//------------------------------------------------------------------------------------
// 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);                                   // Restore window from being 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 content
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 and bind the 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)

// Logging system
RLAPI void SetTraceLogLevel(int logLevel);                      // Set the current threshold (minimum) log level
RLAPI void TraceLog(int logLevel, const char *text, ...);       // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
RLAPI void SetTraceLogCallback(TraceLogCallback callback);      // Set custom trace log

// Memory management, using internal allocators
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

// File system 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, const char *text);    // Save text data to file (write), string must be '\0' terminated, returns true on success

// File access custom callbacks
// WARNING: Callbacks setup is intended for advanced users
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

RLAPI int FileRename(const char *fileName, const char *fileRename); // Rename file (if exists)
RLAPI int FileRemove(const char *fileName);                         // Remove file (if exists)
RLAPI int FileCopy(const char *srcPath, const char *dstPath);       // Copy file from one path to another, dstPath created if it doesn't exist
RLAPI int FileMove(const char *srcPath, const char *dstPath);       // Move file from one directory to another, dstPath created if it doesn't exist
RLAPI int FileTextReplace(const char *fileName, const char *search, const char *replacement); // Replace text in an existing file
RLAPI int FileTextFindIndex(const char *fileName, const char *search); // Find text in existing file
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 (recommended include point: .png, .wav)
RLAPI int GetFileLength(const char *fileName);                      // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
RLAPI long GetFileModTime(const char *fileName);                    // Get file modification time (last write time)
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 *dirPath);                    // 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, files and directories, no subdirs scan
RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and subdir scan; some filters available: "*.*", "FILES*", "DIRS*"
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 unsigned int GetDirectoryFileCount(const char *dirPath);      // Get the file count in a directory
RLAPI unsigned int GetDirectoryFileCountEx(const char *basePath, const char *filter, bool scanSubdirs); // Get the file count in a directory with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result

// 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 (includes NULL terminator), memory must be MemFree()
RLAPI unsigned char *DecodeDataBase64(const char *text, int *outputSize);                             // Decode Base64 string (expected NULL terminated), 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)
RLAPI unsigned int *ComputeSHA256(unsigned char *data, int dataSize); // Compute SHA256 hash code, returns static int[8] (32 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 const char *GetKeyName(int key);                        // Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard)
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 axis count for a gamepad
RLAPI float GetGamepadAxisMovement(int gamepad, int axis);    // Get 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 DrawLineDashed(Vector2 startPos, Vector2 endPos, int dashSize, int spaceSize, Color color);   // Draw a dashed line
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color);                              // Draw a color-filled circle
RLAPI void DrawCircleV(Vector2 center, float radius, Color color);                                       // Draw a color-filled circle (Vector version)
RLAPI void DrawCircleGradient(Vector2 center, float radius, Color inner, Color outer);                   // Draw a gradient-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 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 DrawEllipseV(Vector2 center, float radiusH, float radiusV, Color color);                      // Draw ellipse (Vector version)
RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color);        // Draw ellipse outline
RLAPI void DrawEllipseLinesV(Vector2 center, float radiusH, float radiusV, Color color);                 // Draw ellipse outline (Vector version)
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 bottomRight, Color topRight); // 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, memory must be MemFree()
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, const 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, const 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 (pixels should be able to fill texture)
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels);                       // Update GPU texture rectangle with new data (pixels and rec should fit in texture)

// 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, const 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, const 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, const int *codepoints, int codepointCount, int type, int *glyphCount); // 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 Vector2 MeasureTextCodepoints(Font font, const int *codepoints, int length, float fontSize, float spacing); // Measure string size for an existing array of codepoints 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)
// WARNING 1: Most of these functions use internal static buffers[], it's recommended to store returned data on user-side for re-use
// WARNING 2: Some functions allocate memory internally for the returned strings, those strings must be freed by user using MemFree()
RLAPI char **LoadTextLines(const char *text, int *count);                                   // Load text as separate lines ('\n')
RLAPI void UnloadTextLines(char **text, int lineCount);                                     // Unload text lines
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 const char *TextRemoveSpaces(const char *text);                                       // Remove text spaces, concat words
RLAPI char *GetTextBetween(const char *text, const char *begin, const char *end);           // Get text between two strings
RLAPI char *TextReplace(const char *text, const char *search, const char *replacement);     // Replace text string with new string
RLAPI char *TextReplaceAlloc(const char *text, const char *search, const char *replacement); // Replace text string with new string, memory must be MemFree()
RLAPI char *TextReplaceBetween(const char *text, const char *begin, const char *end, const char *replacement); // Replace text between two specific strings
RLAPI char *TextReplaceBetweenAlloc(const char *text, const char *begin, const char *end, const char *replacement); // Replace text between two specific strings, memory must be MemFree()
RLAPI char *TextInsert(const char *text, const char *insert, int position);                 // Insert text in a defined byte position
RLAPI char *TextInsertAlloc(const char *text, const char *insert, int position);            // Insert text in a defined byte position, memory must be MemFree()
RLAPI char *TextJoin(char **textList, int count, const char *delimiter);                    // Join text strings with delimiter
RLAPI char **TextSplit(const char *text, char delimiter, int *count);                       // Split text into multiple strings, using MAX_TEXTSPLIT_COUNT static 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 *search);                              // Find first text occurrence within a string, -1 if not found
RLAPI char *TextToUpper(const char *text);                                                  // Get upper case version of provided string
RLAPI char *TextToLower(const char *text);                                                  // Get lower case version of provided string
RLAPI char *TextToPascal(const char *text);                                                 // Get Pascal case notation version of provided string
RLAPI char *TextToSnake(const char *text);                                                  // Get Snake case notation version of provided string
RLAPI char *TextToCamel(const char *text);                                                  // Get Camel case notation version of provided string
RLAPI int TextToInteger(const char *text);                                                  // Get integer value from text
RLAPI float TextToFloat(const char *text);                                                  // Get float value from text

//------------------------------------------------------------------------------------
// 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 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, float frame);             // Update model animation pose (vertex buffers and bone matrices)
RLAPI void UpdateModelAnimationEx(Model model, ModelAnimation animA, float frameA, ModelAnimation animB, float frameB, float blend); // Update model animation pose, blending two animations
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 (default data format: 32 bit float, stereo)
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 (-1.0 left, 0.0 center, 1.0 right)
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 (-1.0 left, 0.0 center, 1.0 right)
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 (-1.0 to 1.0 range, 0.0 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 frames x 2 samples as 'float' (stereo)
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 frames x 2 samples as 'float' (stereo)
RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
