Unload UTF-8 text encoded from codepoints array">
+ <Param name="char *text" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadCodepoints" func="yes">
+ <Overload retVal="int" descr="Load all codepoints from a UTF-8 text string, codepoints count returned by parameter">
+ <Param name="const char *text" />
+ <Param name="int *count" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadCodepoints" func="yes">
+ <Overload retVal="void" descr="Unload codepoints data from memory">
+ <Param name="int *codepoints" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetCodepointCount" func="yes">
+ <Overload retVal="int" descr="Get total number of codepoints in a UTF-8 encoded string">
+ <Param name="const char *text" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetCodepoint" func="yes">
+ <Overload retVal="int" descr="Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure">
+ <Param name="const char *text" />
+ <Param name="int *codepointSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetCodepointNext" func="yes">
+ <Overload retVal="int" descr="Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure">
+ <Param name="const char *text" />
+ <Param name="int *codepointSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetCodepointPrevious" func="yes">
+ <Overload retVal="int" descr="Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure">
+ <Param name="const char *text" />
+ <Param name="int *codepointSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="CodepointToUTF8" func="yes">
+ <Overload retVal="const char" descr="Encode one codepoint into UTF-8 byte array (array length returned as parameter)">
+ <Param name="int codepoint" />
+ <Param name="int *utf8Size" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Text strings management functions (no UTF-8 strings, only byte chars) -->
+ <!-- NOTE: Some strings allocate memory internally for returned strings, just be careful! -->
+ <KeyWord name="TextCopy" func="yes">
+ <Overload retVal="int" descr="Copy one string to another, returns bytes copied">
+ <Param name="char *dst" />
+ <Param name="const char *src" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="TextIsEqual" func="yes">
+ <Overload retVal="bool" descr="Check if two text string are equal">
+ <Param name="const char *text1" />
+ <Param name="const char *text2" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="int TextLength" func="yes">
+ <Overload retVal="unsigned" descr="Get text length, checks for '\0' ending">
+ <Param name="const char *text" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="TextFormat" func="yes">
+ <Overload retVal="const char" descr="Text formatting with variables (sprintf() style)">
+ <Param name="const char *text" />
+ <Param name="..." />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="TextSubtext" func="yes">
+ <Overload retVal="const char" descr="Get a piece of a text string">
+ <Param name="const char *text" />
+ <Param name="int position" />
+ <Param name="int length" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="TextReplace" func="yes">
+ <Overload retVal="char" descr="Replace text string (WARNING: memory must be freed!)">
+ <Param name="const char *text" />
+ <Param name="const char *replace" />
+ <Param name="const char *by" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="TextInsert" func="yes">
+ <Overload retVal="char" descr="Insert text in a position (WARNING: memory must be freed!)">
+ <Param name="const char *text" />
+ <Param name="const char *insert" />
+ <Param name="int position" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="TextJoin" func="yes">
+ <Overload retVal="const char" descr="Join text strings with delimiter">
+ <Param name="const char **textList" />
+ <Param name="int count" />
+ <Param name="const char *delimiter" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="TextSplit" func="yes">
+ <Overload retVal="const char" descr="Split text into multiple strings">
+ <Param name="const char *text" />
+ <Param name="char delimiter" />
+ <Param name="int *count" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="TextAppend" func="yes">
+ <Overload retVal="void" descr="Append text at specific position and move cursor!">
+ <Param name="char *text" />
+ <Param name="const char *append" />
+ <Param name="int *position" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="TextFindIndex" func="yes">
+ <Overload retVal="int" descr="Find first text occurrence within a string">
+ <Param name="const char *text" />
+ <Param name="const char *find" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="TextToUpper" func="yes">
+ <Overload retVal="const char" descr="Get upper case version of provided string">
+ <Param name="const char *text" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="TextToLower" func="yes">
+ <Overload retVal="const char" descr="Get lower case version of provided string">
+ <Param name="const char *text" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="TextToPascal" func="yes">
+ <Overload retVal="const char" descr="Get Pascal case notation version of provided string">
+ <Param name="const char *text" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="TextToSnake" func="yes">
+ <Overload retVal="const char" descr="Get Snake case notation version of provided string">
+ <Param name="const char *text" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="TextToCamel" func="yes">
+ <Overload retVal="const char" descr="Get Camel case notation version of provided string">
+ <Param name="const char *text" />
+ </Overload>
+ </KeyWord>
+
+ <KeyWord name="TextToInteger" func="yes">
+ <Overload retVal="int" descr="Get integer value from text (negative values not supported)">
+ <Param name="const char *text" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="TextToFloat" func="yes">
+ <Overload retVal="float" descr="Get float value from text (negative values not supported)">
+ <Param name="const char *text" />
+ </Overload>
+ </KeyWord>
+
+ <!-------------------------------------------------------------------------------------- -->
+ <!-- Basic 3d Shapes Drawing Functions (Module: models) -->
+ <!-------------------------------------------------------------------------------------- -->
+
+ <!-- Basic geometric 3D shapes drawing functions -->
+ <KeyWord name="DrawLine3D" func="yes">
+ <Overload retVal="void" descr="Draw a line in 3D world space">
+ <Param name="Vector3 startPos" />
+ <Param name="Vector3 endPos" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawPoint3D" func="yes">
+ <Overload retVal="void" descr="Draw a point in 3D space, actually a small line">
+ <Param name="Vector3 position" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawCircle3D" func="yes">
+ <Overload retVal="void" descr="Draw a circle in 3D world space">
+ <Param name="Vector3 center" />
+ <Param name="float radius" />
+ <Param name="Vector3 rotationAxis" />
+ <Param name="float rotationAngle" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawTriangle3D" func="yes">
+ <Overload retVal="void" descr="Draw a color-filled triangle (vertex in counter-clockwise order!)">
+ <Param name="Vector3 v1" />
+ <Param name="Vector3 v2" />
+ <Param name="Vector3 v3" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawTriangleStrip3D" func="yes">
+ <Overload retVal="void" descr="Draw a triangle strip defined by points">
+ <Param name="const Vector3 *points" />
+ <Param name="int pointCount" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawCube" func="yes">
+ <Overload retVal="void" descr="Draw cube">
+ <Param name="Vector3 position" />
+ <Param name="float width" />
+ <Param name="float height" />
+ <Param name="float length" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawCubeV" func="yes">
+ <Overload retVal="void" descr="Draw cube (Vector version)">
+ <Param name="Vector3 position" />
+ <Param name="Vector3 size" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawCubeWires" func="yes">
+ <Overload retVal="void" descr="Draw cube wires">
+ <Param name="Vector3 position" />
+ <Param name="float width" />
+ <Param name="float height" />
+ <Param name="float length" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawCubeWiresV" func="yes">
+ <Overload retVal="void" descr="Draw cube wires (Vector version)">
+ <Param name="Vector3 position" />
+ <Param name="Vector3 size" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawSphere" func="yes">
+ <Overload retVal="void" descr="Draw sphere">
+ <Param name="Vector3 centerPos" />
+ <Param name="float radius" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawSphereEx" func="yes">
+ <Overload retVal="void" descr="Draw sphere with extended parameters">
+ <Param name="Vector3 centerPos" />
+ <Param name="float radius" />
+ <Param name="int rings" />
+ <Param name="int slices" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawSphereWires" func="yes">
+ <Overload retVal="void" descr="Draw sphere wires">
+ <Param name="Vector3 centerPos" />
+ <Param name="float radius" />
+ <Param name="int rings" />
+ <Param name="int slices" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawCylinder" func="yes">
+ <Overload retVal="void" descr="Draw a cylinder/cone">
+ <Param name="Vector3 position" />
+ <Param name="float radiusTop" />
+ <Param name="float radiusBottom" />
+ <Param name="float height" />
+ <Param name="int slices" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawCylinderEx" func="yes">
+ <Overload retVal="void" descr="Draw a cylinder with base at startPos and top at endPos">
+ <Param name="Vector3 startPos" />
+ <Param name="Vector3 endPos" />
+ <Param name="float startRadius" />
+ <Param name="float endRadius" />
+ <Param name="int sides" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawCylinderWires" func="yes">
+ <Overload retVal="void" descr="Draw a cylinder/cone wires">
+ <Param name="Vector3 position" />
+ <Param name="float radiusTop" />
+ <Param name="float radiusBottom" />
+ <Param name="float height" />
+ <Param name="int slices" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawCylinderWiresEx" func="yes">
+ <Overload retVal="void" descr="Draw a cylinder wires with base at startPos and top at endPos">
+ <Param name="Vector3 startPos" />
+ <Param name="Vector3 endPos" />
+ <Param name="float startRadius" />
+ <Param name="float endRadius" />
+ <Param name="int sides" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawCapsule" func="yes">
+ <Overload retVal="void" descr="Draw a capsule with the center of its sphere caps at startPos and endPos">
+ <Param name="Vector3 startPos" />
+ <Param name="Vector3 endPos" />
+ <Param name="float radius" />
+ <Param name="int slices" />
+ <Param name="int rings" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawCapsuleWires" func="yes">
+ <Overload retVal="void" descr="Draw capsule wireframe with the center of its sphere caps at startPos and endPos">
+ <Param name="Vector3 startPos" />
+ <Param name="Vector3 endPos" />
+ <Param name="float radius" />
+ <Param name="int slices" />
+ <Param name="int rings" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawPlane" func="yes">
+ <Overload retVal="void" descr="Draw a plane XZ">
+ <Param name="Vector3 centerPos" />
+ <Param name="Vector2 size" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawRay" func="yes">
+ <Overload retVal="void" descr="Draw a ray line">
+ <Param name="Ray ray" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawGrid" func="yes">
+ <Overload retVal="void" descr="Draw a grid (centered at (0, 0, 0))">
+ <Param name="int slices" />
+ <Param name="float spacing" />
+ </Overload>
+ </KeyWord>
+
+ <!-------------------------------------------------------------------------------------- -->
+ <!-- Model 3d Loading and Drawing Functions (Module: models) -->
+ <!-------------------------------------------------------------------------------------- -->
+
+ <!-- Model management functions -->
+ <KeyWord name="LoadModel" func="yes">
+ <Overload retVal="Model" descr="Load model from files (meshes and materials)">
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadModelFromMesh" func="yes">
+ <Overload retVal="Model" descr="Load model from generated mesh (default material)">
+ <Param name="Mesh mesh" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsModelValid" func="yes">
+ <Overload retVal="bool" descr="Check if a model is valid (loaded in GPU, VAO/VBOs)">
+ <Param name="Model model" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadModel" func="yes">
+ <Overload retVal="void" descr="Unload model (including meshes) from memory (RAM and/or VRAM)">
+ <Param name="Model model" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetModelBoundingBox" func="yes">
+ <Overload retVal="BoundingBox" descr="Compute model bounding box limits (considers all meshes)">
+ <Param name="Model model" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Model drawing functions -->
+ <KeyWord name="DrawModel" func="yes">
+ <Overload retVal="void" descr="Draw a model (with texture if set)">
+ <Param name="Model model" />
+ <Param name="Vector3 position" />
+ <Param name="float scale" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawModelEx" func="yes">
+ <Overload retVal="void" descr="Draw a model with extended parameters">
+ <Param name="Model model" />
+ <Param name="Vector3 position" />
+ <Param name="Vector3 rotationAxis" />
+ <Param name="float rotationAngle" />
+ <Param name="Vector3 scale" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawModelWires" func="yes">
+ <Overload retVal="void" descr="Draw a model wires (with texture if set)">
+ <Param name="Model model" />
+ <Param name="Vector3 position" />
+ <Param name="float scale" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawModelWiresEx" func="yes">
+ <Overload retVal="void" descr="Draw a model wires (with texture if set) with extended parameters">
+ <Param name="Model model" />
+ <Param name="Vector3 position" />
+ <Param name="Vector3 rotationAxis" />
+ <Param name="float rotationAngle" />
+ <Param name="Vector3 scale" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawModelPoints" func="yes">
+ <Overload retVal="void" descr="Draw a model as points">
+ <Param name="Model model" />
+ <Param name="Vector3 position" />
+ <Param name="float scale" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawModelPointsEx" func="yes">
+ <Overload retVal="void" descr="Draw a model as points with extended parameters">
+ <Param name="Model model" />
+ <Param name="Vector3 position" />
+ <Param name="Vector3 rotationAxis" />
+ <Param name="float rotationAngle" />
+ <Param name="Vector3 scale" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawBoundingBox" func="yes">
+ <Overload retVal="void" descr="Draw bounding box (wires)">
+ <Param name="BoundingBox box" />
+ <Param name="Color color" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawBillboard" func="yes">
+ <Overload retVal="void" descr="Draw a billboard texture">
+ <Param name="Camera camera" />
+ <Param name="Texture2D texture" />
+ <Param name="Vector3 position" />
+ <Param name="float scale" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawBillboardRec" func="yes">
+ <Overload retVal="void" descr="Draw a billboard texture defined by source">
+ <Param name="Camera camera" />
+ <Param name="Texture2D texture" />
+ <Param name="Rectangle source" />
+ <Param name="Vector3 position" />
+ <Param name="Vector2 size" />
+ <Param name="Color tint" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawBillboardPro" func="yes">
+ <Overload retVal="void" descr="Draw a billboard texture defined by source and rotation">
+ <Param name="Camera camera" />
+ <Param name="Texture2D texture" />
+ <Param name="Rectangle source" />
+ <Param name="Vector3 position" />
+ <Param name="Vector3 up" />
+ <Param name="Vector2 size" />
+ <Param name="Vector2 origin" />
+ <Param name="float rotation" />
+ <Param name="°ñ_)% " />
+ </Overload>
+ </KeyWord>
+
+ <!-- Mesh management functions -->
+ <KeyWord name="UploadMesh" func="yes">
+ <Overload retVal="void" descr="Upload mesh vertex data in GPU and provide VAO/VBO ids">
+ <Param name="Mesh *mesh" />
+ <Param name="bool dynamic" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UpdateMeshBuffer" func="yes">
+ <Overload retVal="void" descr="Update mesh vertex data in GPU for a specific buffer index">
+ <Param name="Mesh mesh" />
+ <Param name="int index" />
+ <Param name="const void *data" />
+ <Param name="int dataSize" />
+ <Param name="int offset" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadMesh" func="yes">
+ <Overload retVal="void" descr="Unload mesh data from CPU and GPU">
+ <Param name="Mesh mesh" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawMesh" func="yes">
+ <Overload retVal="void" descr="Draw a 3d mesh with material and transform">
+ <Param name="Mesh mesh" />
+ <Param name="Material material" />
+ <Param name="Matrix transform" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DrawMeshInstanced" func="yes">
+ <Overload retVal="void" descr="Draw multiple mesh instances with material and different transforms">
+ <Param name="Mesh mesh" />
+ <Param name="Material material" />
+ <Param name="const Matrix *transforms" />
+ <Param name="int instances" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetMeshBoundingBox" func="yes">
+ <Overload retVal="BoundingBox" descr="Compute mesh bounding box limits">
+ <Param name="Mesh mesh" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenMeshTangents" func="yes">
+ <Overload retVal="void" descr="Compute mesh tangents">
+ <Param name="Mesh *mesh" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ExportMesh" func="yes">
+ <Overload retVal="bool" descr="Export mesh data to file, returns true on success">
+ <Param name="Mesh mesh" />
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ExportMeshAsCode" func="yes">
+ <Overload retVal="bool" descr="Export mesh as code file (.h) defining multiple arrays of vertex attributes">
+ <Param name="Mesh mesh" />
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Mesh generation functions -->
+ <KeyWord name="GenMeshPoly" func="yes">
+ <Overload retVal="Mesh" descr="Generate polygonal mesh">
+ <Param name="int sides" />
+ <Param name="float radius" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenMeshPlane" func="yes">
+ <Overload retVal="Mesh" descr="Generate plane mesh (with subdivisions)">
+ <Param name="float width" />
+ <Param name="float length" />
+ <Param name="int resX" />
+ <Param name="int resZ" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenMeshCube" func="yes">
+ <Overload retVal="Mesh" descr="Generate cuboid mesh">
+ <Param name="float width" />
+ <Param name="float height" />
+ <Param name="float length" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenMeshSphere" func="yes">
+ <Overload retVal="Mesh" descr="Generate sphere mesh (standard sphere)">
+ <Param name="float radius" />
+ <Param name="int rings" />
+ <Param name="int slices" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenMeshHemiSphere" func="yes">
+ <Overload retVal="Mesh" descr="Generate half-sphere mesh (no bottom cap)">
+ <Param name="float radius" />
+ <Param name="int rings" />
+ <Param name="int slices" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenMeshCylinder" func="yes">
+ <Overload retVal="Mesh" descr="Generate cylinder mesh">
+ <Param name="float radius" />
+ <Param name="float height" />
+ <Param name="int slices" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenMeshCone" func="yes">
+ <Overload retVal="Mesh" descr="Generate cone/pyramid mesh">
+ <Param name="float radius" />
+ <Param name="float height" />
+ <Param name="int slices" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenMeshTorus" func="yes">
+ <Overload retVal="Mesh" descr="Generate torus mesh">
+ <Param name="float radius" />
+ <Param name="float size" />
+ <Param name="int radSeg" />
+ <Param name="int sides" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenMeshKnot" func="yes">
+ <Overload retVal="Mesh" descr="Generate trefoil knot mesh">
+ <Param name="float radius" />
+ <Param name="float size" />
+ <Param name="int radSeg" />
+ <Param name="int sides" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenMeshHeightmap" func="yes">
+ <Overload retVal="Mesh" descr="Generate heightmap mesh from image data">
+ <Param name="Image heightmap" />
+ <Param name="Vector3 size" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GenMeshCubicmap" func="yes">
+ <Overload retVal="Mesh" descr="Generate cubes-based map mesh from image data">
+ <Param name="Image cubicmap" />
+ <Param name="Vector3 cubeSize" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Material loading/unloading functions -->
+ <KeyWord name="LoadMaterials" func="yes">
+ <Overload retVal="Material" descr="Load materials from model file">
+ <Param name="const char *fileName" />
+ <Param name="int *materialCount" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadMaterialDefault" func="yes">
+ <Overload retVal="Material" descr="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)"></Overload>
+ </KeyWord>
+ <KeyWord name="IsMaterialValid" func="yes">
+ <Overload retVal="bool" descr="Check if a material is valid (shader assigned, map textures loaded in GPU)">
+ <Param name="Material material" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadMaterial" func="yes">
+ <Overload retVal="void" descr="Unload material from GPU memory (VRAM)">
+ <Param name="Material material" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetMaterialTexture" func="yes">
+ <Overload retVal="void" descr="Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)">
+ <Param name="Material *material" />
+ <Param name="int mapType" />
+ <Param name="Texture2D texture" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetModelMeshMaterial" func="yes">
+ <Overload retVal="void" descr="Set material for a mesh">
+ <Param name="Model *model" />
+ <Param name="int meshId" />
+ <Param name="int materialId" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Model animations loading/unloading functions -->
+ <KeyWord name="LoadModelAnimations" func="yes">
+ <Overload retVal="ModelAnimation" descr="Load model animations from file">
+ <Param name="const char *fileName" />
+ <Param name="int *animCount" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UpdateModelAnimation" func="yes">
+ <Overload retVal="void" descr="Update model animation pose (CPU)">
+ <Param name="Model model" />
+ <Param name="ModelAnimation anim" />
+ <Param name="int frame" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UpdateModelAnimationBones" func="yes">
+ <Overload retVal="void" descr="Update model animation mesh bone matrices (GPU skinning)">
+ <Param name="Model model" />
+ <Param name="ModelAnimation anim" />
+ <Param name="int frame" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadModelAnimation" func="yes">
+ <Overload retVal="void" descr="Unload animation data">
+ <Param name="ModelAnimation anim" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadModelAnimations" func="yes">
+ <Overload retVal="void" descr="Unload animation array data">
+ <Param name="ModelAnimation *animations" />
+ <Param name="int animCount" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsModelAnimationValid" func="yes">
+ <Overload retVal="bool" descr="Check model animation skeleton match">
+ <Param name="Model model" />
+ <Param name="ModelAnimation anim" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Collision detection functions -->
+ <KeyWord name="CheckCollisionSpheres" func="yes">
+ <Overload retVal="bool" descr="Check collision between two spheres">
+ <Param name="Vector3 center1" />
+ <Param name="float radius1" />
+ <Param name="Vector3 center2" />
+ <Param name="float radius2" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="CheckCollisionBoxes" func="yes">
+ <Overload retVal="bool" descr="Check collision between two bounding boxes">
+ <Param name="BoundingBox box1" />
+ <Param name="BoundingBox box2" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="CheckCollisionBoxSphere" func="yes">
+ <Overload retVal="bool" descr="Check collision between box and sphere">
+ <Param name="BoundingBox box" />
+ <Param name="Vector3 center" />
+ <Param name="float radius" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetRayCollisionSphere" func="yes">
+ <Overload retVal="RayCollision" descr="Get collision info between ray and sphere">
+ <Param name="Ray ray" />
+ <Param name="Vector3 center" />
+ <Param name="float radius" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetRayCollisionBox" func="yes">
+ <Overload retVal="RayCollision" descr="Get collision info between ray and box">
+ <Param name="Ray ray" />
+ <Param name="BoundingBox box" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetRayCollisionMesh" func="yes">
+ <Overload retVal="RayCollision" descr="Get collision info between ray and mesh">
+ <Param name="Ray ray" />
+ <Param name="Mesh mesh" />
+ <Param name="Matrix transform" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetRayCollisionTriangle" func="yes">
+ <Overload retVal="RayCollision" descr="Get collision info between ray and triangle">
+ <Param name="Ray ray" />
+ <Param name="Vector3 p1" />
+ <Param name="Vector3 p2" />
+ <Param name="Vector3 p3" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetRayCollisionQuad" func="yes">
+ <Overload retVal="RayCollision" descr="Get collision info between ray and quad">
+ <Param name="Ray ray" />
+ <Param name="Vector3 p1" />
+ <Param name="Vector3 p2" />
+ <Param name="Vector3 p3" />
+ <Param name="Vector3 p4" />
+ </Overload>
+ </KeyWord>
+
+ <!-------------------------------------------------------------------------------------- -->
+ <!-- Audio Loading and Playing Functions (Module: audio) -->
+ <!-------------------------------------------------------------------------------------- -->
+
+ <!-- Audio device management functions -->
+ <KeyWord name="InitAudioDevice" func="yes">
+ <Overload retVal="void" descr="Initialize audio device and context"></Overload>
+ </KeyWord>
+ <KeyWord name="CloseAudioDevice" func="yes">
+ <Overload retVal="void" descr="Close the audio device and context"></Overload>
+ </KeyWord>
+ <KeyWord name="IsAudioDeviceReady" func="yes">
+ <Overload retVal="bool" descr="Check if audio device has been initialized successfully"></Overload>
+ </KeyWord>
+ <KeyWord name="SetMasterVolume" func="yes">
+ <Overload retVal="void" descr="Set master volume (listener)">
+ <Param name="float volume" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetMasterVolume" func="yes">
+ <Overload retVal="float" descr="Get master volume (listener)"></Overload>
+ </KeyWord>
+
+ <!-- Wave/Sound loading/unloading functions -->
+ <KeyWord name="LoadWave" func="yes">
+ <Overload retVal="Wave" descr="Load wave data from file">
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadWaveFromMemory" func="yes">
+ <Overload retVal="Wave" descr="Load wave from memory buffer, fileType refers to extension: i.e. '.wav'">
+ <Param name="const char *fileType" />
+ <Param name="const unsigned char" />
+ <Param name="int dataSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsWaveValid" func="yes">
+ <Overload retVal="bool" descr="Checks if wave data is valid (data loaded and parameters)">
+ <Param name="Wave wave" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadSound" func="yes">
+ <Overload retVal="Sound" descr="Load sound from file">
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadSoundFromWave" func="yes">
+ <Overload retVal="Sound" descr="Load sound from wave data">
+ <Param name="Wave wave" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadSoundAlias" func="yes">
+ <Overload retVal="Sound" descr="Create a new sound that shares the same sample data as the source sound, does not own the sound data">
+ <Param name="Sound source" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsSoundValid" func="yes">
+ <Overload retVal="bool" descr="Checks if a sound is valid (data loaded and buffers initialized)">
+ <Param name="Sound sound" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UpdateSound" func="yes">
+ <Overload retVal="void" descr="Update sound buffer with new data">
+ <Param name="Sound sound" />
+ <Param name="const void *data" />
+ <Param name="int sampleCount" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadWave" func="yes">
+ <Overload retVal="void" descr="Unload wave data">
+ <Param name="Wave wave" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadSound" func="yes">
+ <Overload retVal="void" descr="Unload sound">
+ <Param name="Sound sound" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadSoundAlias" func="yes">
+ <Overload retVal="void" descr="Unload a sound alias (does not deallocate sample data)">
+ <Param name="Sound alias" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ExportWave" func="yes">
+ <Overload retVal="bool" descr="Export wave data to file, returns true on success">
+ <Param name="Wave wave" />
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ExportWaveAsCode" func="yes">
+ <Overload retVal="bool" descr="Export wave sample data to code (.h), returns true on success">
+ <Param name="Wave wave" />
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Wave/Sound management functions -->
+ <KeyWord name="PlaySound" func="yes">
+ <Overload retVal="void" descr="Play a sound">
+ <Param name="Sound sound" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="StopSound" func="yes">
+ <Overload retVal="void" descr="Stop playing a sound">
+ <Param name="Sound sound" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="PauseSound" func="yes">
+ <Overload retVal="void" descr="Pause a sound">
+ <Param name="Sound sound" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ResumeSound" func="yes">
+ <Overload retVal="void" descr="Resume a paused sound">
+ <Param name="Sound sound" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsSoundPlaying" func="yes">
+ <Overload retVal="bool" descr="Check if a sound is currently playing">
+ <Param name="Sound sound" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetSoundVolume" func="yes">
+ <Overload retVal="void" descr="Set volume for a sound (1.0 is max level)">
+ <Param name="Sound sound" />
+ <Param name="float volume" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetSoundPitch" func="yes">
+ <Overload retVal="void" descr="Set pitch for a sound (1.0 is base level)">
+ <Param name="Sound sound" />
+ <Param name="float pitch" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetSoundPan" func="yes">
+ <Overload retVal="void" descr="Set pan for a sound (0.5 is center)">
+ <Param name="Sound sound" />
+ <Param name="float pan" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="WaveCopy" func="yes">
+ <Overload retVal="Wave" descr="Copy a wave to a new wave">
+ <Param name="Wave wave" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="WaveCrop" func="yes">
+ <Overload retVal="void" descr="Crop a wave to defined frames range">
+ <Param name="Wave *wave" />
+ <Param name="int initFrame" />
+ <Param name="int finalFrame" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="WaveFormat" func="yes">
+ <Overload retVal="void" descr="Convert wave data to desired format">
+ <Param name="Wave *wave" />
+ <Param name="int sampleRate" />
+ <Param name="int sampleSize" />
+ <Param name="int channels" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadWaveSamples" func="yes">
+ <Overload retVal="float" descr="Load samples data from wave as a 32bit float data array">
+ <Param name="Wave wave" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadWaveSamples" func="yes">
+ <Overload retVal="void" descr="Unload samples data loaded with LoadWaveSamples()">
+ <Param name="float *samples" />
+ </Overload>
+ </KeyWord>
+
+ <!-- Music management functions -->
+ <KeyWord name="LoadMusicStream" func="yes">
+ <Overload retVal="Music" descr="Load music stream from file">
+ <Param name="const char *fileName" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="LoadMusicStreamFromMemory" func="yes">
+ <Overload retVal="Music" descr="Load music stream from data">
+ <Param name="const char *fileType" />
+ <Param name="const unsigned char" />
+ <Param name="int dataSize" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsMusicValid" func="yes">
+ <Overload retVal="bool" descr="Checks if a music stream is valid (context and buffers initialized)">
+ <Param name="Music music" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadMusicStream" func="yes">
+ <Overload retVal="void" descr="Unload music stream">
+ <Param name="Music music" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="PlayMusicStream" func="yes">
+ <Overload retVal="void" descr="Start music playing">
+ <Param name="Music music" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsMusicStreamPlaying" func="yes">
+ <Overload retVal="bool" descr="Check if music is playing">
+ <Param name="Music music" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UpdateMusicStream" func="yes">
+ <Overload retVal="void" descr="Updates buffers for music streaming">
+ <Param name="Music music" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="StopMusicStream" func="yes">
+ <Overload retVal="void" descr="Stop music playing">
+ <Param name="Music music" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="PauseMusicStream" func="yes">
+ <Overload retVal="void" descr="Pause music playing">
+ <Param name="Music music" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ResumeMusicStream" func="yes">
+ <Overload retVal="void" descr="Resume playing paused music">
+ <Param name="Music music" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SeekMusicStream" func="yes">
+ <Overload retVal="void" descr="Seek music to a position (in seconds)">
+ <Param name="Music music" />
+ <Param name="float position" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetMusicVolume" func="yes">
+ <Overload retVal="void" descr="Set volume for music (1.0 is max level)">
+ <Param name="Music music" />
+ <Param name="float volume" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetMusicPitch" func="yes">
+ <Overload retVal="void" descr="Set pitch for a music (1.0 is base level)">
+ <Param name="Music music" />
+ <Param name="float pitch" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetMusicPan" func="yes">
+ <Overload retVal="void" descr="Set pan for a music (0.5 is center)">
+ <Param name="Music music" />
+ <Param name="float pan" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetMusicTimeLength" func="yes">
+ <Overload retVal="float" descr="Get music time length (in seconds)">
+ <Param name="Music music" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="GetMusicTimePlayed" func="yes">
+ <Overload retVal="float" descr="Get current music time played (in seconds)">
+ <Param name="Music music" />
+ </Overload>
+ </KeyWord>
+
+ <!-- AudioStream management functions -->
+ <KeyWord name="LoadAudioStream" func="yes">
+ <Overload retVal="AudioStream" descr="Load audio stream (to stream raw audio pcm data)">
+ <Param name="unsigned int sampleRate" />
+ <Param name="unsigned int sampleSize" />
+ <Param name="unsigned int channels" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsAudioStreamValid" func="yes">
+ <Overload retVal="bool" descr="Checks if an audio stream is valid (buffers initialized)">
+ <Param name="AudioStream stream" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UnloadAudioStream" func="yes">
+ <Overload retVal="void" descr="Unload audio stream and free memory">
+ <Param name="AudioStream stream" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="UpdateAudioStream" func="yes">
+ <Overload retVal="void" descr="Update audio stream buffers with data">
+ <Param name="AudioStream stream" />
+ <Param name="const void *data" />
+ <Param name="int frameCount" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsAudioStreamProcessed" func="yes">
+ <Overload retVal="bool" descr="Check if any audio stream buffers requires refill">
+ <Param name="AudioStream stream" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="PlayAudioStream" func="yes">
+ <Overload retVal="void" descr="Play audio stream">
+ <Param name="AudioStream stream" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="PauseAudioStream" func="yes">
+ <Overload retVal="void" descr="Pause audio stream">
+ <Param name="AudioStream stream" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="ResumeAudioStream" func="yes">
+ <Overload retVal="void" descr="Resume audio stream">
+ <Param name="AudioStream stream" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="IsAudioStreamPlaying" func="yes">
+ <Overload retVal="bool" descr="Check if audio stream is playing">
+ <Param name="AudioStream stream" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="StopAudioStream" func="yes">
+ <Overload retVal="void" descr="Stop audio stream">
+ <Param name="AudioStream stream" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetAudioStreamVolume" func="yes">
+ <Overload retVal="void" descr="Set volume for audio stream (1.0 is max level)">
+ <Param name="AudioStream stream" />
+ <Param name="float volume" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetAudioStreamPitch" func="yes">
+ <Overload retVal="void" descr="Set pitch for audio stream (1.0 is base level)">
+ <Param name="AudioStream stream" />
+ <Param name="float pitch" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetAudioStreamPan" func="yes">
+ <Overload retVal="void" descr="Set pan for audio stream (0.5 is centered)">
+ <Param name="AudioStream stream" />
+ <Param name="float pan" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetAudioStreamBufferSizeDefault" func="yes">
+ <Overload retVal="void" descr="Default size for new audio streams">
+ <Param name="int size" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="SetAudioStreamCallback" func="yes">
+ <Overload retVal="void" descr="Audio thread callback to request new data">
+ <Param name="AudioStream stream" />
+ <Param name="AudioCallback callback" />
+ </Overload>
+ </KeyWord>
+
+ <KeyWord name="AttachAudioStreamProcessor" func="yes">
+ <Overload retVal="void" descr="Attach audio stream processor to stream, receives the samples as 'float'">
+ <Param name="AudioStream stream" />
+ <Param name="AudioCallback processor" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DetachAudioStreamProcessor" func="yes">
+ <Overload retVal="void" descr="Detach audio stream processor from stream">
+ <Param name="AudioStream stream" />
+ <Param name="AudioCallback processor" />
+ </Overload>
+ </KeyWord>
+
+ <KeyWord name="AttachAudioMixedProcessor" func="yes">
+ <Overload retVal="void" descr="Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'">
+ <Param name="AudioCallback processor" />
+ </Overload>
+ </KeyWord>
+ <KeyWord name="DetachAudioMixedProcessor" func="yes">
+ <Overload retVal="void" descr="Detach audio stream processor from the entire audio pipeline">
+ <Param name="AudioCallback processor" />
+ </Overload>
+ </KeyWord>
+
+
diff --git a/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c b/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c
new file mode 100644
index 0000000..e2e256c
--- /dev/null
+++ b/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c
@@ -0,0 +1,150 @@
+/**********************************************************************************************
+
+ raylib_npp_parser - raylib header parser to generate Notepad++ autocompletion data
+
+ This parser scans raylib.h for functions that start with RLAPI and generates Notepad++
+ autocompletion xml equivalent for function and parameters.
+
+ Converts:
+ RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
+
+ To:
+ <KeyWord name="Fade" func="yes">
+ <Overload retVal="Color" descr="Color fade-in or fade-out, alpha goes from 0.0 to 1.0">
+ <Param name="Color color" />
+ <Param name="float alpha" />
+ </Overload>
+ </KeyWord>
+
+ NOTE: Generated XML text should be copied inside raylib\Notepad++\plugins\APIs\c.xml
+
+ WARNING: Be careful with functions that split parameters into several lines, it breaks the process!
+
+ 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) 2018 Ramon Santamaria (@raysan5)
+
+**********************************************************************************************/
+
+#include <stdio.h>
+#include <string.h>
+#include <stdbool.h>
+#include <stdlib.h>
+
+#define MAX_BUFFER_SIZE 512
+
+int main(int argc, char *argv[])
+{
+ if (argc > 1)
+ {
+ FILE *rFile = fopen(argv[1], "rt");
+ FILE *rxmlFile = fopen("raylib_npp.xml", "wt");
+
+ if ((rFile == NULL) || (rxmlFile == NULL))
+ {
+ printf("File could not be opened.\n");
+ return 0;
+ }
+
+ char *buffer = (char *)calloc(MAX_BUFFER_SIZE, 1);
+ int count = 0;
+
+ while (!feof(rFile))
+ {
+ // Read one full line
+ fgets(buffer, MAX_BUFFER_SIZE, rFile);
+
+ if (buffer[0] == '/') fprintf(rxmlFile, " <!--%.*s -->\n", strlen(buffer) - 3, buffer + 2);
+ else if (buffer[0] == '\n') fprintf(rxmlFile, "%s", buffer); // Direct copy of code comments
+ else if (strncmp(buffer, "RLAPI", 5) == 0) // raylib function declaration
+ {
+ char funcType[64];
+ char funcTypeAux[64];
+ char funcName[64];
+ char funcDesc[256];
+
+ char params[128];
+ char paramType[16][16];
+ char paramName[16][32];
+
+ int index = 0;
+ char *ptr = NULL;
+
+ sscanf(buffer, "RLAPI %s %[^(]s", funcType, funcName);
+
+ if (strcmp(funcType, "const") == 0)
+ {
+ sscanf(buffer, "RLAPI %s %s %[^(]s", funcType, funcTypeAux, funcName);
+ strcat(funcType, " ");
+ strcat(funcType, funcTypeAux);
+ }
+
+ ptr = strchr(buffer, '/');
+ index = (int)(ptr - buffer);
+
+ sscanf(buffer + index, "%[^\n]s", funcDesc); // Read function comment after declaration
+
+ ptr = strchr(buffer, '(');
+
+ if (ptr != NULL) index = (int)(ptr - buffer);
+ else printf("Character not found!\n");
+
+ sscanf(buffer + (index + 1), "%[^)]s", params); // Read what's inside '(' and ')'
+
+ // Scan params string for number of func params, type and name
+ char *paramPtr[16]; // Allocate 16 pointers for possible parameters
+ int paramsCount = 0;
+ paramPtr[paramsCount] = strtok(params, ",");
+
+ if ((funcName[0] == '*') && (funcName[1] == '*')) fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName + 2);
+ else if (funcName[0] == '*') fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName + 1);
+ else fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName);
+
+ fprintf(rxmlFile, " <Overload retVal=\"%s\" descr=\"%s\">", funcType, funcDesc + 3);
+
+ bool paramsVoid = false;
+
+ char paramConst[8][16];
+
+ while (paramPtr[paramsCount] != NULL)
+ {
+ sscanf(paramPtr[paramsCount], "%s %s\n", paramType[paramsCount], paramName[paramsCount]);
+
+ if (strcmp(paramType[paramsCount], "void") == 0)
+ {
+ paramsVoid = true;
+ break;
+ }
+
+ if ((strcmp(paramType[paramsCount], "const") == 0) || (strcmp(paramType[paramsCount], "unsigned") == 0))
+ {
+ sscanf(paramPtr[paramsCount], "%s %s %s\n", paramConst[paramsCount], paramType[paramsCount], paramName[paramsCount]);
+ fprintf(rxmlFile, "\n <Param name=\"%s %s %s\" />", paramConst[paramsCount], paramType[paramsCount], paramName[paramsCount]);
+ }
+ else if (strcmp(paramType[paramsCount], "...") == 0) fprintf(rxmlFile, "\n <Param name=\"...\" />");
+ else fprintf(rxmlFile, "\n <Param name=\"%s %s\" />", paramType[paramsCount], paramName[paramsCount]);
+
+ paramsCount++;
+ paramPtr[paramsCount] = strtok(NULL, ",");
+ }
+
+ fprintf(rxmlFile, "%s</Overload>\n", paramsVoid ? "" : "\n ");
+ fprintf(rxmlFile, " </KeyWord>\n");
+
+ count++;
+ printf("Function processed %02i: %s\n", count, funcName);
+
+ memset(buffer, 0, MAX_BUFFER_SIZE);
+ }
+ }
+
+ free(buffer);
+ fclose(rFile);
+ fclose(rxmlFile);
+ }
+
+ return 0;
+} \ No newline at end of file
diff --git a/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h b/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h
new file mode 100644
index 0000000..19bf371
--- /dev/null
+++ b/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h
@@ -0,0 +1,741 @@
+//------------------------------------------------------------------------------------
+// Window and Graphics Device Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// Window-related functions
+RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
+RLAPI void CloseWindow(void); // Close window and unload OpenGL context
+RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
+RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
+RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
+RLAPI bool IsWindowHidden(void); // Check if window is currently hidden
+RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized
+RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized
+RLAPI bool IsWindowFocused(void); // Check if window is currently focused
+RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
+RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
+RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags
+RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
+RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
+RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monitor resolution
+RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable
+RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable
+RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized
+RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit)
+RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit)
+RLAPI void SetWindowTitle(const char *title); // Set title for window
+RLAPI void SetWindowPosition(int x, int y); // Set window position on screen
+RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window
+RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
+RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
+RLAPI void SetWindowSize(int width, int height); // Set window dimensions
+RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f]
+RLAPI void SetWindowFocused(void); // Set window focused
+RLAPI void *GetWindowHandle(void); // Get native window handle
+RLAPI int GetScreenWidth(void); // Get current screen width
+RLAPI int GetScreenHeight(void); // Get current screen height
+RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI)
+RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI)
+RLAPI int GetMonitorCount(void); // Get number of connected monitors
+RLAPI int GetCurrentMonitor(void); // Get current monitor where window is placed
+RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
+RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
+RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
+RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
+RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
+RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
+RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
+RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
+RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
+RLAPI void SetClipboardText(const char *text); // Set clipboard text content
+RLAPI const char *GetClipboardText(void); // Get clipboard text content
+RLAPI Image GetClipboardImage(void); // Get clipboard image
+RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
+RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
+
+// 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)
+RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen
+
+// 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 BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
+RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
+RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
+RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
+RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
+RLAPI void EndTextureMode(void); // Ends drawing to render texture
+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, subtract, custom)
+RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
+RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
+RLAPI void EndScissorMode(void); // End scissor mode
+RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
+RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
+
+// VR stereo config functions for VR simulator
+RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
+RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
+
+// Shader management functions
+// NOTE: Shader functionality is not available on OpenGL 1.1
+RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
+RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
+RLAPI bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU)
+RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
+RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
+RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
+RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
+RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
+RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
+RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
+
+// Screen-space-related functions
+#define GetMouseRay GetScreenToWorldRay // Compatibility hack for previous raylib versions
+RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse)
+RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport
+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
+RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
+RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
+RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
+RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
+RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
+
+// Timing-related functions
+RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
+RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
+RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
+RLAPI int GetFPS(void); // Get current FPS
+
+// Custom frame control functions
+// NOTE: Those functions are intended for advanced users that want full control over the frame processing
+// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
+// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
+RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
+RLAPI void PollInputEvents(void); // Register all input events
+RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)
+
+// Random values generation functions
+RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
+RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
+RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
+RLAPI void UnloadRandomSequence(int *sequence); // Unload random values sequence
+
+// Misc. functions
+RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
+RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
+RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
+
+// NOTE: Following functions implemented in module [utils]
+//------------------------------------------------------------------
+RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
+RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
+RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
+RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
+RLAPI void MemFree(void *ptr); // Internal memory free
+
+// Set custom callbacks
+// WARNING: Callbacks setup is intended for advanced users
+RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
+RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
+RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
+RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
+RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
+
+// Files management functions
+RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
+RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
+RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success
+RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success
+RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
+RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
+RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
+//------------------------------------------------------------------
+
+// File system functions
+RLAPI bool FileExists(const char *fileName); // Check if file exists
+RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
+RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
+RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
+RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
+RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
+RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
+RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
+RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
+RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
+RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
+RLAPI int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success
+RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
+RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory
+RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS
+RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
+RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
+RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
+RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
+RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
+RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
+RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
+
+// Compression/Encoding functionality
+RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
+RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
+RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
+RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
+RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
+RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
+RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)
+
+
+// Automation events functionality
+RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
+RLAPI void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file
+RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
+RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
+RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
+RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set)
+RLAPI void StopAutomationEventRecording(void); // Stop recording automation events
+RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event
+
+//------------------------------------------------------------------------------------
+// Input Handling Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// Input-related functions: keyboard
+RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
+RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again
+RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
+RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
+RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
+RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
+RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
+RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
+
+// Input-related functions: gamepads
+RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
+RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
+RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
+RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
+RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
+RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
+RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
+RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
+RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
+RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
+RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
+
+// Input-related functions: mouse
+RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
+RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
+RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
+RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
+RLAPI int GetMouseX(void); // Get mouse position X
+RLAPI int GetMouseY(void); // Get mouse position Y
+RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
+RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames
+RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
+RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
+RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
+RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger
+RLAPI Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y
+RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
+
+// Input-related functions: touch
+RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
+RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
+RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
+RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index
+RLAPI int GetTouchPointCount(void); // Get number of touch points
+
+//------------------------------------------------------------------------------------
+// Gestures and Touch Handling Functions (Module: rgestures)
+//------------------------------------------------------------------------------------
+RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
+RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
+RLAPI int GetGestureDetected(void); // Get latest detected gesture
+RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in seconds
+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: rcamera)
+//------------------------------------------------------------------------------------
+RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
+RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
+
+//------------------------------------------------------------------------------------
+// Basic Shapes Drawing Functions (Module: shapes)
+//------------------------------------------------------------------------------------
+// Set texture and rectangle to be used on shapes drawing
+// NOTE: It can be useful when using basic shapes and one single font,
+// defining a font char white rectangle would allow drawing everything in a single draw call
+RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
+RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
+RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
+
+// Basic shapes drawing functions
+RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care]
+RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
+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 (using gl lines)
+RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
+RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
+RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
+RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
+RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
+RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
+RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer); // 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 DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
+RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
+RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
+RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
+RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
+RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
+RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
+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 DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom); // Draw a vertical-gradient-filled rectangle
+RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle
+RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-filled rectangle with custom vertex colors
+RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
+RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
+RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
+RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle lines with rounded edges
+RLAPI void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
+RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleFan(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
+RLAPI void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
+RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
+RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
+RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
+
+// Splines drawing functions
+RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
+RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
+RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
+RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
+RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
+RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
+RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
+RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
+RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
+RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
+
+// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
+RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
+RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
+RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
+RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
+RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
+
+// 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 bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
+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
+RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
+RLAPI bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
+RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
+RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
+
+//------------------------------------------------------------------------------------
+// Texture Loading and Drawing Functions (Module: textures)
+//------------------------------------------------------------------------------------
+
+// Image loading functions
+// NOTE: These functions do not require GPU access
+RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
+RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
+RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
+RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
+RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
+RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
+RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
+RLAPI bool IsImageValid(Image image); // Check if an image is valid (data and parameters)
+RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
+RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
+RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
+RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
+
+// Image generation functions
+RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
+RLAPI Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
+RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
+RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square 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, int offsetX, int offsetY, float scale); // Generate image: perlin noise
+RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
+RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data
+
+// Image manipulation functions
+RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
+RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
+RLAPI Image ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE)
+RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
+RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
+RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
+RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)
+RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
+RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
+RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
+RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
+RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
+RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
+RLAPI void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to image
+RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
+RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
+RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
+RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided 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 void ImageFlipVertical(Image *image); // Flip image vertically
+RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
+RLAPI void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
+RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
+RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
+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)
+RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
+RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
+RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
+RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
+RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
+RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
+RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
+
+// Image drawing functions
+// NOTE: Image software-rendering functions (CPU)
+RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
+RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
+RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
+RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
+RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
+RLAPI void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness within an image
+RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
+RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
+RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
+RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
+RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
+RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
+RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
+RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
+RLAPI void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image
+RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image
+RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image
+RLAPI void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center)
+RLAPI void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points within an image
+RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
+RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
+RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
+
+// Texture loading functions
+// NOTE: These functions require GPU access
+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 TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
+RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
+RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU)
+RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
+RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU)
+RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
+RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
+RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
+
+// Texture configuration functions
+RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
+RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
+RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
+
+// Texture 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 source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
+RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
+RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
+
+// Color/pixel related functions
+RLAPI bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
+RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color (0xRRGGBBAA)
+RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
+RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
+RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorTint(Color color, Color tint); // Get color multiplied with another color
+RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
+RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
+RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
+RLAPI Color ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
+RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
+RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
+RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
+RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
+
+//------------------------------------------------------------------------------------
+// Font Loading and Text Drawing Functions (Module: text)
+//------------------------------------------------------------------------------------
+
+// Font loading/unloading functions
+RLAPI Font GetFontDefault(void); // Get the default Font
+RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
+RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
+RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
+RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
+RLAPI bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
+RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
+RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
+RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
+RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
+RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success
+
+// Text drawing functions
+RLAPI void DrawFPS(int posX, int posY); // Draw current FPS
+RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
+RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
+RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
+RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
+RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
+
+// Text font info functions
+RLAPI void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks
+RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
+RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
+RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
+RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
+RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
+
+// Text codepoints management functions (unicode characters)
+RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
+RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
+RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
+RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
+RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
+RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
+
+// Text strings management functions (no UTF-8 strings, only byte chars)
+// NOTE: Some strings allocate memory internally for returned strings, just be careful!
+RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
+RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
+RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
+RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
+RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
+RLAPI char *TextReplace(const char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
+RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
+RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
+RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
+RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
+RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
+RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
+RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
+RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
+RLAPI const char *TextToSnake(const char *text); // Get Snake case notation version of provided string
+RLAPI const char *TextToCamel(const char *text); // Get Camel case notation version of provided string
+
+RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
+RLAPI float TextToFloat(const char *text); // Get float value from text (negative values not supported)
+
+//------------------------------------------------------------------------------------
+// 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 DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
+RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
+RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
+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 DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
+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 DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
+RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
+RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
+RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
+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))
+
+//------------------------------------------------------------------------------------
+// Model 3d Loading and Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Model management functions
+RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
+RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
+RLAPI bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs)
+RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
+RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
+
+// 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 DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
+RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
+RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
+RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
+RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
+RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
+
+// Mesh management functions
+RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
+RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
+RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
+RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
+RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
+RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
+RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
+RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
+RLAPI bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes
+
+// Mesh generation functions
+RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
+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 GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid 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 *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
+RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+RLAPI bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU)
+RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
+RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
+RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
+
+// Model animations loading/unloading functions
+RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
+RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU)
+RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
+RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
+RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
+RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
+
+// Collision detection functions
+RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
+RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
+RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
+RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
+RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
+RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
+RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
+RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
+
+//------------------------------------------------------------------------------------
+// Audio Loading and Playing Functions (Module: audio)
+//------------------------------------------------------------------------------------
+typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
+
+// 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)
+RLAPI float GetMasterVolume(void); // Get master volume (listener)
+
+// Wave/Sound loading/unloading functions
+RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
+RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
+RLAPI bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters)
+RLAPI Sound LoadSound(const char *fileName); // Load sound from file
+RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
+RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
+RLAPI bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized)
+RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
+RLAPI void UnloadWave(Wave wave); // Unload wave data
+RLAPI void UnloadSound(Sound sound); // Unload sound
+RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data)
+RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
+RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
+
+// Wave/Sound management functions
+RLAPI void PlaySound(Sound sound); // Play a sound
+RLAPI void StopSound(Sound sound); // Stop playing a sound
+RLAPI void PauseSound(Sound sound); // Pause a sound
+RLAPI void ResumeSound(Sound sound); // Resume a paused 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 SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
+RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
+RLAPI void WaveCrop(Wave *wave, int initFrame, int finalFrame); // Crop a wave to defined frames range
+RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
+RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
+RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
+
+// Music management functions
+RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
+RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
+RLAPI bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized)
+RLAPI void UnloadMusicStream(Music music); // Unload music stream
+RLAPI void PlayMusicStream(Music music); // Start music playing
+RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is 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 void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
+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 SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
+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 LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
+RLAPI bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized)
+RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
+RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
+RLAPI bool IsAudioStreamProcessed(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 bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
+RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
+RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
+RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
+RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
+RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
+RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
+
+RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float'
+RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
+
+RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
+RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
+
diff --git a/deps/raylib/projects/README.md b/deps/raylib/projects/README.md
new file mode 100644
index 0000000..af24f15
--- /dev/null
+++ b/deps/raylib/projects/README.md
@@ -0,0 +1,18 @@
+## raylib PROJECT TEMPLATES
+
+This folder contains raylib templates for some common IDEs.
+
+IDE | Platform(s) | Source | Example(s)
+----| ------------| :-------: | :-----:
+[4coder](http://4coder.net/) | Windows | ⌠| ✔ï¸
+[Builder](https://wiki.gnome.org/Apps/Builder) | Linux | ⌠| ✔ï¸
+[CMake](https://cmake.org/) | Windows, Linux, macOS, Web | âœ”ï¸ | ✔ï¸
+[CodeBlocks](http://www.codeblocks.org/) | Windows, Linux, macOS | ⌠| ✔ï¸
+[Geany](https://www.geany.org/) | Windows, Linux | âœ”ï¸ | ✔ï¸
+[Notepad++](https://notepad-plus-plus.org/) | Windows | âœ”ï¸ | ✔ï¸
+[SublimeText](https://www.sublimetext.com/) | Windows, Linux, macOS | âœ”ï¸ | ✔ï¸
+[VS2019](https://www.visualstudio.com) | Windows | âœ”ï¸ | ✔ï¸
+[VSCode](https://code.visualstudio.com/) | Windows, macOS | ⌠| ✔ï¸
+scripts | Windows, Linux, macOS | âœ”ï¸ | ✔ï¸
+
+ *New IDEs config files are welcome!*
diff --git a/deps/raylib/projects/SublimeText/README.md b/deps/raylib/projects/SublimeText/README.md
new file mode 100644
index 0000000..5100d64
--- /dev/null
+++ b/deps/raylib/projects/SublimeText/README.md
@@ -0,0 +1,13 @@
+# Sublime Text 3 project template
+
+This is a project template to be used with [Sublime Text 3](https://www.sublimetext.com/).
+
+Simply click on the `raylib.sublime-project` file to open it with Sublime Text.
+Alternatively you can open Sublime Text first and click on the `Project -> Open Project`.
+
+It comes with raylib.sublime-build. This file needs to be copied into the sublime packages folder for the user. On windows it can be found in `%AppData%\Sublime Text 3\Packages\User`.
+
+Once done open the project and select `Tools -> Build System -> raylib`.
+To run press Ctrl + Shift + B and select which build you want to run.
+
+For a full overview of build systems please check the [build systems guide](https://www.sublimetext.com/docs/3/build_systems.html).
diff --git a/deps/raylib/projects/SublimeText/raylib.sublime-build b/deps/raylib/projects/SublimeText/raylib.sublime-build
new file mode 100644
index 0000000..faa02dd
--- /dev/null
+++ b/deps/raylib/projects/SublimeText/raylib.sublime-build
@@ -0,0 +1,13 @@
+{
+ "variants": [
+ {
+ "name": "desktop",
+ "shell_cmd": "cd ${folder}\\src && mingw32-make PLATFORM=PLATFORM_DESKTOP"
+ },
+
+ {
+ "name": "examples",
+ "shell_cmd": "cd ${folder}\\examples && mingw32-make PLATFORM=PLATFORM_DESKTOP"
+ },
+ ]
+}
diff --git a/deps/raylib/projects/SublimeText/raylib.sublime-project b/deps/raylib/projects/SublimeText/raylib.sublime-project
new file mode 100644
index 0000000..5eaa1a7
--- /dev/null
+++ b/deps/raylib/projects/SublimeText/raylib.sublime-project
@@ -0,0 +1,8 @@
+{
+ "folders":
+ [
+ {
+ "path": "../../"
+ }
+ ]
+}
diff --git a/deps/raylib/projects/VS2019-Android/raylib_android.sln b/deps/raylib/projects/VS2019-Android/raylib_android.sln
new file mode 100644
index 0000000..f224283
--- /dev/null
+++ b/deps/raylib/projects/VS2019-Android/raylib_android.sln
@@ -0,0 +1,75 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio Version 16
+VisualStudioVersion = 16.0.31702.278
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "raylib_android", "raylib_android", "{5C24BC76-8848-40EA-9BBB-A544648D8D5B}"
+EndProject
+Project("{39E2626F-3545-4960-A6E8-258AD8476CE5}") = "raylib_android.Packaging", "raylib_android\raylib_android.Packaging\raylib_android.Packaging.androidproj", "{B2231F0D-52DA-4C55-8998-5886F766553C}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "raylib_android.NativeActivity", "raylib_android\raylib_android.NativeActivity\raylib_android.NativeActivity.vcxproj", "{BFB31759-4FCA-4503-BC7C-A97F705EFDB2}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|ARM = Debug|ARM
+ Debug|ARM64 = Debug|ARM64
+ Debug|x64 = Debug|x64
+ Debug|x86 = Debug|x86
+ Release|ARM = Release|ARM
+ Release|ARM64 = Release|ARM64
+ Release|x64 = Release|x64
+ Release|x86 = Release|x86
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM.ActiveCfg = Debug|ARM
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM.Build.0 = Debug|ARM
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM.Deploy.0 = Debug|ARM
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM64.ActiveCfg = Debug|ARM64
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM64.Build.0 = Debug|ARM64
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|ARM64.Deploy.0 = Debug|ARM64
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x64.ActiveCfg = Debug|x64
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x64.Build.0 = Debug|x64
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x64.Deploy.0 = Debug|x64
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x86.ActiveCfg = Debug|x86
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x86.Build.0 = Debug|x86
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Debug|x86.Deploy.0 = Debug|x86
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM.ActiveCfg = Release|ARM
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM.Build.0 = Release|ARM
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM.Deploy.0 = Release|ARM
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM64.ActiveCfg = Release|ARM64
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM64.Build.0 = Release|ARM64
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|ARM64.Deploy.0 = Release|ARM64
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x64.ActiveCfg = Release|x64
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x64.Build.0 = Release|x64
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x64.Deploy.0 = Release|x64
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x86.ActiveCfg = Release|x86
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x86.Build.0 = Release|x86
+ {B2231F0D-52DA-4C55-8998-5886F766553C}.Release|x86.Deploy.0 = Release|x86
+ {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|ARM.ActiveCfg = Debug|ARM
+ {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|ARM.Build.0 = Debug|ARM
+ {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|ARM64.ActiveCfg = Debug|ARM64
+ {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|ARM64.Build.0 = Debug|ARM64
+ {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|x64.ActiveCfg = Debug|x64
+ {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|x64.Build.0 = Debug|x64
+ {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|x86.ActiveCfg = Debug|x86
+ {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Debug|x86.Build.0 = Debug|x86
+ {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|ARM.ActiveCfg = Release|ARM
+ {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|ARM.Build.0 = Release|ARM
+ {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|ARM64.ActiveCfg = Release|ARM64
+ {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|ARM64.Build.0 = Release|ARM64
+ {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|x64.ActiveCfg = Release|x64
+ {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|x64.Build.0 = Release|x64
+ {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|x86.ActiveCfg = Release|x86
+ {BFB31759-4FCA-4503-BC7C-A97F705EFDB2}.Release|x86.Build.0 = Release|x86
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+ GlobalSection(NestedProjects) = preSolution
+ {B2231F0D-52DA-4C55-8998-5886F766553C} = {5C24BC76-8848-40EA-9BBB-A544648D8D5B}
+ {BFB31759-4FCA-4503-BC7C-A97F705EFDB2} = {5C24BC76-8848-40EA-9BBB-A544648D8D5B}
+ EndGlobalSection
+ GlobalSection(ExtensibilityGlobals) = postSolution
+ SolutionGuid = {B7ED0AA6-6B00-40AC-BF71-526D5BEEFC78}
+ EndGlobalSection
+EndGlobal
diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/android_native_app_glue.c b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/android_native_app_glue.c
new file mode 100644
index 0000000..ea964e9
--- /dev/null
+++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/android_native_app_glue.c
@@ -0,0 +1,437 @@
+/*
+ * Copyright (C) 2010 The Android Open Source Project
+ *
+ * лицензировано по лицензии Apache License, верÑÐ¸Ñ 2.0 ( "ЛицензиÑ");
+ *Ñтот файл можно иÑпользовать только в ÑоответÑтвии Ñ Ð»Ð¸Ñ†ÐµÐ½Ð·Ð¸ÐµÐ¹.
+ *Копию лицензии можно получить на веб-Ñайте
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ *ЕÑли только не требуетÑÑ Ð² ÑоответÑтвии Ñ Ð¿Ñ€Ð¸Ð¼ÐµÐ½Ð¸Ð¼Ñ‹Ð¼ законодательÑтвом или ÑоглаÑовано в пиÑьменном виде, программное обеÑпечение
+ * раÑпроÑтранÑетÑÑ Ð² рамках лицензии на УСЛОВИЯХ "КÐК ЕСТЬ",
+ * БЕЗ ГÐРÐÐТИЙ И УСЛОВИЙ ЛЮБОГО РОДÐ, Ñвно выраженных и подразумеваемых.
+ * См. лицензию Ð´Ð»Ñ Ð¿Ð¾Ð»ÑƒÑ‡ÐµÐ½Ð¸Ñ Ð¸Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ð¸ об определенных разрешениÑÑ… по иÑпользованию Ñзыка и
+ * ограничениÑÑ… в рамках лицензии.
+ *
+ */
+
+#include <jni.h>
+
+#include <errno.h>
+#include <stdlib.h>
+#include <string.h>
+#include <unistd.h>
+#include <sys/resource.h>
+
+#include "android_native_app_glue.h"
+#include <android/log.h>
+
+#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "threaded_app", __VA_ARGS__))
+#define LOGE(...) ((void)__android_log_print(ANDROID_LOG_ERROR, "threaded_app", __VA_ARGS__))
+
+/* Ð”Ð»Ñ Ð¾Ñ‚Ð»Ð°Ð´Ð¾Ñ‡Ð½Ñ‹Ñ… поÑтроений необходимо вÑегда включать траÑÑировку отладки в Ñтой библиотеке*/
+#ifndef NDEBUG
+# define LOGV(...) ((void)__android_log_print(ANDROID_LOG_VERBOSE, "threaded_app", __VA_ARGS__))
+#else
+# define LOGV(...) ((void)0)
+#endif
+
+static void free_saved_state(struct android_app* android_app) {
+ pthread_mutex_lock(&android_app->mutex);
+ if (android_app->savedState != NULL) {
+ free(android_app->savedState);
+ android_app->savedState = NULL;
+ android_app->savedStateSize = 0;
+ }
+ pthread_mutex_unlock(&android_app->mutex);
+}
+
+int8_t android_app_read_cmd(struct android_app* android_app) {
+ int8_t cmd;
+ if (read(android_app->msgread, &cmd, sizeof(cmd)) == sizeof(cmd)) {
+ switch (cmd) {
+ case APP_CMD_SAVE_STATE:
+ free_saved_state(android_app);
+ break;
+ }
+ return cmd;
+ } else {
+ LOGE("No data on command pipe!");
+ }
+ return -1;
+}
+
+static void print_cur_config(struct android_app* android_app) {
+ char lang[2], country[2];
+ AConfiguration_getLanguage(android_app->config, lang);
+ AConfiguration_getCountry(android_app->config, country);
+
+ LOGV("Config: mcc=%d mnc=%d lang=%c%c cnt=%c%c orien=%d touch=%d dens=%d "
+ "keys=%d nav=%d keysHid=%d navHid=%d sdk=%d size=%d long=%d "
+ "modetype=%d modenight=%d",
+ AConfiguration_getMcc(android_app->config),
+ AConfiguration_getMnc(android_app->config),
+ lang[0], lang[1], country[0], country[1],
+ AConfiguration_getOrientation(android_app->config),
+ AConfiguration_getTouchscreen(android_app->config),
+ AConfiguration_getDensity(android_app->config),
+ AConfiguration_getKeyboard(android_app->config),
+ AConfiguration_getNavigation(android_app->config),
+ AConfiguration_getKeysHidden(android_app->config),
+ AConfiguration_getNavHidden(android_app->config),
+ AConfiguration_getSdkVersion(android_app->config),
+ AConfiguration_getScreenSize(android_app->config),
+ AConfiguration_getScreenLong(android_app->config),
+ AConfiguration_getUiModeType(android_app->config),
+ AConfiguration_getUiModeNight(android_app->config));
+}
+
+void android_app_pre_exec_cmd(struct android_app* android_app, int8_t cmd) {
+ switch (cmd) {
+ case APP_CMD_INPUT_CHANGED:
+ LOGV("APP_CMD_INPUT_CHANGED\n");
+ pthread_mutex_lock(&android_app->mutex);
+ if (android_app->inputQueue != NULL) {
+ AInputQueue_detachLooper(android_app->inputQueue);
+ }
+ android_app->inputQueue = android_app->pendingInputQueue;
+ if (android_app->inputQueue != NULL) {
+ LOGV("Attaching input queue to looper");
+ AInputQueue_attachLooper(android_app->inputQueue,
+ android_app->looper, LOOPER_ID_INPUT, NULL,
+ &android_app->inputPollSource);
+ }
+ pthread_cond_broadcast(&android_app->cond);
+ pthread_mutex_unlock(&android_app->mutex);
+ break;
+
+ case APP_CMD_INIT_WINDOW:
+ LOGV("APP_CMD_INIT_WINDOW\n");
+ pthread_mutex_lock(&android_app->mutex);
+ android_app->window = android_app->pendingWindow;
+ pthread_cond_broadcast(&android_app->cond);
+ pthread_mutex_unlock(&android_app->mutex);
+ break;
+
+ case APP_CMD_TERM_WINDOW:
+ LOGV("APP_CMD_TERM_WINDOW\n");
+ pthread_cond_broadcast(&android_app->cond);
+ break;
+
+ case APP_CMD_RESUME:
+ case APP_CMD_START:
+ case APP_CMD_PAUSE:
+ case APP_CMD_STOP:
+ LOGV("activityState=%d\n", cmd);
+ pthread_mutex_lock(&android_app->mutex);
+ android_app->activityState = cmd;
+ pthread_cond_broadcast(&android_app->cond);
+ pthread_mutex_unlock(&android_app->mutex);
+ break;
+
+ case APP_CMD_CONFIG_CHANGED:
+ LOGV("APP_CMD_CONFIG_CHANGED\n");
+ AConfiguration_fromAssetManager(android_app->config,
+ android_app->activity->assetManager);
+ print_cur_config(android_app);
+ break;
+
+ case APP_CMD_DESTROY:
+ LOGV("APP_CMD_DESTROY\n");
+ android_app->destroyRequested = 1;
+ break;
+ }
+}
+
+void android_app_post_exec_cmd(struct android_app* android_app, int8_t cmd) {
+ switch (cmd) {
+ case APP_CMD_TERM_WINDOW:
+ LOGV("APP_CMD_TERM_WINDOW\n");
+ pthread_mutex_lock(&android_app->mutex);
+ android_app->window = NULL;
+ pthread_cond_broadcast(&android_app->cond);
+ pthread_mutex_unlock(&android_app->mutex);
+ break;
+
+ case APP_CMD_SAVE_STATE:
+ LOGV("APP_CMD_SAVE_STATE\n");
+ pthread_mutex_lock(&android_app->mutex);
+ android_app->stateSaved = 1;
+ pthread_cond_broadcast(&android_app->cond);
+ pthread_mutex_unlock(&android_app->mutex);
+ break;
+
+ case APP_CMD_RESUME:
+ free_saved_state(android_app);
+ break;
+ }
+}
+
+static void android_app_destroy(struct android_app* android_app) {
+ LOGV("android_app_destroy!");
+ free_saved_state(android_app);
+ pthread_mutex_lock(&android_app->mutex);
+ if (android_app->inputQueue != NULL) {
+ AInputQueue_detachLooper(android_app->inputQueue);
+ }
+ AConfiguration_delete(android_app->config);
+ android_app->destroyed = 1;
+ pthread_cond_broadcast(&android_app->cond);
+ pthread_mutex_unlock(&android_app->mutex);
+ // ПоÑле Ñтого Ð½ÐµÐ»ÑŒÐ·Ñ Ð¸Ð·Ð¼ÐµÐ½Ñть объект android_app.
+}
+
+static void process_input(struct android_app* app, struct android_poll_source* source) {
+ AInputEvent* event = NULL;
+ while (AInputQueue_getEvent(app->inputQueue, &event) >= 0) {
+ LOGV("New input event: type=%d\n", AInputEvent_getType(event));
+ if (AInputQueue_preDispatchEvent(app->inputQueue, event)) {
+ continue;
+ }
+ int32_t handled = 0;
+ if (app->onInputEvent != NULL) handled = app->onInputEvent(app, event);
+ AInputQueue_finishEvent(app->inputQueue, event, handled);
+ }
+}
+
+static void process_cmd(struct android_app* app, struct android_poll_source* source) {
+ int8_t cmd = android_app_read_cmd(app);
+ android_app_pre_exec_cmd(app, cmd);
+ if (app->onAppCmd != NULL) app->onAppCmd(app, cmd);
+ android_app_post_exec_cmd(app, cmd);
+}
+
+static void* android_app_entry(void* param) {
+ struct android_app* android_app = (struct android_app*)param;
+
+ android_app->config = AConfiguration_new();
+ AConfiguration_fromAssetManager(android_app->config, android_app->activity->assetManager);
+
+ print_cur_config(android_app);
+
+ android_app->cmdPollSource.id = LOOPER_ID_MAIN;
+ android_app->cmdPollSource.app = android_app;
+ android_app->cmdPollSource.process = process_cmd;
+ android_app->inputPollSource.id = LOOPER_ID_INPUT;
+ android_app->inputPollSource.app = android_app;
+ android_app->inputPollSource.process = process_input;
+
+ ALooper* looper = ALooper_prepare(ALOOPER_PREPARE_ALLOW_NON_CALLBACKS);
+ ALooper_addFd(looper, android_app->msgread, LOOPER_ID_MAIN, ALOOPER_EVENT_INPUT, NULL,
+ &android_app->cmdPollSource);
+ android_app->looper = looper;
+
+ pthread_mutex_lock(&android_app->mutex);
+ android_app->running = 1;
+ pthread_cond_broadcast(&android_app->cond);
+ pthread_mutex_unlock(&android_app->mutex);
+
+ android_main(android_app);
+
+ android_app_destroy(android_app);
+ return NULL;
+}
+
+// --------------------------------------------------------------------
+// ВзаимодейÑтвие NativeÐctivity (вызванное из оÑновного потока)
+// --------------------------------------------------------------------
+
+static struct android_app* android_app_create(ANativeActivity* activity,
+ void* savedState, size_t savedStateSize) {
+ struct android_app* android_app = (struct android_app*)malloc(sizeof(struct android_app));
+ memset(android_app, 0, sizeof(struct android_app));
+ android_app->activity = activity;
+
+ pthread_mutex_init(&android_app->mutex, NULL);
+ pthread_cond_init(&android_app->cond, NULL);
+
+ if (savedState != NULL) {
+ android_app->savedState = malloc(savedStateSize);
+ android_app->savedStateSize = savedStateSize;
+ memcpy(android_app->savedState, savedState, savedStateSize);
+ }
+
+ int msgpipe[2];
+ if (pipe(msgpipe)) {
+ LOGE("could not create pipe: %s", strerror(errno));
+ return NULL;
+ }
+ android_app->msgread = msgpipe[0];
+ android_app->msgwrite = msgpipe[1];
+
+ pthread_attr_t attr;
+ pthread_attr_init(&attr);
+ pthread_attr_setdetachstate(&attr, PTHREAD_CREATE_DETACHED);
+ pthread_create(&android_app->thread, &attr, android_app_entry, android_app);
+
+ // ДождитеÑÑŒ запуÑка потока.
+ pthread_mutex_lock(&android_app->mutex);
+ while (!android_app->running) {
+ pthread_cond_wait(&android_app->cond, &android_app->mutex);
+ }
+ pthread_mutex_unlock(&android_app->mutex);
+
+ return android_app;
+}
+
+static void android_app_write_cmd(struct android_app* android_app, int8_t cmd) {
+ if (write(android_app->msgwrite, &cmd, sizeof(cmd)) != sizeof(cmd)) {
+ LOGE("Failure writing android_app cmd: %s\n", strerror(errno));
+ }
+}
+
+static void android_app_set_input(struct android_app* android_app, AInputQueue* inputQueue) {
+ pthread_mutex_lock(&android_app->mutex);
+ android_app->pendingInputQueue = inputQueue;
+ android_app_write_cmd(android_app, APP_CMD_INPUT_CHANGED);
+ while (android_app->inputQueue != android_app->pendingInputQueue) {
+ pthread_cond_wait(&android_app->cond, &android_app->mutex);
+ }
+ pthread_mutex_unlock(&android_app->mutex);
+}
+
+static void android_app_set_window(struct android_app* android_app, ANativeWindow* window) {
+ pthread_mutex_lock(&android_app->mutex);
+ if (android_app->pendingWindow != NULL) {
+ android_app_write_cmd(android_app, APP_CMD_TERM_WINDOW);
+ }
+ android_app->pendingWindow = window;
+ if (window != NULL) {
+ android_app_write_cmd(android_app, APP_CMD_INIT_WINDOW);
+ }
+ while (android_app->window != android_app->pendingWindow) {
+ pthread_cond_wait(&android_app->cond, &android_app->mutex);
+ }
+ pthread_mutex_unlock(&android_app->mutex);
+}
+
+static void android_app_set_activity_state(struct android_app* android_app, int8_t cmd) {
+ pthread_mutex_lock(&android_app->mutex);
+ android_app_write_cmd(android_app, cmd);
+ while (android_app->activityState != cmd) {
+ pthread_cond_wait(&android_app->cond, &android_app->mutex);
+ }
+ pthread_mutex_unlock(&android_app->mutex);
+}
+
+static void android_app_free(struct android_app* android_app) {
+ pthread_mutex_lock(&android_app->mutex);
+ android_app_write_cmd(android_app, APP_CMD_DESTROY);
+ while (!android_app->destroyed) {
+ pthread_cond_wait(&android_app->cond, &android_app->mutex);
+ }
+ pthread_mutex_unlock(&android_app->mutex);
+
+ close(android_app->msgread);
+ close(android_app->msgwrite);
+ pthread_cond_destroy(&android_app->cond);
+ pthread_mutex_destroy(&android_app->mutex);
+ free(android_app);
+}
+
+static void onDestroy(ANativeActivity* activity) {
+ LOGV("Destroy: %p\n", activity);
+ android_app_free((struct android_app*)activity->instance);
+}
+
+static void onStart(ANativeActivity* activity) {
+ LOGV("Start: %p\n", activity);
+ android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_START);
+}
+
+static void onResume(ANativeActivity* activity) {
+ LOGV("Resume: %p\n", activity);
+ android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_RESUME);
+}
+
+static void* onSaveInstanceState(ANativeActivity* activity, size_t* outLen) {
+ struct android_app* android_app = (struct android_app*)activity->instance;
+ void* savedState = NULL;
+
+ LOGV("SaveInstanceState: %p\n", activity);
+ pthread_mutex_lock(&android_app->mutex);
+ android_app->stateSaved = 0;
+ android_app_write_cmd(android_app, APP_CMD_SAVE_STATE);
+ while (!android_app->stateSaved) {
+ pthread_cond_wait(&android_app->cond, &android_app->mutex);
+ }
+
+ if (android_app->savedState != NULL) {
+ savedState = android_app->savedState;
+ *outLen = android_app->savedStateSize;
+ android_app->savedState = NULL;
+ android_app->savedStateSize = 0;
+ }
+
+ pthread_mutex_unlock(&android_app->mutex);
+
+ return savedState;
+}
+
+static void onPause(ANativeActivity* activity) {
+ LOGV("Pause: %p\n", activity);
+ android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_PAUSE);
+}
+
+static void onStop(ANativeActivity* activity) {
+ LOGV("Stop: %p\n", activity);
+ android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_STOP);
+}
+
+static void onConfigurationChanged(ANativeActivity* activity) {
+ struct android_app* android_app = (struct android_app*)activity->instance;
+ LOGV("ConfigurationChanged: %p\n", activity);
+ android_app_write_cmd(android_app, APP_CMD_CONFIG_CHANGED);
+}
+
+static void onLowMemory(ANativeActivity* activity) {
+ struct android_app* android_app = (struct android_app*)activity->instance;
+ LOGV("LowMemory: %p\n", activity);
+ android_app_write_cmd(android_app, APP_CMD_LOW_MEMORY);
+}
+
+static void onWindowFocusChanged(ANativeActivity* activity, int focused) {
+ LOGV("WindowFocusChanged: %p -- %d\n", activity, focused);
+ android_app_write_cmd((struct android_app*)activity->instance,
+ focused ? APP_CMD_GAINED_FOCUS : APP_CMD_LOST_FOCUS);
+}
+
+static void onNativeWindowCreated(ANativeActivity* activity, ANativeWindow* window) {
+ LOGV("NativeWindowCreated: %p -- %p\n", activity, window);
+ android_app_set_window((struct android_app*)activity->instance, window);
+}
+
+static void onNativeWindowDestroyed(ANativeActivity* activity, ANativeWindow* window) {
+ LOGV("NativeWindowDestroyed: %p -- %p\n", activity, window);
+ android_app_set_window((struct android_app*)activity->instance, NULL);
+}
+
+static void onInputQueueCreated(ANativeActivity* activity, AInputQueue* queue) {
+ LOGV("InputQueueCreated: %p -- %p\n", activity, queue);
+ android_app_set_input((struct android_app*)activity->instance, queue);
+}
+
+static void onInputQueueDestroyed(ANativeActivity* activity, AInputQueue* queue) {
+ LOGV("InputQueueDestroyed: %p -- %p\n", activity, queue);
+ android_app_set_input((struct android_app*)activity->instance, NULL);
+}
+
+void ANativeActivity_onCreate(ANativeActivity* activity,
+ void* savedState, size_t savedStateSize) {
+ LOGV("Creating: %p\n", activity);
+ activity->callbacks->onDestroy = onDestroy;
+ activity->callbacks->onStart = onStart;
+ activity->callbacks->onResume = onResume;
+ activity->callbacks->onSaveInstanceState = onSaveInstanceState;
+ activity->callbacks->onPause = onPause;
+ activity->callbacks->onStop = onStop;
+ activity->callbacks->onConfigurationChanged = onConfigurationChanged;
+ activity->callbacks->onLowMemory = onLowMemory;
+ activity->callbacks->onWindowFocusChanged = onWindowFocusChanged;
+ activity->callbacks->onNativeWindowCreated = onNativeWindowCreated;
+ activity->callbacks->onNativeWindowDestroyed = onNativeWindowDestroyed;
+ activity->callbacks->onInputQueueCreated = onInputQueueCreated;
+ activity->callbacks->onInputQueueDestroyed = onInputQueueDestroyed;
+
+ activity->instance = android_app_create(activity, savedState, savedStateSize);
+}
diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/android_native_app_glue.h b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/android_native_app_glue.h
new file mode 100644
index 0000000..4b63fad
--- /dev/null
+++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/android_native_app_glue.h
@@ -0,0 +1,344 @@
+/*
+ * © 2010 The Android Open Source Project
+ *
+ * Лицензировано по лицензии Apache License, верÑÐ¸Ñ 2.0 ( "ЛицензиÑ");
+ *Ñтот файл можно иÑпользовать только в ÑоответÑтвии Ñ Ð»Ð¸Ñ†ÐµÐ½Ð·Ð¸ÐµÐ¹.
+ *Копию лицензии можно получить на веб-Ñайте
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ *ЕÑли только не требуетÑÑ Ð² ÑоответÑтвии Ñ Ð¿Ñ€Ð¸Ð¼ÐµÐ½Ð¸Ð¼Ñ‹Ð¼ законодательÑтвом или ÑоглаÑовано в пиÑьменном виде, программное обеÑпечение
+ * раÑпроÑтранÑетÑÑ Ð² рамках лицензии на УСЛОВИЯХ "КÐК ЕСТЬ",
+ * БЕЗ ГÐРÐÐТИЙ И УСЛОВИЙ ЛЮБОГО РОДÐ, Ñвно выраженных и подразумеваемых.
+ * См. лицензию Ð´Ð»Ñ Ð¿Ð¾Ð»ÑƒÑ‡ÐµÐ½Ð¸Ñ Ð¸Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ð¸ об определенных разрешениÑÑ… по иÑпользованию Ñзыка и
+ * ограничениÑÑ… в рамках лицензии.
+ *
+ */
+
+#ifndef _ANDROID_NATIVE_APP_GLUE_H
+#define _ANDROID_NATIVE_APP_GLUE_H
+
+#include <poll.h>
+#include <pthread.h>
+#include <sched.h>
+
+#include <android/configuration.h>
+#include <android/looper.h>
+#include <android/native_activity.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * Ð˜Ð½Ñ‚ÐµÑ€Ñ„ÐµÐ¹Ñ NativeActivity, предоÑтавленный <android/native_activity.h>,
+ * оÑнован на наборе предоÑтавленных приложением обратных вызовов, которые вызываютÑÑ
+ *оÑновным потоком дейÑÑ‚Ð²Ð¸Ñ Ð¿Ñ€Ð¸ возникновении определенных Ñобытий.
+ *
+ * Это означает, что ни один из данных обратных вызовов _не_ _должен_ блокироватьÑÑ, иначе
+ * ÑущеÑтвует риÑк принудительного Ð·Ð°ÐºÑ€Ñ‹Ñ‚Ð¸Ñ Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ ÑиÑтемой. Эта модель программированиÑ
+ * прÑмаÑ, проÑтаÑ, но имеет ограничениÑ.
+ *
+ * СтатичеÑÐºÐ°Ñ Ð±Ð¸Ð±Ð»Ð¸Ð¾Ñ‚ÐµÐºÐ° threaded_native_app иÑпользуетÑÑ Ð´Ð»Ñ Ð¾Ð±ÐµÑÐ¿ÐµÑ‡ÐµÐ½Ð¸Ñ Ð´Ñ€ÑƒÐ³Ð¾Ð¹
+ * модели выполнениÑ, в которой приложение может реализовать Ñвой ÑобÑтвенный цикл главного ÑобытиÑ
+ * в другом потоке вмеÑто Ñтого. Это работает так:
+ *
+ * 1/ Приложение должно предоÑтавить функцию Ñ Ð¸Ð¼ÐµÐ½ÐµÐ¼ android_main(), котораÑ
+ * будет вызыватьÑÑ Ð¿Ñ€Ð¸ Ñоздании дейÑÑ‚Ð²Ð¸Ñ Ð² новом потоке,
+ * отличающемÑÑ Ð¾Ñ‚ оÑновного потока дейÑтвиÑ.
+ *
+ * 2/ android_main() получает указатель на допуÑтимую Ñтруктуру android_app,
+ * ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ñодержит ÑÑылки на другие важные объекты, например ÑкземплÑÑ€ объекта
+ * ANativeActivity, где выполнÑетÑÑ Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ðµ.
+ *
+ * 3/ Объект android_app Ñодержит ÑкземплÑÑ€ ALooper, который уже
+ * ожидает две важных вещи:
+ *
+ * - Ñобытий жизненного цикла дейÑÑ‚Ð²Ð¸Ñ (например, "pause", "resume"). См. объÑÐ²Ð»ÐµÐ½Ð¸Ñ APP_CMD_XXX
+ * ниже.
+ *
+ * - входных Ñобытий, поÑтупающих из очереди AInputQueue, приÑоединенной к дейÑтвию.
+ *
+ * Каждое из Ñтих Ñобытий ÑоответÑтвует идентификатору ALooper, возвращенному
+ * ALooper_pollOnce Ñо значениÑми LOOPER_ID_MAIN и LOOPER_ID_INPUT,
+ *, ÑоответÑтвенно.
+ *
+ * Ваше приложение может иÑпользовать тот же ALooper Ð´Ð»Ñ Ð¿Ñ€Ð¾ÑÐ»ÑƒÑˆÐ¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð¾Ð¿Ð¾Ð»Ð½Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ñ‹Ñ…
+ * деÑкрипторов файла. Они могут быть оÑнованы либо на обратных вызовах, либо поÑтупают Ñ Ð¸Ð´ÐµÐ½Ñ‚Ð¸Ñ„Ð¸ÐºÐ°Ñ‚Ð¾Ñ€Ð°Ð¼Ð¸ возврата,
+ * начинающимиÑÑ Ñ LOOPER_ID_USER.
+ *
+ * 4/ При получении ÑÐ¾Ð±Ñ‹Ñ‚Ð¸Ñ LOOPER_ID_MAIN или LOOPER_ID_INPUT
+ * возвращенные данные будут указывать на Ñтруктуру android_poll_source. Ð”Ð»Ñ Ð½ÐµÐµ
+ * можно вызвать функцию process() и заполнить android_app->onAppCmd
+ * и android_app->onInputEvent, Ð´Ð»Ñ Ñ‚Ð¾Ð³Ð¾ чтобы они вызывалиÑÑŒ Ð´Ð»Ñ Ð²Ð°ÑˆÐµÐ¹ ÑобÑтвенной обработки
+ * ÑобытиÑ.
+ *
+ * ВмеÑто Ñтого можно вызвать функции нижнего ÑƒÑ€Ð¾Ð²Ð½Ñ Ð´Ð»Ñ Ñ‡Ñ‚ÐµÐ½Ð¸Ñ Ð¸ обработки
+ * данных непоÑредÑтвенно... поÑмотрите на реализации process_cmd() и process_input()
+ * в приклеивании, чтобы выÑÑнить, как Ñто делаетÑÑ.
+ *
+ * См. пример "native-activity" в NDK Ñ
+ * полной демонÑтрацией иÑпользованиÑ. Также поÑмотрите JavaDoc в NativeActivity.
+ */
+
+struct android_app;
+
+/**
+ * Данные, ÑвÑзанные Ñ ALooper fd, которые будут возвращатьÑÑ ÐºÐ°Ðº outData
+ * при готовноÑти данных в Ñтом иÑточнике.
+ */
+struct android_poll_source {
+ // Идентификатор данного иÑточника. Может быть LOOPER_ID_MAIN или
+ // LOOPER_ID_INPUT.
+ int32_t id;
+
+ // android_app, Ñ ÐºÐ¾Ñ‚Ð¾Ñ€Ñ‹Ð¼ ÑвÑзан данный идентификатор.
+ struct android_app* app;
+
+ // ФункциÑ, Ð²Ñ‹Ð·Ñ‹Ð²Ð°ÐµÐ¼Ð°Ñ Ð´Ð»Ñ Ñтандартной обработки данных из
+ // Ñтого иÑточника.
+ void (*process)(struct android_app* app, struct android_poll_source* source);
+};
+
+/**
+ * Это Ð¸Ð½Ñ‚ÐµÑ€Ñ„ÐµÐ¹Ñ Ñтандартного кода Ð¿Ñ€Ð¸ÐºÐ»ÐµÐ¸Ð²Ð°Ð½Ð¸Ñ Ð¿Ð¾Ñ‚Ð¾Ñ‡Ð½Ð¾Ð³Ð¾
+ * приложениÑ. Ð’ Ñтой модели код Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÑетÑÑ
+ * в Ñвоем ÑобÑтвенном потоке, отдельном от оÑновного потока процеÑÑа.
+ * Ðе требуетÑÑ ÑвÑзь данного потока Ñ Ð’Ðœ Java
+ *, Ñ…Ð¾Ñ‚Ñ Ñто необходимо Ð´Ð»Ñ Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð¸Ñ Ð²Ñ‹Ð·Ð¾Ð²Ð¾Ð² JNI любых
+ * объектов Java.
+ */
+struct android_app {
+ // Приложение может помеÑтить указатель на Ñвой ÑобÑтвенный объект ÑоÑтоÑниÑ
+ // здеÑÑŒ, еÑли нужно.
+ void* userData;
+
+ // Введите здеÑÑŒ код функции Ð´Ð»Ñ Ð¾Ð±Ñ€Ð°Ð±Ð¾Ñ‚ÐºÐ¸ оÑновных команд Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ (APP_CMD_*)
+ void (*onAppCmd)(struct android_app* app, int32_t cmd);
+
+ // Введите здеÑÑŒ код функции Ð´Ð»Ñ Ð¾Ð±Ñ€Ð°Ð±Ð¾Ñ‚ÐºÐ¸ входных Ñобытий. СейчаÑ
+ // Ñобытие уже было предварительно отправлено и будет завершено при
+ // возврате. Верните 1, еÑли Ñобытие обработано, 0 — Ð´Ð»Ñ Ð»ÑŽÐ±Ð¾Ð¹ диÑпетчеризации
+ // по умолчанию.
+ int32_t (*onInputEvent)(struct android_app* app, AInputEvent* event);
+
+ // ЭкземплÑÑ€ объекта ANativeActivity, в котором выполнÑетÑÑ Ñто приложение.
+ ANativeActivity* activity;
+
+ // Ð¢ÐµÐºÑƒÑ‰Ð°Ñ ÐºÐ¾Ð½Ñ„Ð¸Ð³ÑƒÑ€Ð°Ñ†Ð¸Ñ, в которой выполнÑетÑÑ Ñто приложение.
+ AConfiguration* config;
+
+ // Это поÑледнее Ñохраненное ÑоÑтоÑние ÑкземплÑра, предоÑтавленное во Ð²Ñ€ÐµÐ¼Ñ ÑозданиÑ.
+ // Значение равно NULL, еÑли ÑоÑтоÑÐ½Ð¸Ñ Ð½Ðµ было. Можно иÑпользовать Ñто по мере необходимоÑти;
+ // памÑть оÑтанетÑÑ Ð´Ð¾Ñтупной до вызова android_app_exec_cmd() длÑ
+ // APP_CMD_RESUME, поÑле чего она будет оÑвобождена, а savedState получит значение NULL.
+ // Эти переменные необходимо изменÑть только при обработке APP_CMD_SAVE_STATE,
+ // когда их Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð±ÑƒÐ´ÑƒÑ‚ инициализироватьÑÑ Ð² NULL и можно будет выполнить malloc длÑ
+ // ÑоÑтоÑÐ½Ð¸Ñ Ð¸ помеÑтить здеÑÑŒ информацию. Ð’ Ñтом Ñлучае памÑть будет
+ // оÑвобождена позднее.
+ void* savedState;
+ size_t savedStateSize;
+
+ // ALooper, ÑвÑзанный Ñ Ð¿Ð¾Ñ‚Ð¾ÐºÐ¾Ð¼ приложениÑ.
+ ALooper* looper;
+
+ // ЕÑли значение не равно NULL, то Ñто Ð²Ñ…Ð¾Ð´Ð½Ð°Ñ Ð¾Ñ‡ÐµÑ€ÐµÐ´ÑŒ, из которой приложение будет
+ // получать входные ÑÐ¾Ð±Ñ‹Ñ‚Ð¸Ñ Ð¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ñ‚ÐµÐ»Ñ.
+ AInputQueue* inputQueue;
+
+ // ЕÑли значение не равно NULL, то Ñто поверхноÑть окна, в котором приложение может риÑовать.
+ ANativeWindow* window;
+
+ // Текущий прÑмоугольник Ñодержимого окна. Это облаÑть, в которой
+ // должно помещатьÑÑ Ñодержимое окна, чтобы его видел пользователь.
+ ARect contentRect;
+
+ // Текущее ÑоÑтоÑние дейÑÑ‚Ð²Ð¸Ñ Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ. Может быть APP_CMD_START,
+ // APP_CMD_RESUME, APP_CMD_PAUSE или APP_CMD_STOP; Ñм. ниже.
+ int activityState;
+
+ // Значение не равно нулю, когда NativeActivity приложениÑ
+ // разрушаетÑÑ Ð¸ ожидает Ð·Ð°Ð²ÐµÑ€ÑˆÐµÐ½Ð¸Ñ Ð¿Ð¾Ñ‚Ð¾ÐºÐ° приложениÑ.
+ int destroyRequested;
+
+ // -------------------------------------------------
+ // Ðиже показан "чаÑтнаÑ" Ñ€ÐµÐ°Ð»Ð¸Ð·Ð°Ñ†Ð¸Ñ ÐºÐ¾Ð´Ð° прилипаниÑ.
+
+ pthread_mutex_t mutex;
+ pthread_cond_t cond;
+
+ int msgread;
+ int msgwrite;
+
+ pthread_t thread;
+
+ struct android_poll_source cmdPollSource;
+ struct android_poll_source inputPollSource;
+
+ int running;
+ int stateSaved;
+ int destroyed;
+ int redrawNeeded;
+ AInputQueue* pendingInputQueue;
+ ANativeWindow* pendingWindow;
+ ARect pendingContentRect;
+};
+
+enum {
+ /**
+ * Идентификатор данных Looper команд, поÑтупающих из оÑновного потока приложениÑ, который
+ * возвращаетÑÑ ÐºÐ°Ðº идентификатор от ALooper_pollOnce(). Данные Ð´Ð»Ñ Ñтого идентификатора
+ * ÑвлÑÑŽÑ‚ÑÑ ÑƒÐºÐ°Ð·Ð°Ñ‚ÐµÐ»ÐµÐ¼ на Ñтруктуру android_poll_source.
+ * Их можно извлечь и обработать Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ android_app_read_cmd()
+ * и android_app_exec_cmd().
+ */
+ LOOPER_ID_MAIN = 1,
+
+ /**
+ * Идентификатор данных Looper Ñобытий, поÑтупающий из AInputQueue окна
+ * приложениÑ, который возвращаетÑÑ ÐºÐ°Ðº идентификатор из
+ * ALooper_pollOnce(). Данные Ñтого идентификатора ÑвлÑÑŽÑ‚ÑÑ ÑƒÐºÐ°Ð·Ð°Ñ‚ÐµÐ»ÐµÐ¼ на Ñтруктуру
+ * android_poll_source. Их можно прочитать через объект inputQueue
+ * Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ android_app.
+ */
+ LOOPER_ID_INPUT = 2,
+
+ /**
+ * ЗапуÑк определÑемых пользователем идентификаторов ALooper.
+ */
+ LOOPER_ID_USER = 3,
+};
+
+enum {
+ /**
+ * Команда из оÑновного потока: AInputQueue изменена. ПоÑле обработки
+ * Ñтой команды android_app->inputQueue будет обновлена в новую очередь
+ * (или NULL).
+ */
+ APP_CMD_INPUT_CHANGED,
+
+ /**
+ * Команда из оÑновного потока: новое окно ANativeWindow готово к иÑпользованию. ПоÑле
+ * Ð¿Ð¾Ð»ÑƒÑ‡ÐµÐ½Ð¸Ñ Ñтой команды окно android_app-> будет Ñодержать новую поверхноÑть
+ *окна.
+ */
+ APP_CMD_INIT_WINDOW,
+
+ /**
+ * Команда из оÑновного потока: ÑущеÑтвующее окно ANativeWindow необходимо
+ * прекратить. ПоÑле Ð¿Ð¾Ð»ÑƒÑ‡ÐµÐ½Ð¸Ñ Ñтой команды окно android_app->по-прежнему
+ * Ñодержит ÑущеÑтвующее окно; поÑле вызова android_app_exec_cmd
+ * оно получит значение NULL.
+ */
+ APP_CMD_TERM_WINDOW,
+
+ /**
+ * Команда из оÑновного потока: текущее окно ANativeWindow изменило размер.
+ * ПерериÑуйте ÑоглаÑно новом размеру.
+ */
+ APP_CMD_WINDOW_RESIZED,
+
+ /**
+ * Команда из оÑновного потока: ÑиÑтеме необходимо, чтобы текущее окно ANativeWindow
+ * было перериÑовано. Ðеобходимо перериÑовать окно перед ее передачей в
+ * android_app_exec_cmd(), чтобы избежать переходных Ñбоев риÑованиÑ.
+ */
+ APP_CMD_WINDOW_REDRAW_NEEDED,
+
+ /**
+ * Команда из оÑновного потока: облаÑть Ñодержимого окна изменена
+ * таким образом, что из функционального ввода окно показываетÑÑ Ð¸Ð»Ð¸ ÑкрываетÑÑ. Можно
+ * найти новый прÑмоугольник Ñодержимого в android_app::contentRect.
+ */
+ APP_CMD_CONTENT_RECT_CHANGED,
+
+ /**
+ * Команда из оÑновного потока: окно дейÑÑ‚Ð²Ð¸Ñ Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð¿Ð¾Ð»ÑƒÑ‡Ð¸Ð»Ð¾
+ * Ñ„Ð¾ÐºÑƒÑ Ð²Ð²Ð¾Ð´Ð°.
+ */
+ APP_CMD_GAINED_FOCUS,
+
+ /**
+ * Команда из оÑновного потока: окно дейÑÑ‚Ð²Ð¸Ñ Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð¿Ð¾Ñ‚ÐµÑ€Ñло
+ * Ñ„Ð¾ÐºÑƒÑ Ð²Ð²Ð¾Ð´Ð°.
+ */
+ APP_CMD_LOST_FOCUS,
+
+ /**
+ * Команда из оÑновного потока: изменена Ñ‚ÐµÐºÑƒÑ‰Ð°Ñ ÐºÐ¾Ð½Ñ„Ð¸Ð³ÑƒÑ€Ð°Ñ†Ð¸Ñ ÑƒÑтройÑтва.
+ */
+ APP_CMD_CONFIG_CHANGED,
+
+ /**
+ * Команда из оÑновного потока: ÑиÑтеме не хватает памÑти.
+ * Попробуйте уменьшить иÑпользование памÑти.
+ */
+ APP_CMD_LOW_MEMORY,
+
+ /**
+ * Команда из оÑновного потока: дейÑтвие Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð±Ñ‹Ð»Ð¾ запущено.
+ */
+ APP_CMD_START,
+
+ /**
+ * Команда из оÑновного потока: дейÑтвие Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð±Ñ‹Ð»Ð¾ возобновлено.
+ */
+ APP_CMD_RESUME,
+
+ /**
+ * Команда из оÑновного потока: приложение должно Ñоздать новое Ñохраненное ÑоÑтоÑние
+ * Ð´Ð»Ñ ÑебÑ, чтобы воÑÑтанавливатьÑÑ Ð¸Ð· него позднее в Ñлучае необходимоÑти. ЕÑли вы Ñохранили ÑоÑтоÑние,
+ * выделите его Ñ Ð¸Ñпользованием malloc и помеÑтите в android_app.savedState Ñ
+ * размером android_app.savedStateSize. ПамÑть будет оÑвобождена
+ * позднее.
+ */
+ APP_CMD_SAVE_STATE,
+
+ /**
+ * Команда из оÑновного потока: пауза в дейÑтвии приложениÑ.
+ */
+ APP_CMD_PAUSE,
+
+ /**
+ * Команда из оÑновного потока: дейÑтвие Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð±Ñ‹Ð»Ð¾ оÑтановлено.
+ */
+ APP_CMD_STOP,
+
+ /**
+ * Команда из оÑновного потока: дейÑтвие Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ ÑƒÐ½Ð¸Ñ‡Ñ‚Ð¾Ð¶Ð°ÐµÑ‚ÑÑ,
+ * и ожидает очиÑтки потока Ð¿Ñ€Ð¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð¸ выхода перед обработкой.
+ */
+ APP_CMD_DESTROY,
+};
+
+/**
+ * Вызовите, когда ALooper_pollAll() возвращает LOOPER_ID_MAIN, при чтении Ñледующего ÑÐ¾Ð¾Ð±Ñ‰ÐµÐ½Ð¸Ñ ÐºÐ¾Ð¼Ð°Ð½Ð´Ñ‹
+ *приложениÑ.
+ */
+int8_t android_app_read_cmd(struct android_app* android_app);
+
+/**
+ * Вызовите Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ команды, возвращенной android_app_read_cmd() Ð´Ð»Ñ Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð¸Ñ
+ * начальной предварительной обработки данной команды. Можно выполнить ÑобÑтвенные
+ * дейÑÑ‚Ð²Ð¸Ñ Ð´Ð»Ñ ÐºÐ¾Ð¼Ð°Ð½Ð´Ñ‹ поÑле вызова Ñтой функции.
+ */
+void android_app_pre_exec_cmd(struct android_app* android_app, int8_t cmd);
+
+/**
+ * Вызовите Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ команды, возвращенной android_app_read_cmd(), длÑ
+ * окончательной предварительной обработки данной команды. Ðеобходимо завершить ÑобÑтвенные
+ * дейÑÑ‚Ð²Ð¸Ñ Ñ ÐºÐ¾Ð¼Ð°Ð½Ð´Ð¾Ð¹ до вызова Ñтой функции.
+ */
+void android_app_post_exec_cmd(struct android_app* android_app, int8_t cmd);
+
+/**
+ * Это функциÑ, которую должен реализовать код приложениÑ, предÑтавлÑет Ñобой
+ * главный вход в приложение.
+ */
+extern void android_main(struct android_app* app);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* _ANDROID_NATIVE_APP_GLUE_H */
diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/main.c b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/main.c
new file mode 100644
index 0000000..079bda9
--- /dev/null
+++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/main.c
@@ -0,0 +1,64 @@
+/*******************************************************************************************
+*
+* raylib [core] example - Basic window
+*
+* This example has been created using raylib 3.8 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Example contributed by <user_name> (@<user_github>) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2021 <user_name> (@<user_github>)
+
+* Adapt for Visual Studio: Vadim Boev (Kronka Dev)
+*
+********************************************************************************************/
+#include "android_native_app_glue.h"
+
+#include "../../../../src/raylib.h"
+
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
+
+ // TODO: Load resources / Initialize variables at this point
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // TODO: Update variables / Implement example logic at this point
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // TODO: Draw everything that requires to be drawn at this point:
+
+ DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY); // Example
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+
+ // TODO: Unload all loaded resources at this point
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/raylib_android.NativeActivity.vcxproj b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/raylib_android.NativeActivity.vcxproj
new file mode 100644
index 0000000..b4567b0
--- /dev/null
+++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/raylib_android.NativeActivity.vcxproj
@@ -0,0 +1,226 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|ARM">
+ <Configuration>Debug</Configuration>
+ <Platform>ARM</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|ARM">
+ <Configuration>Release</Configuration>
+ <Platform>ARM</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|ARM64">
+ <Configuration>Debug</Configuration>
+ <Platform>ARM64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|ARM64">
+ <Configuration>Release</Configuration>
+ <Platform>ARM64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x86">
+ <Configuration>Debug</Configuration>
+ <Platform>x86</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x86">
+ <Configuration>Release</Configuration>
+ <Platform>x86</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{bfb31759-4fca-4503-bc7c-a97f705efdb2}</ProjectGuid>
+ <Keyword>Android</Keyword>
+ <RootNamespace>raylib_android</RootNamespace>
+ <DefaultLanguage>en-US</DefaultLanguage>
+ <MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
+ <ApplicationType>Android</ApplicationType>
+ <ApplicationTypeRevision>3.0</ApplicationTypeRevision>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>DynamicLibrary</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <PlatformToolset>Clang_5_0</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>DynamicLibrary</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <PlatformToolset>Clang_5_0</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x86'" Label="Configuration">
+ <ConfigurationType>DynamicLibrary</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <PlatformToolset>Clang_5_0</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x86'" Label="Configuration">
+ <ConfigurationType>DynamicLibrary</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <PlatformToolset>Clang_5_0</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="Configuration">
+ <ConfigurationType>DynamicLibrary</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <PlatformToolset>Clang_5_0</PlatformToolset>
+ <AndroidAPILevel>android-29</AndroidAPILevel>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="Configuration">
+ <ConfigurationType>DynamicLibrary</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <PlatformToolset>Clang_5_0</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration">
+ <ConfigurationType>DynamicLibrary</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <PlatformToolset>Clang_5_0</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration">
+ <ConfigurationType>DynamicLibrary</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <PlatformToolset>Clang_5_0</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="Shared">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x86'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x86'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">
+ <TargetName>libmain</TargetName>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x86'" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x86'" />
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">
+ <ClCompile>
+ <PrecompiledHeader>NotUsing</PrecompiledHeader>
+ <PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
+ <CompileAs>CompileAsC</CompileAs>
+ <CLanguageStandard>c99</CLanguageStandard>
+ <CppLanguageStandard>Default</CppLanguageStandard>
+ <PrecompiledHeaderCompileAs>CompileAsC</PrecompiledHeaderCompileAs>
+ </ClCompile>
+ <Link>
+ <LibraryDependencies>%(LibraryDependencies);EGL;GLESv2;log;android;c;m;raylib</LibraryDependencies>
+ <AdditionalLibraryDirectories>../../../../src/;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">
+ <ClCompile>
+ <PrecompiledHeader>NotUsing</PrecompiledHeader>
+ <PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
+ <CompileAs>CompileAsC</CompileAs>
+ <CLanguageStandard>c99</CLanguageStandard>
+ <CppLanguageStandard>Default</CppLanguageStandard>
+ <PrecompiledHeaderCompileAs>CompileAsC</PrecompiledHeaderCompileAs>
+ </ClCompile>
+ <Link>
+ <LibraryDependencies>%(LibraryDependencies);GLESv1_CM;EGL;</LibraryDependencies>
+ <AdditionalLibraryDirectories>.;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
+ <ClCompile>
+ <PrecompiledHeader>Use</PrecompiledHeader>
+ <PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
+ <CompileAs>CompileAsCpp</CompileAs>
+ </ClCompile>
+ <Link>
+ <LibraryDependencies>%(LibraryDependencies);GLESv1_CM;EGL;</LibraryDependencies>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
+ <ClCompile>
+ <PrecompiledHeader>Use</PrecompiledHeader>
+ <PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
+ <CompileAs>CompileAsCpp</CompileAs>
+ </ClCompile>
+ <Link>
+ <LibraryDependencies>%(LibraryDependencies);GLESv1_CM;EGL;</LibraryDependencies>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <PrecompiledHeader>Use</PrecompiledHeader>
+ <PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
+ <CompileAs>CompileAsCpp</CompileAs>
+ </ClCompile>
+ <Link>
+ <LibraryDependencies>%(LibraryDependencies);GLESv1_CM;EGL;</LibraryDependencies>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <PrecompiledHeader>Use</PrecompiledHeader>
+ <PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
+ <CompileAs>CompileAsCpp</CompileAs>
+ </ClCompile>
+ <Link>
+ <LibraryDependencies>%(LibraryDependencies);GLESv1_CM;EGL;</LibraryDependencies>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x86'">
+ <ClCompile>
+ <PrecompiledHeader>Use</PrecompiledHeader>
+ <PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
+ <CompileAs>CompileAsCpp</CompileAs>
+ </ClCompile>
+ <Link>
+ <LibraryDependencies>%(LibraryDependencies);GLESv1_CM;EGL;</LibraryDependencies>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x86'">
+ <ClCompile>
+ <PrecompiledHeader>Use</PrecompiledHeader>
+ <PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
+ <CompileAs>CompileAsCpp</CompileAs>
+ </ClCompile>
+ <Link>
+ <LibraryDependencies>%(LibraryDependencies);GLESv1_CM;EGL;</LibraryDependencies>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClInclude Include="android_native_app_glue.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="android_native_app_glue.c" />
+ <ClCompile Include="main.c" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/raylib_android.NativeActivity.vcxproj.filters b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/raylib_android.NativeActivity.vcxproj.filters
new file mode 100644
index 0000000..55bda72
--- /dev/null
+++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/raylib_android.NativeActivity.vcxproj.filters
@@ -0,0 +1,10 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <ClInclude Include="android_native_app_glue.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="android_native_app_glue.c" />
+ <ClCompile Include="main.c" />
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/AndroidManifest.xml b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/AndroidManifest.xml
new file mode 100644
index 0000000..117e674
--- /dev/null
+++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/AndroidManifest.xml
@@ -0,0 +1,22 @@
+<?xml version="1.0" encoding="utf-8"?>
+<!-- Changes made to Package Name should also be reflected in the Debugging - Package Name property, in the Property Pages -->
+<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.$(ApplicationName)" android:versionCode="1" android:versionName="1.0">
+
+ <!-- This is the platform API where NativeActivity was introduced. -->
+ <uses-sdk android:minSdkVersion="21" android:targetSdkVersion="29"/>
+
+ <!-- This .apk has no Java code itself, so set hasCode to false. -->
+ <application android:label="@string/app_name" android:hasCode="false">
+
+ <!-- Our activity is the built-in NativeActivity framework class.
+ This will take care of integrating with our NDK code. -->
+ <activity android:name="android.app.NativeActivity" android:label="@string/app_name" android:theme="@android:style/Theme.NoTitleBar.Fullscreen" android:configChanges="orientation|keyboardHidden|screenSize" android:screenOrientation="landscape">
+ <!-- Tell NativeActivity the name of our .so -->
+ <meta-data android:name="android.app.lib_name" android:value="main"/>
+ <intent-filter>
+ <action android:name="android.intent.action.MAIN"/>
+ <category android:name="android.intent.category.LAUNCHER"/>
+ </intent-filter>
+ </activity>
+ </application>
+</manifest>
diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/build.xml b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/build.xml
new file mode 100644
index 0000000..0abadec
--- /dev/null
+++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/build.xml
@@ -0,0 +1,90 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<project name="$(projectname)" default="help">
+
+ <!-- The ant.properties file can be created by you. It is only edited by the
+ 'android' tool to add properties to it.
+ This is the place to change some Ant specific build properties.
+ Here are some properties you may want to change/update:
+
+ source.dir
+ The name of the source directory. Default is 'src'.
+ out.dir
+ The name of the output directory. Default is 'bin'.
+
+ For other overridable properties, look at the beginning of the rules
+ files in the SDK, at tools/ant/build.xml
+
+ Properties related to the SDK location or the project target should
+ be updated using the 'android' tool with the 'update' action.
+
+ This file is an integral part of the build system for your
+ application and should be checked into Version Control Systems.
+
+ -->
+ <property file="ant.properties" />
+
+ <!-- if sdk.dir was not set from one of the property file, then
+ get it from the ANDROID_HOME env var. -->
+ <property environment="env" />
+ <condition property="sdk.dir" value="${env.ANDROID_HOME}">
+ <isset property="env.ANDROID_HOME" />
+ </condition>
+
+ <!-- The project.properties file contains project specific properties such as
+ project target, and library dependencies. Lower level build properties are
+ stored in ant.properties
+
+ This file is an integral part of the build system for your
+ application and should be checked into Version Control Systems. -->
+ <loadproperties srcFile="project.properties" />
+
+ <!-- quick check on sdk.dir -->
+ <fail
+ message="sdk.dir is missing. Make sure ANDROID_HOME environment variable is correctly set."
+ unless="sdk.dir"
+ />
+
+ <!--
+ Import per project custom build rules if present at the root of the project.
+ This is the place to put custom intermediary targets such as:
+ -pre-build
+ -pre-compile
+ -post-compile (This is typically used for code obfuscation.
+ Compiled code location: ${out.classes.absolute.dir}
+ If this is not done in place, override ${out.dex.input.absolute.dir})
+ -post-package
+ -post-build
+ -pre-clean
+ -->
+ <import file="custom_rules.xml" optional="true" />
+
+ <!-- Import the actual build file.
+
+ To customize existing targets, there are two options:
+ - Customize only one target:
+ - copy/paste the target into this file, *before* the
+ <import> task.
+ - customize it to your needs.
+ - Customize the whole content of build.xml
+ - copy/paste the content of the rules files (minus the top node)
+ into this file, replacing the <import> task.
+ - customize to your needs.
+
+ ***********************
+ ****** IMPORTANT ******
+ ***********************
+ In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
+ in order to avoid having your file be overridden by tools such as "android update project"
+ -->
+ <!-- version-tag: 1 -->
+ <import file="${sdk.dir}/tools/ant/build.xml" />
+
+ <target name="-pre-compile">
+ <path id="project.all.jars.path">
+ <path path="${toString:project.all.jars.path}"/>
+ <fileset dir="${jar.libs.dir}">
+ <include name="*.jar"/>
+ </fileset>
+ </path>
+ </target>
+</project>
diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/project.properties b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/project.properties
new file mode 100644
index 0000000..802a49f
--- /dev/null
+++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/project.properties
@@ -0,0 +1,3 @@
+# Project target
+target=$(androidapilevel)
+# Provide path to the directory where prebuilt external jar files are by setting jar.libs.dir=
diff --git a/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/raylib_android.Packaging.androidproj b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/raylib_android.Packaging.androidproj
new file mode 100644
index 0000000..5d139d0
--- /dev/null
+++ b/deps/raylib/projects/VS2019-Android/raylib_android/raylib_android.Packaging/raylib_android.Packaging.androidproj
@@ -0,0 +1,134 @@
+<?xml version="1.0" encoding="utf-8"?>
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index 0000000..cf004a7
--- /dev/null
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index 0000000..26eb504
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index 0000000..7ca7360
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index 0000000..4d03db8
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+EndProject
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+ {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
+ {CC132A4D-D081-4C26-BFB9-AB11984054F8} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
+ {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
+ {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
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+ {14BA7F98-02CC-4648-9236-676BFF9458AF} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
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+ {F3412853-2B6A-4334-8CF2-B796CDAE0850} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
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+ {D03F2C82-9553-4AFA-8F49-9234009122B6} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
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+ {A53CCF42-A972-478F-9336-0F618B3EC06A} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
+ {0037A3CD-4F50-48B2-9AC3-5A0D1D16D2CA} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
+ {870723DD-945A-4136-B65B-4AF3BF85369C} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
+ {EA6488AD-445B-4835-87FB-EBC9E2EDAF97} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
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+ {472BCBDC-62E0-441D-B2FD-0EE0FC6CEEB4} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
+ {589C8E9B-0BB3-4D6D-A70C-0A28E469F20E} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
+ {3AD868E6-8355-4F29-B5ED-7DE94AD786E7} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
+ {2B78CF0A-5403-45E2-99BD-493F1679BCDB} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
+ {0AB968E0-E993-45CE-8875-7453C96DF583} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
+ {25923141-9859-4AFE-8168-0DF78322FC63} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
+ {7E855020-7FA4-482D-B510-2E709354FE8B} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
+ {9782E0C8-2BD3-4F67-B420-21CF19CA2435} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
+ {9F4135E3-9814-452C-9B35-0EFBCD792B49} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
+ {C45343E6-DAB6-4F3A-A00A-8BED71A098BE} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
+ {B19DD336-538E-4091-A559-EAA717FEC899} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
+ {0BF60202-43F7-48E9-8717-D31E56FA5BE0} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
+ {4E863E5B-0B95-43BE-8D4F-B9EB6C394FEC} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
+ {6D75CD88-1A03-4955-B8C7-ACFC3742154F} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
+ {8DD0EB7E-668E-452D-91D7-906C64A9C8AC} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
+ {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
+ {E9D708A5-9C1F-4B84-A795-C5F191801762} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
+ {F6FD9C75-AAA7-48C9-B19D-FD37C8FB9B7E} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
+ {1FE8758D-7E8A-41F3-9B6D-FD50E9A2A03D} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
+ {25BCB876-B60A-499B-9046-E9801CFD7780} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
+ {56FB0A45-145F-4EAE-B2C8-E5833E682D8F} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
+ {2BB0C1D4-9298-45AC-B244-67A99769A292} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
+ {99A40FC5-9DB0-4B80-8D97-867EF00FA2CB} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
+ {81064BCE-EEC1-43B0-9912-F05F2B54B11A} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
+ {31B41997-3890-45E3-93FE-C57B363E9C0D} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
+ {D550AB93-DF31-4B76-873F-F075018352F4} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
+ {8CF3F7BA-4C99-43EB-B4F1-7CA346817D0A} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
+ {F90FCDC5-EE14-4B89-96DB-4392E28F34AF} = {278D8859-20B1-428F-8448-064F46E1F021}
+ {93A864C9-93B7-4E5C-ACE7-E8FC5F9EFF79} = {278D8859-20B1-428F-8448-064F46E1F021}
+ {56E68E37-B3FC-4799-91AF-0CA10B6D55A5} = {278D8859-20B1-428F-8448-064F46E1F021}
+ {03E7018C-44A2-4C46-9CE7-F2A135A2692B} = {278D8859-20B1-428F-8448-064F46E1F021}
+ {F3F6FE4D-9D9E-451A-B0BA-81456104B672} = {278D8859-20B1-428F-8448-064F46E1F021}
+ {C27794B5-1293-4EA7-BC0E-0F18E6325539} = {278D8859-20B1-428F-8448-064F46E1F021}
+ {02F41059-12A2-4A96-8D77-07EFE4B108FD} = {278D8859-20B1-428F-8448-064F46E1F021}
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+ {B176BB4A-CA31-4E2A-B790-3EA0ED2EE870} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+ {D08AA2A0-2F94-4BF5-B42D-E92450F03FD1} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+ {4A7D0ECA-D7CC-4E66-B741-C92E9C1B42FF} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+ {CF3755C4-937D-4ABF-B7B3-95140808717F} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+ {D34939FE-8873-4C53-8D6C-74DED78EA3C4} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+ {D408A730-363A-4ABF-BCEF-5D63DCC66042} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+ {F532AFBC-9E62-4A89-BB99-1044E4B2D8ED} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+ {52FB7463-C128-42AF-A02F-78F48473EA9A} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+ {7381D91E-5C72-48F0-AAB4-95C9B10D7484} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+ {D36EC43E-B31F-4CF4-8285-93A7A9D90189} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+ {274C0319-7E1E-4188-936B-8DF3331230B3} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+ {41BBCC10-CFDE-48A1-B2E0-A0EC6A668629} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+ {600C3D4F-0670-4DB4-B30F-520A729053B5} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+ {11F33A39-74B7-4018-B5F9-CC285A673A8F} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+ {A6F5E35E-B4A7-41B3-853A-75558E6E0715} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
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+ {E1B6D565-9D7C-46B7-9202-ECF54974DE50} = {E9D708A5-9C1F-4B84-A795-C5F191801762}
+ {C8765523-58F8-4C8E-9914-693396F6F0FF} = {E9D708A5-9C1F-4B84-A795-C5F191801762}
+ {2F1B955B-275E-4D8E-8864-06FEC44D7912} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
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+ {70B35F59-AFC2-4D8F-8833-5314D2047A81} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
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+ {F81C5819-85B4-4D2E-B6DC-104A7634461B} = {CC132A4D-D081-4C26-BFB9-AB11984054F8}
+ {CC62F7DB-D089-4677-8575-CAB7A7815C43} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
+ {7AF97D44-707E-48DC-81CB-C9D8D7C9ED26} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
+ {A4B0D971-3CD6-41C9-8AB2-055D25A33373} = {CC132A4D-D081-4C26-BFB9-AB11984054F8}
+ {27AA7BDA-0C34-4733-9009-73D3E64234FB} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
+ {15CDD310-6980-42A6-8082-3A6B7730D13F} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
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+ {4B39E5FC-0A96-4057-9AA5-8D5A52880DA7} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
+ {88DE5AD6-0074-4A5A-BE22-C840153E35D5} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+ {A546E75A-5242-46E6-9A9E-6C91554EAB84} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+ {EFA150D4-F93B-4D7D-A69C-9E8B4663BECD} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+ {DF25E545-00FF-4E64-844C-7DF98991F901} = {278D8859-20B1-428F-8448-064F46E1F021}
+ {703BE7BA-5B99-4F70-806D-3A259F6A991E} = {278D8859-20B1-428F-8448-064F46E1F021}
+ {FAFEE2F9-24B0-4AF1-B512-433E9590033F} = {278D8859-20B1-428F-8448-064F46E1F021}
+ {8245DAD9-D402-4D5C-8F45-32229CD3B263} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
+ {41BBCC10-6FDE-48A1-B2E0-A0EC6A668629} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+ {0981CA28-E4A5-4DF1-987F-A41D09131EFC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
+ EndGlobalSection
+ GlobalSection(ExtensibilityGlobals) = postSolution
+ SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
+ EndGlobalSection
+EndGlobal
diff --git a/deps/raylib/projects/VS2022/raylib/raylib.vcxproj b/deps/raylib/projects/VS2022/raylib/raylib.vcxproj
new file mode 100644
index 0000000..0c03027
--- /dev/null
+++ b/deps/raylib/projects/VS2022/raylib/raylib.vcxproj
@@ -0,0 +1,340 @@
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+ <ProjectConfiguration Include="Debug.DLL|Win32">
+ <Configuration>Debug.DLL</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug.DLL|x64">
+ <Configuration>Debug.DLL</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release.DLL|Win32">
+ <Configuration>Release.DLL</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release.DLL|x64">
+ <Configuration>Release.DLL</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{E89D61AC-55DE-4482-AFD4-DF7242EBC859}</ProjectGuid>
+ <Keyword>Win32Proj</Keyword>
+ <RootNamespace>raylib</RootNamespace>
+ <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>StaticLibrary</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>StaticLibrary</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'" Label="Configuration">
+ <ConfigurationType>DynamicLibrary</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'" Label="Configuration">
+ <ConfigurationType>DynamicLibrary</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>StaticLibrary</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>StaticLibrary</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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+ </PropertyGroup>
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+ <UseDebugLibraries>false</UseDebugLibraries>
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+ </PropertyGroup>
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+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="Shared">
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+ <ClCompile Include="..\..\..\src\rshapes.c" />
+ <ClCompile Include="..\..\..\src\rtext.c" />
+ <ClCompile Include="..\..\..\src\rtextures.c" />
+ <ClCompile Include="..\..\..\src\utils.c" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\..\src\external\cgltf.h" />
+ <ClInclude Include="..\..\..\src\rcamera.h" />
+ <ClInclude Include="..\..\..\src\config.h" />
+ <ClInclude Include="..\..\..\src\external\glad.h" />
+ <ClInclude Include="..\..\..\src\external\jar_mod.h" />
+ <ClInclude Include="..\..\..\src\external\jar_xm.h" />
+ <ClInclude Include="..\..\..\src\external\miniaudio.h" />
+ <ClInclude Include="..\..\..\src\external\stb_image.h" />
+ <ClInclude Include="..\..\..\src\external\stb_image_resize.h" />
+ <ClInclude Include="..\..\..\src\external\stb_image_write.h" />
+ <ClInclude Include="..\..\..\src\external\stb_rect_pack.h" />
+ <ClInclude Include="..\..\..\src\external\stb_truetype.h" />
+ <ClInclude Include="..\..\..\src\external\stb_vorbis.h" />
+ <ClInclude Include="..\..\..\src\rgestures.h" />
+ <ClInclude Include="..\..\..\src\raylib.h" />
+ <ClInclude Include="..\..\..\src\raymath.h" />
+ <ClInclude Include="..\..\..\src\rlgl.h" />
+ <ClInclude Include="..\..\..\src\utils.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <ResourceCompile Include="..\..\..\src\raylib.dll.rc" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/deps/raylib/projects/VSCode/Makefile b/deps/raylib/projects/VSCode/Makefile
new file mode 100644
index 0000000..72b850d
--- /dev/null
+++ b/deps/raylib/projects/VSCode/Makefile
@@ -0,0 +1,405 @@
+#**************************************************************************************************
+#
+# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
+#
+# Copyright (c) 2013-2019 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.
+#
+#**************************************************************************************************
+
+.PHONY: all clean
+
+# Define required raylib variables
+PROJECT_NAME ?= game
+RAYLIB_VERSION ?= 5.1-dev
+RAYLIB_PATH ?= ..\..
+
+# Define compiler path on Windows
+COMPILER_PATH ?= C:/raylib/w64devkit/bin
+
+# Define default options
+# One of PLATFORM_DESKTOP, PLATFORM_ANDROID, PLATFORM_WEB
+PLATFORM ?= PLATFORM_DESKTOP
+
+# Locations of your newly installed library and associated headers. See ../src/Makefile
+# On Linux, if you have installed raylib but cannot compile the examples, check that
+# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
+# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
+# To enable compile-time linking to a special version of libraylib.so, change these variables here.
+# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
+# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
+# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
+# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
+DESTDIR ?= /usr/local
+RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
+# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
+RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
+
+# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
+RAYLIB_LIBTYPE ?= STATIC
+
+# Build mode for project: DEBUG or RELEASE
+BUILD_MODE ?= RELEASE
+
+# Use external GLFW library instead of rglfw module
+# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
+USE_EXTERNAL_GLFW ?= FALSE
+
+# Use Wayland display server protocol on Linux desktop
+# by default it uses X11 windowing system
+USE_WAYLAND_DISPLAY ?= FALSE
+
+# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ # No uname.exe on MinGW!, but OS=Windows_NT on Windows!
+ # ifeq ($(UNAME),Msys) -> Windows
+ ifeq ($(OS),Windows_NT)
+ PLATFORM_OS=WINDOWS
+ export PATH := $(COMPILER_PATH):$(PATH)
+ else
+ UNAMEOS=$(shell uname)
+ ifeq ($(UNAMEOS),Linux)
+ PLATFORM_OS=LINUX
+ endif
+ ifeq ($(UNAMEOS),FreeBSD)
+ PLATFORM_OS=BSD
+ endif
+ ifeq ($(UNAMEOS),OpenBSD)
+ PLATFORM_OS=BSD
+ endif
+ ifeq ($(UNAMEOS),NetBSD)
+ PLATFORM_OS=BSD
+ endif
+ ifeq ($(UNAMEOS),DragonFly)
+ PLATFORM_OS=BSD
+ endif
+ ifeq ($(UNAMEOS),Darwin)
+ PLATFORM_OS=OSX
+ endif
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ UNAMEOS=$(shell uname)
+ ifeq ($(UNAMEOS),Linux)
+ PLATFORM_OS=LINUX
+ endif
+endif
+
+# RAYLIB_PATH adjustment for different platforms.
+# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
+# Required for ldconfig or other tools that do not perform path expansion.
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),LINUX)
+ RAYLIB_PREFIX ?= ..
+ RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
+ endif
+endif
+# Default path for raylib on Raspberry Pi, if installed in different path, update it!
+# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
+# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ RAYLIB_PATH ?= /home/pi/raylib
+endif
+
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # Emscripten required variables
+ EMSDK_PATH ?= C:/raylib/emsdk
+ EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
+ CLANG_PATH = $(EMSDK_PATH)/upstream/bin
+ PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-nuget_64bit
+ NODE_PATH = $(EMSDK_PATH)/node/20.18.0_64bit/bin
+ export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH)
+endif
+
+# Define raylib release directory for compiled library.
+# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
+RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
+
+# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
+# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
+# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
+# without formal installation from ../src/Makefile. It aids portability and is useful if you have
+# multiple versions of raylib, have raylib installed to a non-standard location, or want to
+# bundle libraylib.so with your game. Change it to your liking.
+# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
+# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
+# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
+# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
+# To see which libraries a built example is linking to, ldd core/core_basic_window;
+# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
+EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH)
+
+# Define default C compiler: gcc
+# NOTE: define g++ compiler if using C++
+CC = gcc
+
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),OSX)
+ # OSX default compiler
+ CC = clang
+ endif
+ ifeq ($(PLATFORM_OS),BSD)
+ # FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
+ CC = clang
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
+ # Define RPI cross-compiler
+ #CC = armv6j-hardfloat-linux-gnueabi-gcc
+ CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # HTML5 emscripten compiler
+ # WARNING: To compile to HTML5, code must be redesigned
+ # to use emscripten.h and emscripten_set_main_loop()
+ CC = emcc
+endif
+
+# Define default make program: Mingw32-make
+MAKE = mingw32-make
+
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),LINUX)
+ MAKE = make
+ endif
+ ifeq ($(PLATFORM_OS),OSX)
+ MAKE = make
+ endif
+endif
+
+# Define compiler flags:
+# -O0 defines optimization level (no optimization, better for debugging)
+# -O1 defines optimization level
+# -g include debug information on compilation
+# -s strip unnecessary data from build -> do not use in debug builds
+# -Wall turns on most, but not all, compiler warnings
+# -std=c99 defines C language mode (standard C from 1999 revision)
+# -std=gnu99 defines C language mode (GNU C from 1999 revision)
+# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
+# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
+CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
+
+ifeq ($(BUILD_MODE),DEBUG)
+ CFLAGS += -g -O0
+else
+ CFLAGS += -s -O1
+endif
+
+# Additional flags for compiler (if desired)
+#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ # resource file contains windows executable icon and properties
+ # -Wl,--subsystem,windows hides the console window
+ CFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data -Wl,--subsystem,windows
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ ifeq ($(RAYLIB_LIBTYPE),STATIC)
+ CFLAGS += -D_DEFAULT_SOURCE
+ endif
+ ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ # Explicitly enable runtime link to libraylib.so
+ CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
+ endif
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ CFLAGS += -std=gnu99
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # -Os # size optimization
+ # -O2 # optimization level 2, if used, also set --memory-init-file 0
+ # -s USE_GLFW=3 # Use glfw3 library (context/input management)
+ # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
+ # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
+ # -s USE_PTHREADS=1 # multithreading support
+ # -s WASM=0 # disable Web Assembly, emitted by default
+ # -s EMTERPRETIFY=1 # enable emscripten code interpreter (very slow)
+ # -s EMTERPRETIFY_ASYNC=1 # support synchronous loops by emterpreter
+ # -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
+ # -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
+ # --profiling # include information for code profiling
+ # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
+ # --preload-file resources # specify a resources folder for data compilation
+ CFLAGS += -Os -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 --preload-file resources
+ ifeq ($(BUILD_MODE), DEBUG)
+ CFLAGS += -s ASSERTIONS=1 --profiling
+ endif
+
+ # Define a custom shell .html and output extension
+ CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
+ EXT = .html
+endif
+
+# Define include paths for required headers
+# NOTE: Several external required libraries (stb and others)
+INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
+
+# Define additional directories containing required header files
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ # RPI required libraries
+ INCLUDE_PATHS += -I/opt/vc/include
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
+endif
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),BSD)
+ # Consider -L$(RAYLIB_H_INSTALL_PATH)
+ INCLUDE_PATHS += -I/usr/local/include
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ # Reset everything.
+ # Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include
+ INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -isystem. -isystem$(RAYLIB_PATH)/src -isystem$(RAYLIB_PATH)/release/include -isystem$(RAYLIB_PATH)/src/external
+ endif
+endif
+
+# Define library paths containing required libs.
+LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
+
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),BSD)
+ # Consider -L$(RAYLIB_INSTALL_PATH)
+ LDFLAGS += -L. -Lsrc -L/usr/local/lib
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ # Reset everything.
+ # Precedence: immediately local, installed version, raysan5 provided libs
+ LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH)
+ endif
+endif
+
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ LDFLAGS += -L/opt/vc/lib
+endif
+
+# Define any libraries required on linking
+# if you want to link libraries (libname.so or libname.a), use the -lname
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ # Libraries for Windows desktop compilation
+ # NOTE: WinMM library required to set high-res timer resolution
+ LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ # Libraries for Debian GNU/Linux desktop compiling
+ # NOTE: Required packages: libegl1-mesa-dev
+ LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
+
+ # On X11 requires also below libraries
+ LDLIBS += -lX11
+ # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
+ #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+
+ # On Wayland windowing system, additional libraries requires
+ ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
+ LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
+ endif
+ # Explicit link to libc
+ ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ LDLIBS += -lc
+ endif
+ endif
+ ifeq ($(PLATFORM_OS),OSX)
+ # Libraries for OSX 10.9 desktop compiling
+ # NOTE: Required packages: libopenal-dev libegl1-mesa-dev
+ LDLIBS = -lraylib -framework OpenGL -framework OpenAL -framework Cocoa -framework IOKit
+ endif
+ ifeq ($(PLATFORM_OS),BSD)
+ # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
+ # NOTE: Required packages: mesa-libs
+ LDLIBS = -lraylib -lGL -lpthread -lm
+
+ # On XWindow requires also below libraries
+ LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+ endif
+ ifeq ($(USE_EXTERNAL_GLFW),TRUE)
+ # NOTE: It could require additional packages installed: libglfw3-dev
+ LDLIBS += -lglfw
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ # Libraries for Raspberry Pi compiling
+ # NOTE: Required packages: libasound2-dev (ALSA)
+ LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # Libraries for web (HTML5) compiling
+ LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
+endif
+
+# Define a recursive wildcard function
+rwildcard=$(foreach d,$(wildcard $1*),$(call rwildcard,$d/,$2) $(filter $(subst *,%,$2),$d))
+
+# Define all source files required
+SRC_DIR = src
+OBJ_DIR = obj
+
+# Define all object files from source files
+SRC = $(call rwildcard, ./, *.c, *.h)
+#OBJS = $(SRC:$(SRC_DIR)/%.c=$(OBJ_DIR)/%.o)
+OBJS = $(patsubst %.c,%.o,$(filter %.c,$(SRC)))
+
+# For Android platform we call a custom Makefile.Android
+ifeq ($(PLATFORM),PLATFORM_ANDROID)
+ MAKEFILE_PARAMS = -f Makefile.Android
+ export PROJECT_NAME
+ export SRC_DIR
+else
+ MAKEFILE_PARAMS = $(PROJECT_NAME)
+endif
+
+# Default target entry
+# NOTE: We call this Makefile target or Makefile.Android target
+all:
+ $(MAKE) $(MAKEFILE_PARAMS)
+
+# Project target defined by PROJECT_NAME
+$(PROJECT_NAME): $(OBJS)
+ $(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+# Compile source files
+# NOTE: This pattern will compile every module defined on $(OBJS)
+#%.o: %.c
+$(OBJ_DIR)/%.o: $(SRC_DIR)/%.c
+ $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
+
+# Clean everything
+clean:
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ del *.o *.exe /s
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -fv
+ endif
+ ifeq ($(PLATFORM_OS),OSX)
+ find . -type f -perm +ugo+x -delete
+ rm -f *.o
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ find . -type f -executable -delete
+ rm -fv *.o
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ del *.o *.html *.js
+endif
+ @echo Cleaning done
+
diff --git a/deps/raylib/projects/VSCode/Makefile.Android b/deps/raylib/projects/VSCode/Makefile.Android
new file mode 100644
index 0000000..7e41ea5
--- /dev/null
+++ b/deps/raylib/projects/VSCode/Makefile.Android
@@ -0,0 +1,300 @@
+#**************************************************************************************************
+#
+# raylib makefile for Android project (APK building)
+#
+# Copyright (c) 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.
+#
+#**************************************************************************************************
+
+# Define required raylib variables
+PLATFORM ?= PLATFORM_ANDROID
+RAYLIB_PATH ?= ..\..
+
+# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
+ANDROID_ARCH ?= ARM
+ANDROID_API_VERSION = 21
+ifeq ($(ANDROID_ARCH),ARM)
+ ANDROID_ARCH_NAME = armeabi-v7a
+endif
+ifeq ($(ANDROID_ARCH),ARM64)
+ ANDROID_ARCH_NAME = arm64-v8a
+endif
+
+# Required path variables
+# NOTE: JAVA_HOME must be set to JDK
+JAVA_HOME ?= C:/JavaJDK
+ANDROID_HOME = C:/android-sdk
+ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
+ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/28.0.1
+ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
+
+# Android project configuration variables
+PROJECT_NAME ?= raylib_game
+PROJECT_LIBRARY_NAME ?= main
+PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
+PROJECT_RESOURCES_PATH ?= resources
+PROJECT_SOURCE_FILES ?= raylib_game.c
+
+# Some source files are placed in directories, when compiling to some
+# output directory other than source, that directory must pre-exist.
+# Here we get a list of required folders that need to be created on
+# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
+PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
+
+# Android app configuration variables
+APP_LABEL_NAME ?= rGame
+APP_COMPANY_NAME ?= raylib
+APP_PRODUCT_NAME ?= rgame
+APP_VERSION_CODE ?= 1
+APP_VERSION_NAME ?= 1.0
+APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\raylib_36x36.png
+APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png
+APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png
+APP_SCREEN_ORIENTATION ?= landscape
+APP_KEYSTORE_PASS ?= raylib
+
+# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
+RAYLIB_LIBTYPE ?= STATIC
+
+# Library path for libraylib.a/libraylib.so
+RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src
+
+# Shared libs must be added to APK if required
+# NOTE: Generated NativeLoader.java automatically load those libraries
+ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so
+endif
+
+# Compiler and archiver
+# NOTE: GCC is being deprecated in Android NDK r16
+ifeq ($(ANDROID_ARCH),ARM)
+ CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
+ AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
+endif
+ifeq ($(ANDROID_ARCH),ARM64)
+ CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang
+ AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
+endif
+
+# Compiler flags for arquitecture
+ifeq ($(ANDROID_ARCH),ARM)
+ CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
+endif
+ifeq ($(ANDROID_ARCH),ARM64)
+ CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
+endif
+# Compilation functions attributes options
+CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
+# Compiler options for the linker
+CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
+# Preprocessor macro definitions
+CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
+
+# Paths containing required header files
+INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue
+
+# Linker options
+LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
+LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
+# Force linking of library module to define symbol
+LDFLAGS += -u ANativeActivity_onCreate
+# Library paths containing required libs
+LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib
+
+# Define any libraries to link into executable
+# if you want to link libraries (libname.so or libname.a), use the -lname
+LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl
+
+# Generate target objects list from PROJECT_SOURCE_FILES
+OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
+
+# Android APK building process... some steps required...
+# NOTE: typing 'make' will invoke the default target entry called 'all',
+all: create_temp_project_dirs \
+ copy_project_required_libs \
+ copy_project_resources \
+ generate_loader_script \
+ generate_android_manifest \
+ generate_apk_keystore \
+ config_project_package \
+ compile_project_code \
+ compile_project_class \
+ compile_project_class_dex \
+ create_project_apk_package \
+ sign_project_apk_package \
+ zipalign_project_apk_package
+
+# Create required temp directories for APK building
+create_temp_project_dirs:
+ if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
+ if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
+ if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
+ if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
+ if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
+ if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME)
+ if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
+ if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
+ if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
+ if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
+ if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
+ if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
+ if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
+ if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
+ if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
+ if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
+ if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
+ $(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
+
+define create_dir
+ if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1)
+endef
+
+# Copy required shared libs for integration into APK
+# NOTE: If using shared libs they are loaded by generated NativeLoader.java
+copy_project_required_libs:
+ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so
+endif
+ifeq ($(RAYLIB_LIBTYPE),STATIC)
+ copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a
+endif
+
+# Copy project required resources: strings.xml, icon.png, assets
+# NOTE: Required strings.xml is generated and game resources are copied to assets folder
+# TODO: Review xcopy usage, it can not be found in some systems!
+copy_project_resources:
+ copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y
+ copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y
+ copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
+ @echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ @echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
+
+# Generate NativeLoader.java to load required shared libraries
+# NOTE: Probably not the bet way to generate this file... but it works.
+generate_loader_script:
+ @echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ @echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+endif
+ @echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+
+# Generate AndroidManifest.xml with all the required options
+# NOTE: Probably not the bet way to generate this file... but it works.
+generate_android_manifest:
+ @echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+
+# Generate storekey for APK signing: $(PROJECT_NAME).keystore
+# NOTE: Configure here your Distinguished Names (-dname) if required!
+generate_apk_keystore:
+ if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
+
+# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
+# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
+config_project_package:
+ $(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar
+
+# Compile native_app_glue code as static library: obj/libnative_app_glue.a
+compile_native_app_glue:
+ $(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
+ $(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
+
+# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
+compile_project_code: $(OBJS)
+ $(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
+
+# Compile all .c files required into object (.o) files
+# NOTE: Those files will be linked into a shared library
+$(PROJECT_BUILD_PATH)/obj/%.o:%.c
+ $(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
+
+# Compile project .java code into .class (Java bytecode)
+compile_project_class:
+ $(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+
+# Compile .class files into Dalvik executable bytecode (.dex)
+# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
+compile_project_class_dex:
+ $(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
+
+# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
+# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
+# NOTE: Use -A resources to define additional directory in which to find raw asset files
+create_project_apk_package:
+ $(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
+ cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
+
+# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
+sign_project_apk_package:
+ $(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
+
+# Create zip-aligned APK package: $(PROJECT_NAME).apk
+zipalign_project_apk_package:
+ $(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
+
+# Install $(PROJECT_NAME).apk to default emulator/device
+# NOTE: Use -e (emulator) or -d (device) parameters if required
+install:
+ $(ANDROID_PLATFORM_TOOLS)/adb install --abi $(ANDROID_ARCH_NAME) -rds $(PROJECT_NAME).apk
+
+# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
+check_device_abi:
+ $(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi
+
+# Monitorize output log coming from device, only raylib tag
+logcat:
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
+
+# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
+deploy:
+ $(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
+
+#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
+
+# Clean everything
+clean:
+ del $(PROJECT_BUILD_PATH)\* /f /s /q
+ rmdir $(PROJECT_BUILD_PATH) /s /q
+ @echo Cleaning done
diff --git a/deps/raylib/projects/VSCode/main.c b/deps/raylib/projects/VSCode/main.c
new file mode 100644
index 0000000..5a2e342
--- /dev/null
+++ b/deps/raylib/projects/VSCode/main.c
@@ -0,0 +1,108 @@
+/*******************************************************************************************
+*
+* raylib [core] example - Basic 3d example
+*
+* Welcome to raylib!
+*
+* To compile example, just press F5.
+* Note that compiled executable is placed in the same folder as .c file
+*
+* You can find all basic examples on C:\raylib\raylib\examples folder or
+* raylib official webpage: www.raylib.com
+*
+* Enjoy using raylib. :)
+*
+* This example has been created using raylib 1.0 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#if defined(PLATFORM_WEB)
+ #include <emscripten/emscripten.h>
+#endif
+
+//----------------------------------------------------------------------------------
+// Local Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+Camera camera = { 0 };
+Vector3 cubePosition = { 0 };
+
+//----------------------------------------------------------------------------------
+// Local Functions Declaration
+//----------------------------------------------------------------------------------
+static void UpdateDrawFrame(void); // Update and draw one frame
+
+//----------------------------------------------------------------------------------
+// Main entry point
+//----------------------------------------------------------------------------------
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib");
+
+ camera.position = (Vector3){ 10.0f, 10.0f, 8.0f };
+ camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
+ camera.fovy = 60.0f;
+ camera.projection = CAMERA_PERSPECTIVE;
+
+ //--------------------------------------------------------------------------------------
+
+#if defined(PLATFORM_WEB)
+ emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
+#else
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ UpdateDrawFrame();
+ }
+#endif
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
+// Update and draw game frame
+static void UpdateDrawFrame(void)
+{
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera, CAMERA_ORBITAL);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginMode3D(camera);
+
+ DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
+ DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
+ DrawGrid(10, 1.0f);
+
+ EndMode3D();
+
+ DrawText("This is a raylib example", 10, 40, 20, DARKGRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+}
diff --git a/deps/raylib/projects/VSCode/main.code-workspace b/deps/raylib/projects/VSCode/main.code-workspace
new file mode 100644
index 0000000..267248e
--- /dev/null
+++ b/deps/raylib/projects/VSCode/main.code-workspace
@@ -0,0 +1,16 @@
+{
+ "folders": [
+ {
+ "path": "."
+ }
+ ],
+ "settings": {
+ "files.associations": {
+ "raylib.h": "c",
+ "math.h": "c",
+ "blocks.h": "c",
+ "stdio.h": "c",
+ "*.m": "c"
+ }
+ }
+} \ No newline at end of file
diff --git a/deps/raylib/projects/VSCode/resources/LICENSE b/deps/raylib/projects/VSCode/resources/LICENSE
new file mode 100644
index 0000000..ebde2c5
--- /dev/null
+++ b/deps/raylib/projects/VSCode/resources/LICENSE
@@ -0,0 +1 @@
+Assets license.
diff --git a/deps/raylib/projects/scripts/README.md b/deps/raylib/projects/scripts/README.md
new file mode 100644
index 0000000..b60e0ec
--- /dev/null
+++ b/deps/raylib/projects/scripts/README.md
@@ -0,0 +1,68 @@
+Here are dependency-less build scripts for raylib projects.
+
+## Dependencies
+The scripts, as mentioned above, do not have dependencies. There's one
+exception to this however, and that is Windows, because Windows
+doesn't have a built-in C compiler. On Windows, you'll need to install
+[Visual Studio][visual-studio] or the [build tools][vs-tools]. If you
+didn't install them in the default location, write your changes around
+line 38 of [`build-windows.bat`](build-windows.bat).
+
+## Script customization
+First of all, the scripts have a few variables at the very top, which
+are supposed to be configured for each project separately:
+- `GAME_NAME` variable is used for the executable name.
+- `SOURCES` is a list of .c source files, divided by spaces, which are
+ going to be compiled and linked with raylib to create the final
+ executable. You can use wildcards, so if you have all your .c files
+ in a directory called `src`, you can just set `SOURCES` to
+ `../../src/*.c`. Note: the paths should be either absolute, or
+ relative to `builds/platform`, hence `../../`.
+- `RAYLIB_SRC` should point to the raylib/src directory. In this case,
+ it's `../../src`, but as with the `SOURCES`, if the path is
+ relative, it should be relative to `temp/debug`, so it's actually
+ `../../../../src`.
+
+## Compilation flags
+- `-Os` (`/O1` with MSVC, `-O2` with clang\*) is used for release
+ builds, to save space. Since it's a good practice to make your games
+ run on the slowest possible systems, only a few games would benefit
+ from additional runtime performance on almost all systems. Other
+ flags: `-flto` (`/GL` and `/LTCG` for MSVC) in release builds, `-O0
+ -g` (`/Od /Zi` for MSVC) in debug builds.
+- `-Wall -Wextra -Wpedantic` (`/Wall` for MSVC) are used for warnings.
+
+\* Clang 7.0.1 seems to have problems compiling with `-flto` and `-Os`
+enabled at the same time, so `-Os` is replaced with `-O2` for clang.
+
+## Command line arguments
+The build scripts accept some flags, which can be given either one at
+a time (`-d -c -r`) or in bunches (`-dcr`). Here's a description of
+all of the flags.
+- `-h` Describes all the flags, and a few example commands
+- `-d` Faster builds that have debug symbols, and enable warnings
+- `-u` Run upx\* on the executable after compilation (before -r)
+- `-r` Run the executable after compilation
+- `-c` Remove the temp/(debug|release) directory, ie. full recompile
+- `-q` Suppress this script's informational prints
+- `-qq` Suppress all prints, complete silence
+- `-v` cl.exe normally prints out a lot of superficial information, as
+ well as the MSVC build environment activation scripts, but these are
+ mostly suppressed by default. If you do want to see everything, use
+ this flag.
+
+\* This is mostly here to make building simple "shipping" versions
+ easier, and it's a very small bit in the build scripts. The option
+ requires that you have upx installed and on your path, of course.
+
+#### Examples
+| What the command does | Command |
+|-------------------------------------------------------------|---------------------------|
+| Build a release build, on Windows | `build-windows.bat` |
+| Build a release build, full recompile, on Linux | `./build-linux.sh -c` |
+| Build a debug build and run, on macOS | `./build-osx.sh -d -r` |
+| Build in debug, run, don't print at all, on Linux with `sh` | `sh build-linux.sh -drqq` |
+
+
+[visual-studio]: https://visualstudio.microsoft.com/downloads/#visual-studio-community-2017
+[vs-tools]: https://visualstudio.microsoft.com/downloads/#build-tools-for-visual-studio-2017
diff --git a/deps/raylib/projects/scripts/build-linux.sh b/deps/raylib/projects/scripts/build-linux.sh
new file mode 100644
index 0000000..7368d92
--- /dev/null
+++ b/deps/raylib/projects/scripts/build-linux.sh
@@ -0,0 +1,169 @@
+#!/bin/sh
+# Change your executable name here
+GAME_NAME="game"
+
+# Set your sources here (relative paths!)
+# Example with two source folders:
+# SOURCES="src/*.c src/submodule/*.c"
+SOURCES="core_basic_window.c"
+
+# Set your raylib/src location here (relative path!)
+RAYLIB_SRC="../../src"
+
+# About this build script: it does many things, but in essence, it's
+# very simple. It has 3 compiler invocations: building raylib (which
+# is not done always, see logic by searching "Build raylib"), building
+# src/*.c files, and linking together those two. Each invocation is
+# wrapped in an if statement to make the -qq flag work, it's pretty
+# verbose, sorry.
+
+# Stop the script if a compilation (or something else?) fails
+set -e
+
+# Get arguments
+while getopts ":hdusrcq" opt; do
+ case $opt in
+ h)
+ echo "Usage: ./build-linux.sh [-hdusrcqq]"
+ echo " -h Show this information"
+ echo " -d Faster builds that have debug symbols, and enable warnings"
+ echo " -u Run upx* on the executable after compilation (before -r)"
+ echo " -s Run strip on the executable after compilation (before -r)"
+ echo " -r Run the executable after compilation"
+ echo " -c Remove the temp/(debug|release) directory, ie. full recompile"
+ echo " -q Suppress this script's informational prints"
+ echo " -qq Suppress all prints, complete silence (> /dev/null 2>&1)"
+ echo ""
+ echo "* This is mostly here to make building simple \"shipping\" versions"
+ echo " easier, and it's a very small bit in the build scripts. The option"
+ echo " requires that you have upx installed and on your path, of course."
+ echo ""
+ echo "Examples:"
+ echo " Build a release build: ./build-linux.sh"
+ echo " Build a release build, full recompile: ./build-linux.sh -c"
+ echo " Build a debug build and run: ./build-linux.sh -d -r"
+ echo " Build in debug, run, don't print at all: ./build-linux.sh -drqq"
+ exit 0
+ ;;
+ d)
+ BUILD_DEBUG="1"
+ ;;
+ u)
+ UPX_IT="1"
+ ;;
+ s)
+ STRIP_IT="1"
+ ;;
+ r)
+ RUN_AFTER_BUILD="1"
+ ;;
+ c)
+ BUILD_ALL="1"
+ ;;
+ q)
+ if [ -n "$QUIET" ]; then
+ REALLY_QUIET="1"
+ else
+ QUIET="1"
+ fi
+ ;;
+ \?)
+ echo "Invalid option: -$OPTARG" >&2
+ exit 1
+ ;;
+ esac
+done
+
+# Set CC if it's not set already
+if [ -z "$CC" ]; then
+ CC=cc
+fi
+
+# Directories
+ROOT_DIR=$PWD
+SOURCES="$ROOT_DIR/$SOURCES"
+RAYLIB_SRC="$ROOT_DIR/$RAYLIB_SRC"
+
+# Flags
+OUTPUT_DIR="builds/linux"
+COMPILATION_FLAGS="-std=c99 -Os -flto"
+FINAL_COMPILE_FLAGS="-s"
+WARNING_FLAGS="-Wall -Wextra -Wpedantic"
+LINK_FLAGS="-flto -lm -ldl -lpthread -lX11 -lxcb -lGL -lGLX -lXext -lGLdispatch -lXau -lXdmcp"
+# Debug changes to flags
+if [ -n "$BUILD_DEBUG" ]; then
+ OUTPUT_DIR="builds-debug/linux"
+ COMPILATION_FLAGS="-std=c99 -O0 -g"
+ FINAL_COMPILE_FLAGS=""
+ LINK_FLAGS="-lm -ldl -lpthread -lX11 -lxcb -lGL -lGLX -lXext -lGLdispatch -lXau -lXdmcp"
+fi
+
+# Display what we're doing
+if [ -n "$BUILD_DEBUG" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in debug mode. ($COMPILATION_FLAGS $WARNING_FLAGS)"
+else
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in release mode. ($COMPILATION_FLAGS $FINAL_COMPILE_FLAGS)"
+fi
+
+# Create the raylib cache directory
+TEMP_DIR="temp/release"
+if [ -n "$BUILD_DEBUG" ]; then
+ TEMP_DIR="temp/debug"
+fi
+# If there's a -c flag, remove the cache
+if [ -d "$TEMP_DIR" ] && [ -n "$BUILD_ALL" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Found cached raylib, rebuilding."
+ rm -r "$TEMP_DIR"
+fi
+# If temp directory doesn't exist, build raylib
+if [ ! -d "$TEMP_DIR" ]; then
+ mkdir -p $TEMP_DIR
+ cd $TEMP_DIR
+ RAYLIB_DEFINES="-D_DEFAULT_SOURCE -DPLATFORM_DESKTOP -DGRAPHICS_API_OPENGL_33"
+ RAYLIB_C_FILES="$RAYLIB_SRC/rcore.c $RAYLIB_SRC/rshapes.c $RAYLIB_SRC/rtextures.c $RAYLIB_SRC/rtext.c $RAYLIB_SRC/rmodels.c $RAYLIB_SRC/utils.c $RAYLIB_SRC/raudio.c $RAYLIB_SRC/rglfw.c"
+ RAYLIB_INCLUDE_FLAGS="-I$RAYLIB_SRC -I$RAYLIB_SRC/external/glfw/include"
+
+ if [ -n "$REALLY_QUIET" ]; then
+ $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES > /dev/null 2>&1
+ else
+ $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES
+ fi
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: raylib compiled into object files in: $TEMP_DIR/"
+ cd $ROOT_DIR
+fi
+
+# Build the actual game
+mkdir -p $OUTPUT_DIR
+cd $OUTPUT_DIR
+[ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling game code."
+if [ -n "$REALLY_QUIET" ]; then
+ $CC -c -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES > /dev/null 2>&1
+ $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o *.o $LINK_FLAGS > /dev/null 2>&1
+else
+ $CC -c -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES
+ $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o *.o $LINK_FLAGS
+fi
+rm *.o
+[ -z "$QUIET" ] && echo "COMPILE-INFO: Game compiled into an executable in: $OUTPUT_DIR/"
+
+if [ -n "$STRIP_IT" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Stripping $GAME_NAME."
+ strip $GAME_NAME
+fi
+
+if [ -n "$UPX_IT" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Packing $GAME_NAME with upx."
+ upx $GAME_NAME > /dev/null 2>&1
+fi
+
+if [ -n "$RUN_AFTER_BUILD" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Running."
+ if [ -n "$REALLY_QUIET" ]; then
+ ./$GAME_NAME > /dev/null 2>&1
+ else
+ ./$GAME_NAME
+ fi
+fi
+cd $ROOT_DIR
+
+[ -z "$QUIET" ] && echo "COMPILE-INFO: All done."
diff --git a/deps/raylib/projects/scripts/build-osx.sh b/deps/raylib/projects/scripts/build-osx.sh
new file mode 100644
index 0000000..d4f8ab2
--- /dev/null
+++ b/deps/raylib/projects/scripts/build-osx.sh
@@ -0,0 +1,171 @@
+#!/bin/sh
+# Change your executable name here
+GAME_NAME="game"
+
+# Set your sources here (relative paths!)
+# Example with two source folders:
+# SOURCES="src/*.c src/submodule/*.c"
+SOURCES="core_basic_window.c"
+
+# Set your raylib/src location here (relative path!)
+RAYLIB_SRC="../../src"
+
+# About this build script: it does many things, but in essence, it's
+# very simple. It has 3 compiler invocations: building raylib (which
+# is not done always, see logic by searching "Build raylib"), building
+# src/*.c files, and linking together those two. Each invocation is
+# wrapped in an if statement to make the -qq flag work, it's pretty
+# verbose, sorry.
+
+# Stop the script if a compilation (or something else?) fails
+set -e
+
+# Get arguments
+while getopts ":hdusrcq" opt; do
+ case $opt in
+ h)
+ echo "Usage: ./build-osx.sh [-hdusrcqq]"
+ echo " -h Show this information"
+ echo " -d Faster builds that have debug symbols, and enable warnings"
+ echo " -u Run upx* on the executable after compilation (before -r)"
+ echo " -s Run strip on the executable after compilation (before -r)"
+ echo " -r Run the executable after compilation"
+ echo " -c Remove the temp/(debug|release) directory, ie. full recompile"
+ echo " -q Suppress this script's informational prints"
+ echo " -qq Suppress all prints, complete silence (> /dev/null 2>&1)"
+ echo ""
+ echo "* This is mostly here to make building simple \"shipping\" versions"
+ echo " easier, and it's a very small bit in the build scripts. The option"
+ echo " requires that you have upx installed and on your path, of course."
+ echo ""
+ echo "Examples:"
+ echo " Build a release build: ./build-osx.sh"
+ echo " Build a release build, full recompile: ./build-osx.sh -c"
+ echo " Build a debug build and run: ./build-osx.sh -d -r"
+ echo " Build in debug, run, don't print at all: ./build-osx.sh -drqq"
+ exit 0
+ ;;
+ d)
+ BUILD_DEBUG="1"
+ ;;
+ u)
+ UPX_IT="1"
+ ;;
+ s)
+ STRIP_IT="1"
+ ;;
+ r)
+ RUN_AFTER_BUILD="1"
+ ;;
+ c)
+ BUILD_ALL="1"
+ ;;
+ q)
+ if [ -n "$QUIET" ]; then
+ REALLY_QUIET="1"
+ else
+ QUIET="1"
+ fi
+ ;;
+ \?)
+ echo "Invalid option: -$OPTARG" >&2
+ exit 1
+ ;;
+ esac
+done
+
+# Set CC if it's not set already
+if [ -z "$CC" ]; then
+ CC=cc
+fi
+
+# Directories
+ROOT_DIR=$PWD
+SOURCES="$ROOT_DIR/$SOURCES"
+RAYLIB_SRC="$ROOT_DIR/$RAYLIB_SRC"
+
+# Flags
+OUTPUT_DIR="builds/osx"
+COMPILATION_FLAGS="-std=c99 -O2 -flto"
+FINAL_COMPILE_FLAGS="-s"
+WARNING_FLAGS="-Wall -Wextra -Wpedantic"
+LINK_FLAGS="-flto -framework OpenGL -framework OpenAL -framework IOKit -framework CoreVideo -framework Cocoa"
+# Debug changes to flags
+if [ -n "$BUILD_DEBUG" ]; then
+ OUTPUT_DIR="builds-debug/osx"
+ COMPILATION_FLAGS="-std=c99 -O0 -g"
+ FINAL_COMPILE_FLAGS=""
+ LINK_FLAGS="-framework OpenGL -framework OpenAL -framework IOKit -framework CoreVideo -framework Cocoa"
+fi
+
+# Display what we're doing
+if [ -n "$BUILD_DEBUG" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in debug mode. ($COMPILATION_FLAGS $WARNING_FLAGS)"
+else
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in release mode. ($COMPILATION_FLAGS $FINAL_COMPILE_FLAGS)"
+fi
+
+# Create the raylib cache directory
+TEMP_DIR="temp/release"
+if [ -n "$BUILD_DEBUG" ]; then
+ TEMP_DIR="temp/debug"
+fi
+# If there's a -c flag, remove the cache
+if [ -d "$TEMP_DIR" ] && [ -n "$BUILD_ALL" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Found cached raylib, rebuilding."
+ rm -r "$TEMP_DIR"
+fi
+# If temp directory doesn't exist, build raylib
+if [ ! -d "$TEMP_DIR" ]; then
+ mkdir -p $TEMP_DIR
+ cd $TEMP_DIR
+ RAYLIB_DEFINES="-D_DEFAULT_SOURCE -DPLATFORM_DESKTOP -DGRAPHICS_API_OPENGL_33"
+ RAYLIB_C_FILES="$RAYLIB_SRC/rcore.c $RAYLIB_SRC/rshapes.c $RAYLIB_SRC/rtextures.c $RAYLIB_SRC/rtext.c $RAYLIB_SRC/rmodels.c $RAYLIB_SRC/utils.c $RAYLIB_SRC/raudio.c"
+ RAYLIB_INCLUDE_FLAGS="-I$RAYLIB_SRC -I$RAYLIB_SRC/external/glfw/include"
+
+ if [ -n "$REALLY_QUIET" ]; then
+ $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS -x objective-c $RAYLIB_SRC/rglfw.c > /dev/null 2>&1
+ $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES > /dev/null 2>&1
+ else
+ $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS -x objective-c $RAYLIB_SRC/rglfw.c
+ $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES
+ fi
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: raylib compiled into object files in: $TEMP_DIR/"
+ cd $ROOT_DIR
+fi
+
+# Build the actual game
+mkdir -p $OUTPUT_DIR
+cd $OUTPUT_DIR
+[ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling game code."
+if [ -n "$REALLY_QUIET" ]; then
+ $CC -c -I$RAYLIB_SRC $SOURCES $COMPILATION_FLAGS $WARNING_FLAGS > /dev/null 2>&1
+ $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o *.o $LINK_FLAGS > /dev/null 2>&1
+else
+ $CC -c -I$RAYLIB_SRC $SOURCES $COMPILATION_FLAGS $WARNING_FLAGS
+ $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o *.o $LINK_FLAGS
+fi
+rm *.o
+[ -z "$QUIET" ] && echo "COMPILE-INFO: Game compiled into an executable in: $OUTPUT_DIR/"
+
+if [ -n "$STRIP_IT" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Stripping $GAME_NAME."
+ strip $GAME_NAME
+fi
+
+if [ -n "$UPX_IT" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Packing $GAME_NAME with upx."
+ upx $GAME_NAME > /dev/null 2>&1
+fi
+
+if [ -n "$RUN_AFTER_BUILD" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Running."
+ if [ -n "$REALLY_QUIET" ]; then
+ ./$GAME_NAME > /dev/null 2>&1
+ else
+ ./$GAME_NAME
+ fi
+fi
+cd $ROOT_DIR
+
+[ -z "$QUIET" ] && echo "COMPILE-INFO: All done."
diff --git a/deps/raylib/projects/scripts/build-rpi.sh b/deps/raylib/projects/scripts/build-rpi.sh
new file mode 100644
index 0000000..68e4f8d
--- /dev/null
+++ b/deps/raylib/projects/scripts/build-rpi.sh
@@ -0,0 +1,169 @@
+#!/bin/sh
+# Change your executable name here
+GAME_NAME="game"
+
+# Set your sources here (relative paths!)
+# Example with two source folders:
+# SOURCES="src/*.c src/submodule/*.c"
+SOURCES="core_basic_window.c"
+
+# Set your raylib/src location here (relative path!)
+RAYLIB_SRC="../../src"
+
+# About this build script: it does many things, but in essence, it's
+# very simple. It has 3 compiler invocations: building raylib (which
+# is not done always, see logic by searching "Build raylib"), building
+# src/*.c files, and linking together those two. Each invocation is
+# wrapped in an if statement to make the -qq flag work, it's pretty
+# verbose, sorry.
+
+# Stop the script if a compilation (or something else?) fails
+set -e
+
+# Get arguments
+while getopts ":hdusrcq" opt; do
+ case $opt in
+ h)
+ echo "Usage: ./build-rpi.sh [-hdusrcqq]"
+ echo " -h Show this information"
+ echo " -d Faster builds that have debug symbols, and enable warnings"
+ echo " -u Run upx* on the executable after compilation (before -r)"
+ echo " -s Run strip on the executable after compilation (before -r)"
+ echo " -r Run the executable after compilation"
+ echo " -c Remove the temp/(debug|release) directory, ie. full recompile"
+ echo " -q Suppress this script's informational prints"
+ echo " -qq Suppress all prints, complete silence (> /dev/null 2>&1)"
+ echo ""
+ echo "* This is mostly here to make building simple \"shipping\" versions"
+ echo " easier, and it's a very small bit in the build scripts. The option"
+ echo " requires that you have upx installed and on your path, of course."
+ echo ""
+ echo "Examples:"
+ echo " Build a release build: ./build-rpi.sh"
+ echo " Build a release build, full recompile: ./build-rpi.sh -c"
+ echo " Build a debug build and run: ./build-rpi.sh -d -r"
+ echo " Build in debug, run, don't print at all: ./build-rpi.sh -drqq"
+ exit 0
+ ;;
+ d)
+ BUILD_DEBUG="1"
+ ;;
+ u)
+ UPX_IT="1"
+ ;;
+ s)
+ STRIP_IT="1"
+ ;;
+ r)
+ RUN_AFTER_BUILD="1"
+ ;;
+ c)
+ BUILD_ALL="1"
+ ;;
+ q)
+ if [ -n "$QUIET" ]; then
+ REALLY_QUIET="1"
+ else
+ QUIET="1"
+ fi
+ ;;
+ \?)
+ echo "Invalid option: -$OPTARG" >&2
+ exit 1
+ ;;
+ esac
+done
+
+# Set CC if it's not set already
+if [ -z "$CC" ]; then
+ CC=cc
+fi
+
+# Directories
+ROOT_DIR=$PWD
+SOURCES="$ROOT_DIR/$SOURCES"
+RAYLIB_SRC="$ROOT_DIR/$RAYLIB_SRC"
+
+# Flags
+OUTPUT_DIR="builds/linux"
+COMPILATION_FLAGS="-std=c99 -Os -flto"
+FINAL_COMPILE_FLAGS="-s"
+WARNING_FLAGS="-Wall -Wextra -Wpedantic"
+LINK_FLAGS="-flto -lm -ldl -lrt -lpthread -lv4l2 -lbrcmGLESv2 -lbrcmEGL -lbcm_host -L/opt/vc/lib"
+# Debug changes to flags
+if [ -n "$BUILD_DEBUG" ]; then
+ OUTPUT_DIR="builds-debug/linux"
+ COMPILATION_FLAGS="-std=c99 -O0 -g"
+ FINAL_COMPILE_FLAGS=""
+ LINK_FLAGS="-lm -ldl -lrt -lpthread -lv4l2 -lbrcmGLESv2 -lbrcmEGL -lbcm_host -L/opt/vc/lib"
+fi
+
+# Display what we're doing
+if [ -n "$BUILD_DEBUG" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in debug mode. ($COMPILATION_FLAGS $WARNING_FLAGS)"
+else
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in release mode. ($COMPILATION_FLAGS $FINAL_COMPILE_FLAGS)"
+fi
+
+# Create the raylib cache directory
+TEMP_DIR="temp/release"
+if [ -n "$BUILD_DEBUG" ]; then
+ TEMP_DIR="temp/debug"
+fi
+# If there's a -c flag, remove the cache
+if [ -d "$TEMP_DIR" ] && [ -n "$BUILD_ALL" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Found cached raylib, rebuilding."
+ rm -r "$TEMP_DIR"
+fi
+# If temp directory doesn't exist, build raylib
+if [ ! -d "$TEMP_DIR" ]; then
+ mkdir -p $TEMP_DIR
+ cd $TEMP_DIR
+ RAYLIB_DEFINES="-D_DEFAULT_SOURCE -DPLATFORM_RPI -DGRAPHICS_API_OPENGL_ES2"
+ RAYLIB_C_FILES="$RAYLIB_SRC/rcore.c $RAYLIB_SRC/rshapes.c $RAYLIB_SRC/rtextures.c $RAYLIB_SRC/rtext.c $RAYLIB_SRC/rmodels.c $RAYLIB_SRC/utils.c $RAYLIB_SRC/raudio.c"
+ RAYLIB_INCLUDE_FLAGS="-I$RAYLIB_SRC -I/opt/vc/include"
+
+ if [ -n "$REALLY_QUIET" ]; then
+ $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES > /dev/null 2>&1
+ else
+ $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES
+ fi
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: raylib compiled into object files in: $TEMP_DIR/"
+ cd $ROOT_DIR
+fi
+
+# Build the actual game
+mkdir -p $OUTPUT_DIR
+cd $OUTPUT_DIR
+[ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling game code."
+if [ -n "$REALLY_QUIET" ]; then
+ $CC -c -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES > /dev/null 2>&1
+ $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o *.o $LINK_FLAGS > /dev/null 2>&1
+else
+ $CC -c -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES
+ $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o *.o $LINK_FLAGS
+fi
+rm *.o
+[ -z "$QUIET" ] && echo "COMPILE-INFO: Game compiled into an executable in: $OUTPUT_DIR/"
+
+if [ -n "$STRIP_IT" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Stripping $GAME_NAME."
+ strip $GAME_NAME
+fi
+
+if [ -n "$UPX_IT" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Packing $GAME_NAME with upx."
+ upx $GAME_NAME > /dev/null 2>&1
+fi
+
+if [ -n "$RUN_AFTER_BUILD" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Running."
+ if [ -n "$REALLY_QUIET" ]; then
+ ./$GAME_NAME > /dev/null 2>&1
+ else
+ ./$GAME_NAME
+ fi
+fi
+cd $ROOT_DIR
+
+[ -z "$QUIET" ] && echo "COMPILE-INFO: All done."
diff --git a/deps/raylib/projects/scripts/build-windows.bat b/deps/raylib/projects/scripts/build-windows.bat
new file mode 100644
index 0000000..2c085f8
--- /dev/null
+++ b/deps/raylib/projects/scripts/build-windows.bat
@@ -0,0 +1,219 @@
+@echo off
+REM Change your executable name here
+set GAME_NAME=game.exe
+
+REM Set your sources here (relative paths!)
+REM Example with two source folders:
+REM set SOURCES=src\*.c src\submodule\*.c
+set SOURCES=core_basic_window.c
+
+REM Set your raylib\src location here (relative path!)
+set RAYLIB_SRC=..\..\src
+
+REM Set the target platform for the compiler (Ex: x86 or x64)
+set TARGET_PLATFORM=x86
+
+REM About this build script: it does many things, but in essence, it's
+REM very simple. It has 3 compiler invocations: building raylib (which
+REM is not done always, see logic by searching "Build raylib"), building
+REM src/*.c files, and linking together those two. Each invocation is
+REM wrapped in an if statement to make the -qq flag work, it's pretty
+REM verbose, sorry.
+
+REM To skip to the actual building part of the script, search for ":BUILD"
+
+REM Checks if cl is available and skips to the argument loop if it is
+REM (Prevents calling vcvarsall every time you run this script)
+WHERE cl >nul 2>nul
+IF %ERRORLEVEL% == 0 goto READ_ARGS
+REM Activate the msvc build environment if cl isn't available yet
+IF EXIST "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat" (
+ set VC_INIT="C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat"
+) ELSE IF EXIST "C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvarsall.bat" (
+ set VC_INIT="C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvarsall.bat"
+) ELSE IF EXIST "C:\Program Files (x86)\Microsoft Visual C++ Build Tools\vcbuildtools.bat" (
+ set VC_INIT="C:\Program Files (x86)\Microsoft Visual C++ Build Tools\vcbuildtools.bat"
+) ELSE (
+ REM Initialize your vc environment here if the defaults don't work
+ REM set VC_INIT="C:\your\path\here\vcvarsall.bat"
+ REM And then remove/comment out the following two lines
+ echo "Couldn't find vcvarsall.bat or vcbuildtools.bat, please set it manually."
+ exit /B
+)
+echo Setting up the msvc build environment, this could take some time but the next builds should be faster
+REM Remove everything after %TARGET_PLATFORM% if you want to see
+REM the vcvarsall.bat or vcbuildtools.bat output
+call %VC_INIT% %TARGET_PLATFORM% > NUL 2>&1
+
+:READ_ARGS
+REM For the ! variable notation
+setlocal EnableDelayedExpansion
+REM For shifting, which the command line argument parsing needs
+setlocal EnableExtensions
+
+:ARG_LOOP
+set ARG=%1
+if "!ARG!" == "" ( goto BUILD )
+IF NOT "x!ARG!" == "x!ARG:h=!" (
+ goto HELP
+)
+IF NOT "x!ARG!" == "x!ARG:d=!" (
+ set BUILD_DEBUG=1
+)
+IF NOT "x!ARG!" == "x!ARG:u=!" (
+ set UPX_IT=1
+)
+IF NOT "x!ARG!" == "x!ARG:r=!" (
+ set RUN_AFTER_BUILD=1
+)
+IF NOT "x!ARG!" == "x!ARG:c=!" (
+ set BUILD_ALL=1
+)
+IF NOT "x!ARG!" == "x!ARG:qq=!" (
+ set QUIET=1
+ set REALLY_QUIET=1
+) ELSE IF NOT "x!ARG!" == "x!ARG:q=!" (
+ IF DEFINED QUIET (
+ set REALLY_QUIET=1
+ ) ELSE (
+ set QUIET=1
+ )
+)
+IF NOT "x!ARG!" == "x!ARG:v=!" (
+ set VERBOSE=1
+)
+IF NOT "%1" == "" (
+ shift /1
+ goto ARG_LOOP
+)
+
+
+:HELP
+echo Usage: build-windows.bat [-hdurcqqv]
+echo -h Show this information
+echo -d Faster builds that have debug symbols, and enable warnings
+echo -u Run upx* on the executable after compilation (before -r)
+echo -r Run the executable after compilation
+echo -c Remove the temp\{debug,release} directory, ie. full recompile
+echo -q Suppress this script's informational prints
+echo -qq Suppress all prints, complete silence
+echo -v cl.exe normally prints out a lot of superficial information, as
+echo well as the MSVC build environment activation scripts, but these are
+echo mostly suppressed by default. If you do want to see everything, use
+echo this flag.
+echo.
+echo * This is mostly here to make building simple "shipping" versions
+echo easier, and it's a very small bit in the build scripts. The option
+echo requires that you have upx installed and on your path, of course.
+echo.
+echo Examples:
+echo Build a release build: build-windows.bat
+echo Build a release build, full recompile: build-windows.bat -c
+echo Build a debug build and run: build-windows.bat -d -r
+echo Build in debug, run, don't print at all: build-windows.bat -drqq
+exit /B
+
+
+:BUILD
+REM Directories
+set "ROOT_DIR=%CD%"
+set "SOURCES=!ROOT_DIR!\!SOURCES!"
+set "RAYLIB_SRC=!ROOT_DIR!\!RAYLIB_SRC!"
+
+REM Flags
+set OUTPUT_FLAG=/Fe: "!GAME_NAME!"
+set COMPILATION_FLAGS=/std:c11 /O1 /GL /favor:blend /utf-8 /validate-charset /EHsc
+set WARNING_FLAGS=/W3 /sdl
+set SUBSYSTEM_FLAGS=/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup
+set LINK_FLAGS=/link /LTCG kernel32.lib user32.lib shell32.lib winmm.lib gdi32.lib opengl32.lib
+set OUTPUT_DIR=builds\windows-msvc
+REM Debug changes to flags
+IF DEFINED BUILD_DEBUG (
+ set OUTPUT_FLAG=/Fe: "!GAME_NAME!"
+ set COMPILATION_FLAGS=/std:c11 /Od /Zi /utf-8 /validate-charset /EHsc
+ set WARNING_FLAGS=/W3 /sdl
+ set SUBSYSTEM_FLAGS=/DEBUG
+ set LINK_FLAGS=/link kernel32.lib user32.lib shell32.lib winmm.lib gdi32.lib opengl32.lib
+ set OUTPUT_DIR=builds-debug\windows-msvc
+)
+IF NOT DEFINED VERBOSE (
+ set VERBOSITY_FLAG=/nologo
+)
+
+REM Display what we're doing
+IF DEFINED BUILD_DEBUG (
+ IF NOT DEFINED QUIET echo COMPILE-INFO: Compiling in debug mode, flags: !COMPILATION_FLAGS! !WARNING_FLAGS!
+) ELSE (
+ IF NOT DEFINED QUIET echo COMPILE-INFO: Compiling in release mode, flags: !COMPILATION_FLAGS! /link /LTCG
+)
+
+REM Create the temp directory for raylib
+set "TEMP_DIR=temp\release"
+IF DEFINED BUILD_DEBUG (
+ set "TEMP_DIR=temp\debug"
+)
+
+IF DEFINED BUILD_ALL (
+ IF EXIST !TEMP_DIR!\ (
+ IF NOT DEFINED QUIET echo COMPILE-INFO: Found cached raylib, rebuilding.
+ del /Q !TEMP_DIR!
+ rmdir !TEMP_DIR!
+ )
+)
+
+REM Build raylib if it hasn't been cached in TEMP_DIR
+IF NOT EXIST !TEMP_DIR!\ (
+ mkdir !TEMP_DIR!
+ cd !TEMP_DIR!
+ REM raylib source folder
+ set "RAYLIB_DEFINES=/D_DEFAULT_SOURCE /DPLATFORM_DESKTOP /DGRAPHICS_API_OPENGL_33"
+ set RAYLIB_C_FILES="!RAYLIB_SRC!\rcore.c" "!RAYLIB_SRC!\rshapes.c" "!RAYLIB_SRC!\rtextures.c" "!RAYLIB_SRC!\rtext.c" "!RAYLIB_SRC!\rmodels.c" "!RAYLIB_SRC!\utils.c" "!RAYLIB_SRC!\raudio.c" "!RAYLIB_SRC!\rglfw.c"
+ set RAYLIB_INCLUDE_FLAGS=/I"!RAYLIB_SRC!" /I"!RAYLIB_SRC!\external\glfw\include"
+
+ IF DEFINED REALLY_QUIET (
+ cl.exe /w /c !RAYLIB_DEFINES! !RAYLIB_INCLUDE_FLAGS! !COMPILATION_FLAGS! !RAYLIB_C_FILES! > NUL 2>&1 || exit /B
+ ) ELSE (
+ cl.exe /w /c !VERBOSITY_FLAG! !RAYLIB_DEFINES! !RAYLIB_INCLUDE_FLAGS! !COMPILATION_FLAGS! !RAYLIB_C_FILES! || exit /B
+ )
+ IF NOT DEFINED QUIET echo COMPILE-INFO: raylib compiled into object files in: !TEMP_DIR!\
+
+ REM Out of the temp directory
+ cd !ROOT_DIR!
+)
+
+REM Move to the build directory
+IF NOT EXIST !OUTPUT_DIR! mkdir !OUTPUT_DIR!
+cd !OUTPUT_DIR!
+
+REM Build the actual game
+IF NOT DEFINED QUIET echo COMPILE-INFO: Compiling game code.
+IF DEFINED REALLY_QUIET (
+ cl.exe !VERBOSITY_FLAG! !COMPILATION_FLAGS! !WARNING_FLAGS! /c /I"!RAYLIB_SRC!" !SOURCES! > NUL 2>&1 || exit /B
+ cl.exe !VERBOSITY_FLAG! !OUTPUT_FLAG! "!ROOT_DIR!\!TEMP_DIR!\*.obj" *.obj !LINK_FLAGS! !SUBSYSTEM_FLAGS! > NUL 2>&1 || exit /B
+) ELSE (
+ cl.exe !VERBOSITY_FLAG! !COMPILATION_FLAGS! !WARNING_FLAGS! /c /I"!RAYLIB_SRC!" !SOURCES! || exit /B
+ cl.exe !VERBOSITY_FLAG! !OUTPUT_FLAG! "!ROOT_DIR!\!TEMP_DIR!\*.obj" *.obj !LINK_FLAGS! !SUBSYSTEM_FLAGS! || exit /B
+)
+del *.obj
+IF NOT DEFINED QUIET echo COMPILE-INFO: Game compiled into an executable in: !OUTPUT_DIR!\
+
+REM Run upx
+IF DEFINED UPX_IT (
+ IF NOT DEFINED QUIET echo COMPILE-INFO: Packing !GAME_NAME! with upx.
+ upx !GAME_NAME! > NUL 2>&1
+)
+
+REM Finally, run the produced executable
+IF DEFINED RUN_AFTER_BUILD (
+ IF NOT DEFINED QUIET echo COMPILE-INFO: Running.
+ IF DEFINED REALLY_QUIET (
+ !GAME_NAME! > NUL 2>&1
+ ) ELSE (
+ !GAME_NAME!
+ )
+)
+
+REM Back to development directory
+cd !ROOT_DIR!
+
+IF NOT DEFINED QUIET echo COMPILE-INFO: All done.
diff --git a/deps/raylib/projects/scripts/core_basic_window.c b/deps/raylib/projects/scripts/core_basic_window.c
new file mode 100644
index 0000000..a119482
--- /dev/null
+++ b/deps/raylib/projects/scripts/core_basic_window.c
@@ -0,0 +1,61 @@
+/*******************************************************************************************
+*
+* raylib [core] example - Basic window
+*
+* Welcome to raylib!
+*
+* You can find all basic examples on C:\raylib\raylib\examples folder or
+* raylib official webpage: www.raylib.com
+*
+* Enjoy using raylib. :)
+*
+* This example has been created using raylib 1.0 (www.raylib.com)
+* It has been re-confirmed with raylib 3.7.0
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
+* Simple adjustments on 2021-10-01
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // TODO: Update your variables here
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}