ONROUNDIT 5 jaren geleden
bovenliggende
commit
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8 gewijzigde bestanden met toevoegingen van 1458 en 0 verwijderingen
  1. 15 0
      .gitignore
  2. 13 0
      dub.json
  3. 5 0
      dub.selections.json
  4. BIN
      libraylib32.so
  5. BIN
      libraylib64.so
  6. BIN
      raylib32.lib
  7. BIN
      raylib64.lib
  8. 1425 0
      source/raylib.d

+ 15 - 0
.gitignore

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+.dub
+docs.json
+__dummy.html
+docs/
+/draylib
+draylib.so
+draylib.dylib
+draylib.dll
+draylib.a
+draylib.lib
+draylib-test-*
+*.exe
+*.o
+*.obj
+*.lst

+ 13 - 0
dub.json

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+{
+	"authors": [
+		"ONROUNDIT"
+	],
+	"copyright": "Copyright (c) 2013-2016 Ramon Santamaria (@raysan5), Petro Romanovych (@onroundit)",
+	"description": "D binding for Raylib 2.5.",
+	"license": "Zlib",
+	"name": "raylib",
+	"libs-windows-x86_64": ["raylib64"],
+	"libs-windows-x86": ["raylib32"],
+	"libs-linux-x86": ["raylib32"],
+	"libs-linux-x86_64": ["raylib64"]
+}

+ 5 - 0
dub.selections.json

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+{
+	"fileVersion": 1,
+	"versions": {
+	}
+}

BIN
libraylib32.so


BIN
libraylib64.so


BIN
raylib32.lib


BIN
raylib64.lib


+ 1425 - 0
source/raylib.d

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+/**********************************************************************************************
+*
+*   raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
+*
+*   FEATURES:
+*       - NO external dependencies, all required libraries included with raylib
+*       - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5.
+*       - Written in plain C code (C99) in PascalCase/camelCase notation
+*       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
+*       - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+*       - Powerful fonts module (XNA SpriteFonts, BMFonts, TTF)
+*       - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
+*       - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
+*       - Flexible Materials system, supporting classic maps and PBR maps
+*       - Skeletal Animation support (CPU bones-based animation)
+*       - Shaders support, including Model shaders and Postprocessing shaders
+*       - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
+*       - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
+*       - VR stereo rendering with configurable HMD device parameters
+*       - Bindings to multiple programming languages available!
+*
+*   NOTES:
+*       One custom font is loaded by default when InitWindow() [core]
+*       If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
+*       If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
+*
+*   DEPENDENCIES (included):
+*       [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP)
+*       [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP)
+*       [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management
+*
+*   OPTIONAL DEPENDENCIES (included):
+*       [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording
+*       [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
+*       [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
+*       [textures] stb_image_resize (Sean Barret) for image resizing algorythms
+*       [textures] stb_perlin (Sean Barret) for Perlin noise image generation
+*       [text] stb_truetype (Sean Barret) for ttf fonts loading
+*       [text] stb_rect_pack (Sean Barret) for rectangles packing
+*       [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
+*       [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
+*       [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
+*       [raudio] stb_vorbis (Sean Barret) for OGG audio loading
+*       [raudio] dr_flac (David Reid) for FLAC audio file loading
+*       [raudio] dr_mp3 (David Reid) for MP3 audio file loading
+*       [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
+*       [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
+*
+*
+*   LICENSE: zlib/libpng
+*
+*   raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+*   BSD-like license that allows static linking with closed source software:
+*
+*   Copyright (c) 2013-2019 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.
+*
+**********************************************************************************************/
+
+import core.stdc.config;
+import core.stdc.stdarg;
+import core.stdc.stdlib;
+
+extern (C):
+
+// Required for: va_list - Only used by TraceLogCallback
+
+// We are building raylib as a Win32 shared library (.dll)
+// We are using raylib as a Win32 shared library (.dll) // We are building or using raylib as a static library (or Linux shared library)
+
+//----------------------------------------------------------------------------------
+// Some basic Defines
+//----------------------------------------------------------------------------------
+
+enum PI = 3.14159265358979323846f;
+
+enum DEG2RAD = PI / 180.0f;
+enum RAD2DEG = 180.0f / PI;
+
+enum MAX_TOUCH_POINTS = 10; // Maximum number of touch points supported
+
+// Shader and material limits
+enum MAX_SHADER_LOCATIONS = 32; // Maximum number of predefined locations stored in shader struct
+enum MAX_MATERIAL_MAPS = 12; // Maximum number of texture maps stored in shader struct
+
+// Allow custom memory allocators
+
+alias RL_MALLOC = malloc;
+
+alias RL_CALLOC = calloc;
+
+alias RL_FREE = free;
+
+// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
+// Plain structures in C++ (without constructors) can be initialized from { } initializers.
+
+alias CLITERAL = Color;
+
+// Some Basic Colors
+// NOTE: Custom raylib color palette for amazing visuals on WHITE background // Light Gray // Gray // Dark Gray // Yellow // Gold // Orange // Pink // Red // Maroon // Green // Lime // Dark Green // Sky Blue // Blue // Dark Blue // Purple // Violet // Dark Purple // Beige // Brown // Dark Brown // White // Black // Blank (Transparent) // Magenta // My own White (raylib logo)
+
+
+//----------------------------------------------------------------------------------
+// Structures Definition
+//----------------------------------------------------------------------------------
+// Vector2 type
+struct Vector2
+{
+    float x;
+    float y;
+}
+
+// Vector3 type
+struct Vector3
+{
+    float x;
+    float y;
+    float z;
+}
+
+// Vector4 type
+struct Vector4
+{
+    float x;
+    float y;
+    float z;
+    float w;
+}
+
+// Quaternion type, same as Vector4
+alias Quaternion = Vector4;
+
+// Matrix type (OpenGL style 4x4 - right handed, column major)
+struct Matrix
+{
+    float m0;
+    float m4;
+    float m8;
+    float m12;
+    float m1;
+    float m5;
+    float m9;
+    float m13;
+    float m2;
+    float m6;
+    float m10;
+    float m14;
+    float m3;
+    float m7;
+    float m11;
+    float m15;
+}
+
+// Color type, RGBA (32bit)
+struct Color
+{
+    ubyte r;
+    ubyte g;
+    ubyte b;
+    ubyte a;
+}
+
+// Rectangle type
+struct Rectangle
+{
+    float x;
+    float y;
+    float width;
+    float height;
+}
+
+// Image type, bpp always RGBA (32bit)
+// NOTE: Data stored in CPU memory (RAM)
+struct Image
+{
+    void* data; // Image raw data
+    int width; // Image base width
+    int height; // Image base height
+    int mipmaps; // Mipmap levels, 1 by default
+    int format; // Data format (PixelFormat type)
+}
+
+// Texture2D type
+// NOTE: Data stored in GPU memory
+struct Texture2D
+{
+    uint id; // OpenGL texture id
+    int width; // Texture base width
+    int height; // Texture base height
+    int mipmaps; // Mipmap levels, 1 by default
+    int format; // Data format (PixelFormat type)
+}
+
+// Texture type, same as Texture2D
+alias Texture = Texture2D;
+
+// TextureCubemap type, actually, same as Texture2D
+alias TextureCubemap = Texture2D;
+
+// RenderTexture2D type, for texture rendering
+struct RenderTexture2D
+{
+    uint id; // OpenGL Framebuffer Object (FBO) id
+    Texture2D texture; // Color buffer attachment texture
+    Texture2D depth; // Depth buffer attachment texture
+    bool depthTexture; // Track if depth attachment is a texture or renderbuffer
+}
+
+// RenderTexture type, same as RenderTexture2D
+alias RenderTexture = RenderTexture2D;
+
+// N-Patch layout info
+struct NPatchInfo
+{
+    Rectangle sourceRec; // Region in the texture
+    int left; // left border offset
+    int top; // top border offset
+    int right; // right border offset
+    int bottom; // bottom border offset
+    int type; // layout of the n-patch: 3x3, 1x3 or 3x1
+}
+
+// Font character info
+struct CharInfo
+{
+    int value; // Character value (Unicode)
+    Rectangle rec; // Character rectangle in sprite font
+    int offsetX; // Character offset X when drawing
+    int offsetY; // Character offset Y when drawing
+    int advanceX; // Character advance position X
+    ubyte* data; // Character pixel data (grayscale)
+}
+
+// Font type, includes texture and charSet array data
+struct Font
+{
+    Texture2D texture; // Font texture
+    int baseSize; // Base size (default chars height)
+    int charsCount; // Number of characters
+    CharInfo* chars; // Characters info data
+}
+
+alias SpriteFont = Font; // SpriteFont type fallback, defaults to Font
+
+// Camera type, defines a camera position/orientation in 3d space
+struct Camera3D
+{
+    Vector3 position; // Camera position
+    Vector3 target; // Camera target it looks-at
+    Vector3 up; // Camera up vector (rotation over its axis)
+    float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
+    int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
+}
+
+alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
+
+// Camera2D type, defines a 2d camera
+struct Camera2D
+{
+    Vector2 offset; // Camera offset (displacement from target)
+    Vector2 target; // Camera target (rotation and zoom origin)
+    float rotation; // Camera rotation in degrees
+    float zoom; // Camera zoom (scaling), should be 1.0f by default
+}
+
+// Vertex data definning a mesh
+// NOTE: Data stored in CPU memory (and GPU)
+struct Mesh
+{
+    int vertexCount; // Number of vertices stored in arrays
+    int triangleCount; // Number of triangles stored (indexed or not)
+
+    // Default vertex data
+    float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+    float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+    float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
+    float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
+    float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
+    ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+    ushort* indices; // Vertex indices (in case vertex data comes indexed)
+
+    // Animation vertex data
+    float* animVertices; // Animated vertex positions (after bones transformations)
+    float* animNormals; // Animated normals (after bones transformations)
+    int* boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
+    float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
+
+    // OpenGL identifiers
+    uint vaoId; // OpenGL Vertex Array Object id
+    uint[7] vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
+}
+
+// Shader type (generic)
+struct Shader
+{
+    uint id; // Shader program id
+    int[MAX_SHADER_LOCATIONS] locs; // Shader locations array
+}
+
+// Material texture map
+struct MaterialMap
+{
+    Texture2D texture; // Material map texture
+    Color color; // Material map color
+    float value; // Material map value
+}
+
+// Material type (generic)
+struct Material
+{
+    Shader shader; // Material shader
+    MaterialMap[MAX_MATERIAL_MAPS] maps; // Material maps
+    float* params; // Material generic parameters (if required)
+}
+
+// Transformation properties
+struct Transform
+{
+    Vector3 translation; // Translation
+    Quaternion rotation; // Rotation
+    Vector3 scale; // Scale
+}
+
+// Bone information
+struct BoneInfo
+{
+    char[32] name; // Bone name
+    int parent; // Bone parent
+}
+
+// Model type
+struct Model
+{
+    Matrix transform; // Local transform matrix
+
+    int meshCount; // Number of meshes
+    Mesh* meshes; // Meshes array
+
+    int materialCount; // Number of materials
+    Material* materials; // Materials array
+    int* meshMaterial; // Mesh material number
+
+    // Animation data
+    int boneCount; // Number of bones
+    BoneInfo* bones; // Bones information (skeleton)
+    Transform* bindPose; // Bones base transformation (pose)
+}
+
+// Model animation
+struct ModelAnimation
+{
+    int boneCount; // Number of bones
+    BoneInfo* bones; // Bones information (skeleton)
+
+    int frameCount; // Number of animation frames
+    Transform** framePoses; // Poses array by frame
+}
+
+// Ray type (useful for raycast)
+struct Ray
+{
+    Vector3 position; // Ray position (origin)
+    Vector3 direction; // Ray direction
+}
+
+// Raycast hit information
+struct RayHitInfo
+{
+    bool hit; // Did the ray hit something?
+    float distance; // Distance to nearest hit
+    Vector3 position; // Position of nearest hit
+    Vector3 normal; // Surface normal of hit
+}
+
+// Bounding box type
+struct BoundingBox
+{
+    Vector3 min; // Minimum vertex box-corner
+    Vector3 max; // Maximum vertex box-corner
+}
+
+// Wave type, defines audio wave data
+struct Wave
+{
+    uint sampleCount; // Number of samples
+    uint sampleRate; // Frequency (samples per second)
+    uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+    uint channels; // Number of channels (1-mono, 2-stereo)
+    void* data; // Buffer data pointer
+}
+
+// Sound source type
+struct Sound
+{
+    void* audioBuffer; // Pointer to internal data used by the audio system
+
+    uint source; // Audio source id
+    uint buffer; // Audio buffer id
+    int format; // Audio format specifier
+}
+
+// Music type (file streaming from memory)
+// NOTE: Anything longer than ~10 seconds should be streamed
+struct MusicData;
+alias Music = MusicData*;
+
+// Audio stream type
+// NOTE: Useful to create custom audio streams not bound to a specific file
+struct AudioStream
+{
+    uint sampleRate; // Frequency (samples per second)
+    uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+    uint channels; // Number of channels (1-mono, 2-stereo)
+
+    void* audioBuffer; // Pointer to internal data used by the audio system.
+
+    int format; // Audio format specifier
+    uint source; // Audio source id
+    uint[2] buffers; // Audio buffers (double buffering)
+}
+
+// Head-Mounted-Display device parameters
+struct VrDeviceInfo
+{
+    int hResolution; // HMD horizontal resolution in pixels
+    int vResolution; // HMD vertical resolution in pixels
+    float hScreenSize; // HMD horizontal size in meters
+    float vScreenSize; // HMD vertical size in meters
+    float vScreenCenter; // HMD screen center in meters
+    float eyeToScreenDistance; // HMD distance between eye and display in meters
+    float lensSeparationDistance; // HMD lens separation distance in meters
+    float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
+    float[4] lensDistortionValues; // HMD lens distortion constant parameters
+    float[4] chromaAbCorrection; // HMD chromatic aberration correction parameters
+}
+
+//----------------------------------------------------------------------------------
+// Enumerators Definition
+//----------------------------------------------------------------------------------
+// System config flags
+// NOTE: Used for bit masks
+enum ConfigFlag
+{
+    FLAG_SHOW_LOGO = 1, // Set to show raylib logo at startup
+    FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen
+    FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window
+    FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons)
+    FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window
+    FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden
+    FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X
+    FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU
+}
+
+// Trace log type
+enum TraceLogType
+{
+    LOG_ALL = 0, // Display all logs
+    LOG_TRACE = 1,
+    LOG_DEBUG = 2,
+    LOG_INFO = 3,
+    LOG_WARNING = 4,
+    LOG_ERROR = 5,
+    LOG_FATAL = 6,
+    LOG_NONE = 7 // Disable logging
+}
+
+// Keyboard keys
+enum KeyboardKey
+{
+    // Alphanumeric keys
+    KEY_APOSTROPHE = 39,
+    KEY_COMMA = 44,
+    KEY_MINUS = 45,
+    KEY_PERIOD = 46,
+    KEY_SLASH = 47,
+    KEY_ZERO = 48,
+    KEY_ONE = 49,
+    KEY_TWO = 50,
+    KEY_THREE = 51,
+    KEY_FOUR = 52,
+    KEY_FIVE = 53,
+    KEY_SIX = 54,
+    KEY_SEVEN = 55,
+    KEY_EIGHT = 56,
+    KEY_NINE = 57,
+    KEY_SEMICOLON = 59,
+    KEY_EQUAL = 61,
+    KEY_A = 65,
+    KEY_B = 66,
+    KEY_C = 67,
+    KEY_D = 68,
+    KEY_E = 69,
+    KEY_F = 70,
+    KEY_G = 71,
+    KEY_H = 72,
+    KEY_I = 73,
+    KEY_J = 74,
+    KEY_K = 75,
+    KEY_L = 76,
+    KEY_M = 77,
+    KEY_N = 78,
+    KEY_O = 79,
+    KEY_P = 80,
+    KEY_Q = 81,
+    KEY_R = 82,
+    KEY_S = 83,
+    KEY_T = 84,
+    KEY_U = 85,
+    KEY_V = 86,
+    KEY_W = 87,
+    KEY_X = 88,
+    KEY_Y = 89,
+    KEY_Z = 90,
+
+    // Function keys
+    KEY_SPACE = 32,
+    KEY_ESCAPE = 256,
+    KEY_ENTER = 257,
+    KEY_TAB = 258,
+    KEY_BACKSPACE = 259,
+    KEY_INSERT = 260,
+    KEY_DELETE = 261,
+    KEY_RIGHT = 262,
+    KEY_LEFT = 263,
+    KEY_DOWN = 264,
+    KEY_UP = 265,
+    KEY_PAGE_UP = 266,
+    KEY_PAGE_DOWN = 267,
+    KEY_HOME = 268,
+    KEY_END = 269,
+    KEY_CAPS_LOCK = 280,
+    KEY_SCROLL_LOCK = 281,
+    KEY_NUM_LOCK = 282,
+    KEY_PRINT_SCREEN = 283,
+    KEY_PAUSE = 284,
+    KEY_F1 = 290,
+    KEY_F2 = 291,
+    KEY_F3 = 292,
+    KEY_F4 = 293,
+    KEY_F5 = 294,
+    KEY_F6 = 295,
+    KEY_F7 = 296,
+    KEY_F8 = 297,
+    KEY_F9 = 298,
+    KEY_F10 = 299,
+    KEY_F11 = 300,
+    KEY_F12 = 301,
+    KEY_LEFT_SHIFT = 340,
+    KEY_LEFT_CONTROL = 341,
+    KEY_LEFT_ALT = 342,
+    KEY_LEFT_SUPER = 343,
+    KEY_RIGHT_SHIFT = 344,
+    KEY_RIGHT_CONTROL = 345,
+    KEY_RIGHT_ALT = 346,
+    KEY_RIGHT_SUPER = 347,
+    KEY_KB_MENU = 348,
+    KEY_LEFT_BRACKET = 91,
+    KEY_BACKSLASH = 92,
+    KEY_RIGHT_BRACKET = 93,
+    KEY_GRAVE = 96,
+
+    // Keypad keys
+    KEY_KP_0 = 320,
+    KEY_KP_1 = 321,
+    KEY_KP_2 = 322,
+    KEY_KP_3 = 323,
+    KEY_KP_4 = 324,
+    KEY_KP_5 = 325,
+    KEY_KP_6 = 326,
+    KEY_KP_7 = 327,
+    KEY_KP_8 = 328,
+    KEY_KP_9 = 329,
+    KEY_KP_DECIMAL = 330,
+    KEY_KP_DIVIDE = 331,
+    KEY_KP_MULTIPLY = 332,
+    KEY_KP_SUBTRACT = 333,
+    KEY_KP_ADD = 334,
+    KEY_KP_ENTER = 335,
+    KEY_KP_EQUAL = 336
+}
+
+// Android buttons
+enum AndroidButton
+{
+    KEY_BACK = 4,
+    KEY_MENU = 82,
+    KEY_VOLUME_UP = 24,
+    KEY_VOLUME_DOWN = 25
+}
+
+// Mouse buttons
+enum MouseButton
+{
+    MOUSE_LEFT_BUTTON = 0,
+    MOUSE_RIGHT_BUTTON = 1,
+    MOUSE_MIDDLE_BUTTON = 2
+}
+
+// Gamepad number
+enum GamepadNumber
+{
+    GAMEPAD_PLAYER1 = 0,
+    GAMEPAD_PLAYER2 = 1,
+    GAMEPAD_PLAYER3 = 2,
+    GAMEPAD_PLAYER4 = 3
+}
+
+// Gamepad Buttons
+enum GamepadButton
+{
+    // This is here just for error checking
+    GAMEPAD_BUTTON_UNKNOWN = 0,
+
+    // This is normally [A,B,X,Y]/[Circle,Triangle,Square,Cross]
+    // No support for 6 button controllers though..
+    GAMEPAD_BUTTON_LEFT_FACE_UP = 1,
+    GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2,
+    GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3,
+    GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4,
+
+    // This is normally a DPAD
+    GAMEPAD_BUTTON_RIGHT_FACE_UP = 5,
+    GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6,
+    GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7,
+    GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8,
+
+    // Triggers
+    GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9,
+    GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10,
+    GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11,
+    GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12,
+
+    // These are buttons in the center of the gamepad
+    GAMEPAD_BUTTON_MIDDLE_LEFT = 13, //PS3 Select
+    GAMEPAD_BUTTON_MIDDLE = 14, //PS Button/XBOX Button
+    GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, //PS3 Start
+
+    // These are the joystick press in buttons
+    GAMEPAD_BUTTON_LEFT_THUMB = 16,
+    GAMEPAD_BUTTON_RIGHT_THUMB = 17
+}
+
+enum GamepadAxis
+{
+    // This is here just for error checking
+    GAMEPAD_AXIS_UNKNOWN = 0,
+
+    // Left stick
+    GAMEPAD_AXIS_LEFT_X = 1,
+    GAMEPAD_AXIS_LEFT_Y = 2,
+
+    // Right stick
+    GAMEPAD_AXIS_RIGHT_X = 3,
+    GAMEPAD_AXIS_RIGHT_Y = 4,
+
+    // Pressure levels for the back triggers
+    GAMEPAD_AXIS_LEFT_TRIGGER = 5, // [1..-1] (pressure-level)
+    GAMEPAD_AXIS_RIGHT_TRIGGER = 6 // [1..-1] (pressure-level)
+}
+
+// Shader location point type
+enum ShaderLocationIndex
+{
+    LOC_VERTEX_POSITION = 0,
+    LOC_VERTEX_TEXCOORD01 = 1,
+    LOC_VERTEX_TEXCOORD02 = 2,
+    LOC_VERTEX_NORMAL = 3,
+    LOC_VERTEX_TANGENT = 4,
+    LOC_VERTEX_COLOR = 5,
+    LOC_MATRIX_MVP = 6,
+    LOC_MATRIX_MODEL = 7,
+    LOC_MATRIX_VIEW = 8,
+    LOC_MATRIX_PROJECTION = 9,
+    LOC_VECTOR_VIEW = 10,
+    LOC_COLOR_DIFFUSE = 11,
+    LOC_COLOR_SPECULAR = 12,
+    LOC_COLOR_AMBIENT = 13,
+    LOC_MAP_ALBEDO = 14, // LOC_MAP_DIFFUSE
+    LOC_MAP_METALNESS = 15, // LOC_MAP_SPECULAR
+    LOC_MAP_NORMAL = 16,
+    LOC_MAP_ROUGHNESS = 17,
+    LOC_MAP_OCCLUSION = 18,
+    LOC_MAP_EMISSION = 19,
+    LOC_MAP_HEIGHT = 20,
+    LOC_MAP_CUBEMAP = 21,
+    LOC_MAP_IRRADIANCE = 22,
+    LOC_MAP_PREFILTER = 23,
+    LOC_MAP_BRDF = 24
+}
+
+enum LOC_MAP_DIFFUSE = ShaderLocationIndex.LOC_MAP_ALBEDO;
+enum LOC_MAP_SPECULAR = ShaderLocationIndex.LOC_MAP_METALNESS;
+
+// Shader uniform data types
+enum ShaderUniformDataType
+{
+    UNIFORM_FLOAT = 0,
+    UNIFORM_VEC2 = 1,
+    UNIFORM_VEC3 = 2,
+    UNIFORM_VEC4 = 3,
+    UNIFORM_INT = 4,
+    UNIFORM_IVEC2 = 5,
+    UNIFORM_IVEC3 = 6,
+    UNIFORM_IVEC4 = 7,
+    UNIFORM_SAMPLER2D = 8
+}
+
+// Material map type
+enum MaterialMapType
+{
+    MAP_ALBEDO = 0, // MAP_DIFFUSE
+    MAP_METALNESS = 1, // MAP_SPECULAR
+    MAP_NORMAL = 2,
+    MAP_ROUGHNESS = 3,
+    MAP_OCCLUSION = 4,
+    MAP_EMISSION = 5,
+    MAP_HEIGHT = 6,
+    MAP_CUBEMAP = 7, // NOTE: Uses GL_TEXTURE_CUBE_MAP
+    MAP_IRRADIANCE = 8, // NOTE: Uses GL_TEXTURE_CUBE_MAP
+    MAP_PREFILTER = 9, // NOTE: Uses GL_TEXTURE_CUBE_MAP
+    MAP_BRDF = 10
+}
+
+enum MAP_DIFFUSE = MaterialMapType.MAP_ALBEDO;
+enum MAP_SPECULAR = MaterialMapType.MAP_METALNESS;
+
+// Pixel formats
+// NOTE: Support depends on OpenGL version and platform
+enum PixelFormat
+{
+    UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
+    UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
+    UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
+    UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
+    UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
+    UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
+    UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
+    UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
+    UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
+    UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
+    COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
+    COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
+    COMPRESSED_DXT3_RGBA = 13, // 8 bpp
+    COMPRESSED_DXT5_RGBA = 14, // 8 bpp
+    COMPRESSED_ETC1_RGB = 15, // 4 bpp
+    COMPRESSED_ETC2_RGB = 16, // 4 bpp
+    COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
+    COMPRESSED_PVRT_RGB = 18, // 4 bpp
+    COMPRESSED_PVRT_RGBA = 19, // 4 bpp
+    COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
+    COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp
+}
+
+// Texture parameters: filter mode
+// NOTE 1: Filtering considers mipmaps if available in the texture
+// NOTE 2: Filter is accordingly set for minification and magnification
+enum TextureFilterMode
+{
+    FILTER_POINT = 0, // No filter, just pixel aproximation
+    FILTER_BILINEAR = 1, // Linear filtering
+    FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
+    FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
+    FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
+    FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
+}
+
+// Cubemap layout type
+enum CubemapLayoutType
+{
+    CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type
+    CUBEMAP_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
+    CUBEMAP_LINE_HORIZONTAL = 2, // Layout is defined by an horizontal line with faces
+    CUBEMAP_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
+    CUBEMAP_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
+    CUBEMAP_PANORAMA = 5 // Layout is defined by a panorama image (equirectangular map)
+}
+
+// Texture parameters: wrap mode
+enum TextureWrapMode
+{
+    WRAP_REPEAT = 0, // Repeats texture in tiled mode
+    WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
+    WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
+    WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
+}
+
+// Font type, defines generation method
+enum FontType
+{
+    FONT_DEFAULT = 0, // Default font generation, anti-aliased
+    FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
+    FONT_SDF = 2 // SDF font generation, requires external shader
+}
+
+// Color blending modes (pre-defined)
+enum BlendMode
+{
+    BLEND_ALPHA = 0, // Blend textures considering alpha (default)
+    BLEND_ADDITIVE = 1, // Blend textures adding colors
+    BLEND_MULTIPLIED = 2 // Blend textures multiplying colors
+}
+
+// Gestures type
+// NOTE: It could be used as flags to enable only some gestures
+enum GestureType
+{
+    GESTURE_NONE = 0,
+    GESTURE_TAP = 1,
+    GESTURE_DOUBLETAP = 2,
+    GESTURE_HOLD = 4,
+    GESTURE_DRAG = 8,
+    GESTURE_SWIPE_RIGHT = 16,
+    GESTURE_SWIPE_LEFT = 32,
+    GESTURE_SWIPE_UP = 64,
+    GESTURE_SWIPE_DOWN = 128,
+    GESTURE_PINCH_IN = 256,
+    GESTURE_PINCH_OUT = 512
+}
+
+// Camera system modes
+enum CameraMode
+{
+    CAMERA_CUSTOM = 0,
+    CAMERA_FREE = 1,
+    CAMERA_ORBITAL = 2,
+    CAMERA_FIRST_PERSON = 3,
+    CAMERA_THIRD_PERSON = 4
+}
+
+// Camera projection modes
+enum CameraType
+{
+    CAMERA_PERSPECTIVE = 0,
+    CAMERA_ORTHOGRAPHIC = 1
+}
+
+// Type of n-patch
+enum NPatchType
+{
+    NPT_9PATCH = 0, // Npatch defined by 3x3 tiles
+    NPT_3PATCH_VERTICAL = 1, // Npatch defined by 1x3 tiles
+    NPT_3PATCH_HORIZONTAL = 2 // Npatch defined by 3x1 tiles
+}
+
+// Callbacks to be implemented by users
+alias TraceLogCallback = void function (int logType, const(char)* text, va_list args);
+
+// Prevents name mangling of functions
+
+//------------------------------------------------------------------------------------
+// Global Variables Definition
+//------------------------------------------------------------------------------------
+// It's lonely here...
+
+//------------------------------------------------------------------------------------
+// Window and Graphics Device Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// Window-related functions
+void InitWindow (int width, int height, const(char)* title); // Initialize window and OpenGL context
+bool WindowShouldClose (); // Check if KEY_ESCAPE pressed or Close icon pressed
+void CloseWindow (); // Close window and unload OpenGL context
+bool IsWindowReady (); // Check if window has been initialized successfully
+bool IsWindowMinimized (); // Check if window has been minimized (or lost focus)
+bool IsWindowResized (); // Check if window has been resized
+bool IsWindowHidden (); // Check if window is currently hidden
+void ToggleFullscreen (); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
+void UnhideWindow (); // Show the window
+void HideWindow (); // Hide the window
+void SetWindowIcon (Image image); // Set icon for window (only PLATFORM_DESKTOP)
+void SetWindowTitle (const(char)* title); // Set title for window (only PLATFORM_DESKTOP)
+void SetWindowPosition (int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
+void SetWindowMonitor (int monitor); // Set monitor for the current window (fullscreen mode)
+void SetWindowMinSize (int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
+void SetWindowSize (int width, int height); // Set window dimensions
+void* GetWindowHandle (); // Get native window handle
+int GetScreenWidth (); // Get current screen width
+int GetScreenHeight (); // Get current screen height
+int GetMonitorCount (); // Get number of connected monitors
+int GetMonitorWidth (int monitor); // Get primary monitor width
+int GetMonitorHeight (int monitor); // Get primary monitor height
+int GetMonitorPhysicalWidth (int monitor); // Get primary monitor physical width in millimetres
+int GetMonitorPhysicalHeight (int monitor); // Get primary monitor physical height in millimetres
+const(char)* GetMonitorName (int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
+const(char)* GetClipboardText (); // Get clipboard text content
+void SetClipboardText (const(char)* text); // Set clipboard text content
+
+// Cursor-related functions
+void ShowCursor (); // Shows cursor
+void HideCursor (); // Hides cursor
+bool IsCursorHidden (); // Check if cursor is not visible
+void EnableCursor (); // Enables cursor (unlock cursor)
+void DisableCursor (); // Disables cursor (lock cursor)
+
+// Drawing-related functions
+void ClearBackground (Color color); // Set background color (framebuffer clear color)
+void BeginDrawing (); // Setup canvas (framebuffer) to start drawing
+void EndDrawing (); // End canvas drawing and swap buffers (double buffering)
+void BeginMode2D (Camera2D camera); // Initialize 2D mode with custom camera (2D)
+void EndMode2D (); // Ends 2D mode with custom camera
+void BeginMode3D (Camera3D camera); // Initializes 3D mode with custom camera (3D)
+void EndMode3D (); // Ends 3D mode and returns to default 2D orthographic mode
+void BeginTextureMode (RenderTexture2D target); // Initializes render texture for drawing
+void EndTextureMode (); // Ends drawing to render texture
+
+// Screen-space-related functions
+Ray GetMouseRay (Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
+Vector2 GetWorldToScreen (Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
+Matrix GetCameraMatrix (Camera camera); // Returns camera transform matrix (view matrix)
+
+// Timing-related functions
+void SetTargetFPS (int fps); // Set target FPS (maximum)
+int GetFPS (); // Returns current FPS
+float GetFrameTime (); // Returns time in seconds for last frame drawn
+double GetTime (); // Returns elapsed time in seconds since InitWindow()
+
+// Color-related functions
+int ColorToInt (Color color); // Returns hexadecimal value for a Color
+Vector4 ColorNormalize (Color color); // Returns color normalized as float [0..1]
+Vector3 ColorToHSV (Color color); // Returns HSV values for a Color
+Color ColorFromHSV (Vector3 hsv); // Returns a Color from HSV values
+Color GetColor (int hexValue); // Returns a Color struct from hexadecimal value
+Color Fade (Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
+
+// Misc. functions
+void SetConfigFlags (ubyte flags); // Setup window configuration flags (view FLAGS)
+void SetTraceLogLevel (int logType); // Set the current threshold (minimum) log level
+void SetTraceLogExit (int logType); // Set the exit threshold (minimum) log level
+void SetTraceLogCallback (TraceLogCallback callback); // Set a trace log callback to enable custom logging
+void TraceLog (int logType, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
+void TakeScreenshot (const(char)* fileName); // Takes a screenshot of current screen (saved a .png)
+int GetRandomValue (int min, int max); // Returns a random value between min and max (both included)
+
+// Files management functions
+bool FileExists (const(char)* fileName); // Check if file exists
+bool IsFileExtension (const(char)* fileName, const(char)* ext); // Check file extension
+const(char)* GetExtension (const(char)* fileName); // Get pointer to extension for a filename string
+const(char)* GetFileName (const(char)* filePath); // Get pointer to filename for a path string
+const(char)* GetFileNameWithoutExt (const(char)* filePath); // Get filename string without extension (memory should be freed)
+const(char)* GetDirectoryPath (const(char)* fileName); // Get full path for a given fileName (uses static string)
+const(char)* GetWorkingDirectory (); // Get current working directory (uses static string)
+char** GetDirectoryFiles (const(char)* dirPath, int* count); // Get filenames in a directory path (memory should be freed)
+void ClearDirectoryFiles (); // Clear directory files paths buffers (free memory)
+bool ChangeDirectory (const(char)* dir); // Change working directory, returns true if success
+bool IsFileDropped (); // Check if a file has been dropped into window
+char** GetDroppedFiles (int* count); // Get dropped files names (memory should be freed)
+void ClearDroppedFiles (); // Clear dropped files paths buffer (free memory)
+c_long GetFileModTime (const(char)* fileName); // Get file modification time (last write time)
+
+// Persistent storage management
+void StorageSaveValue (int position, int value); // Save integer value to storage file (to defined position)
+int StorageLoadValue (int position); // Load integer value from storage file (from defined position)
+
+void OpenURL (const(char)* url); // Open URL with default system browser (if available)
+
+//------------------------------------------------------------------------------------
+// Input Handling Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// Input-related functions: keyboard
+bool IsKeyPressed (int key); // Detect if a key has been pressed once
+bool IsKeyDown (int key); // Detect if a key is being pressed
+bool IsKeyReleased (int key); // Detect if a key has been released once
+bool IsKeyUp (int key); // Detect if a key is NOT being pressed
+int GetKeyPressed (); // Get latest key pressed
+void SetExitKey (int key); // Set a custom key to exit program (default is ESC)
+
+// Input-related functions: gamepads
+bool IsGamepadAvailable (int gamepad); // Detect if a gamepad is available
+bool IsGamepadName (int gamepad, const(char)* name); // Check gamepad name (if available)
+const(char)* GetGamepadName (int gamepad); // Return gamepad internal name id
+bool IsGamepadButtonPressed (int gamepad, int button); // Detect if a gamepad button has been pressed once
+bool IsGamepadButtonDown (int gamepad, int button); // Detect if a gamepad button is being pressed
+bool IsGamepadButtonReleased (int gamepad, int button); // Detect if a gamepad button has been released once
+bool IsGamepadButtonUp (int gamepad, int button); // Detect if a gamepad button is NOT being pressed
+int GetGamepadButtonPressed (); // Get the last gamepad button pressed
+int GetGamepadAxisCount (int gamepad); // Return gamepad axis count for a gamepad
+float GetGamepadAxisMovement (int gamepad, int axis); // Return axis movement value for a gamepad axis
+
+// Input-related functions: mouse
+bool IsMouseButtonPressed (int button); // Detect if a mouse button has been pressed once
+bool IsMouseButtonDown (int button); // Detect if a mouse button is being pressed
+bool IsMouseButtonReleased (int button); // Detect if a mouse button has been released once
+bool IsMouseButtonUp (int button); // Detect if a mouse button is NOT being pressed
+int GetMouseX (); // Returns mouse position X
+int GetMouseY (); // Returns mouse position Y
+Vector2 GetMousePosition (); // Returns mouse position XY
+void SetMousePosition (int x, int y); // Set mouse position XY
+void SetMouseOffset (int offsetX, int offsetY); // Set mouse offset
+void SetMouseScale (float scaleX, float scaleY); // Set mouse scaling
+int GetMouseWheelMove (); // Returns mouse wheel movement Y
+
+// Input-related functions: touch
+int GetTouchX (); // Returns touch position X for touch point 0 (relative to screen size)
+int GetTouchY (); // Returns touch position Y for touch point 0 (relative to screen size)
+Vector2 GetTouchPosition (int index); // Returns touch position XY for a touch point index (relative to screen size)
+
+//------------------------------------------------------------------------------------
+// Gestures and Touch Handling Functions (Module: gestures)
+//------------------------------------------------------------------------------------
+void SetGesturesEnabled (uint gestureFlags); // Enable a set of gestures using flags
+bool IsGestureDetected (int gesture); // Check if a gesture have been detected
+int GetGestureDetected (); // Get latest detected gesture
+int GetTouchPointsCount (); // Get touch points count
+float GetGestureHoldDuration (); // Get gesture hold time in milliseconds
+Vector2 GetGestureDragVector (); // Get gesture drag vector
+float GetGestureDragAngle (); // Get gesture drag angle
+Vector2 GetGesturePinchVector (); // Get gesture pinch delta
+float GetGesturePinchAngle (); // Get gesture pinch angle
+
+//------------------------------------------------------------------------------------
+// Camera System Functions (Module: camera)
+//------------------------------------------------------------------------------------
+void SetCameraMode (Camera camera, int mode); // Set camera mode (multiple camera modes available)
+void UpdateCamera (Camera* camera); // Update camera position for selected mode
+
+void SetCameraPanControl (int panKey); // Set camera pan key to combine with mouse movement (free camera)
+void SetCameraAltControl (int altKey); // Set camera alt key to combine with mouse movement (free camera)
+void SetCameraSmoothZoomControl (int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
+void SetCameraMoveControls (int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
+
+//------------------------------------------------------------------------------------
+// Basic Shapes Drawing Functions (Module: shapes)
+//------------------------------------------------------------------------------------
+
+// Basic shapes drawing functions
+void DrawPixel (int posX, int posY, Color color); // Draw a pixel
+void DrawPixelV (Vector2 position, Color color); // Draw a pixel (Vector version)
+void DrawLine (int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
+void DrawLineV (Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
+void DrawLineEx (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
+void DrawLineBezier (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
+void DrawLineStrip (Vector2* points, int numPoints, Color color); // Draw lines sequence
+void DrawCircle (int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
+void DrawCircleSector (Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
+void DrawCircleSectorLines (Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
+void DrawCircleGradient (int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
+void DrawCircleV (Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
+void DrawCircleLines (int centerX, int centerY, float radius, Color color); // Draw circle outline
+void DrawRing (Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
+void DrawRingLines (Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline
+void DrawRectangle (int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
+void DrawRectangleV (Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
+void DrawRectangleRec (Rectangle rec, Color color); // Draw a color-filled rectangle
+void DrawRectanglePro (Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
+void DrawRectangleGradientV (int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
+void DrawRectangleGradientH (int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
+void DrawRectangleGradientEx (Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
+void DrawRectangleLines (int posX, int posY, int width, int height, Color color); // Draw rectangle outline
+void DrawRectangleLinesEx (Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
+void DrawRectangleRounded (Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
+void DrawRectangleRoundedLines (Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
+void DrawTriangle (Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
+void DrawTriangleLines (Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
+void DrawTriangleFan (Vector2* points, int numPoints, Color color); // Draw a triangle fan defined by points
+void DrawPoly (Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
+
+void SetShapesTexture (Texture2D texture, Rectangle source); // Define default texture used to draw shapes
+
+// Basic shapes collision detection functions
+bool CheckCollisionRecs (Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
+bool CheckCollisionCircles (Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
+bool CheckCollisionCircleRec (Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
+Rectangle GetCollisionRec (Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
+bool CheckCollisionPointRec (Vector2 point, Rectangle rec); // Check if point is inside rectangle
+bool CheckCollisionPointCircle (Vector2 point, Vector2 center, float radius); // Check if point is inside circle
+bool CheckCollisionPointTriangle (Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
+
+//------------------------------------------------------------------------------------
+// Texture Loading and Drawing Functions (Module: textures)
+//------------------------------------------------------------------------------------
+
+// Image/Texture2D data loading/unloading/saving functions
+Image LoadImage (const(char)* fileName); // Load image from file into CPU memory (RAM)
+Image LoadImageEx (Color* pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
+Image LoadImagePro (void* data, int width, int height, int format); // Load image from raw data with parameters
+Image LoadImageRaw (const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
+void ExportImage (Image image, const(char)* fileName); // Export image data to file
+void ExportImageAsCode (Image image, const(char)* fileName); // Export image as code file defining an array of bytes
+Texture2D LoadTexture (const(char)* fileName); // Load texture from file into GPU memory (VRAM)
+Texture2D LoadTextureFromImage (Image image); // Load texture from image data
+TextureCubemap LoadTextureCubemap (Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
+RenderTexture2D LoadRenderTexture (int width, int height); // Load texture for rendering (framebuffer)
+void UnloadImage (Image image); // Unload image from CPU memory (RAM)
+void UnloadTexture (Texture2D texture); // Unload texture from GPU memory (VRAM)
+void UnloadRenderTexture (RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
+Color* GetImageData (Image image); // Get pixel data from image as a Color struct array
+Vector4* GetImageDataNormalized (Image image); // Get pixel data from image as Vector4 array (float normalized)
+int GetPixelDataSize (int width, int height, int format); // Get pixel data size in bytes (image or texture)
+Image GetTextureData (Texture2D texture); // Get pixel data from GPU texture and return an Image
+Image GetScreenData (); // Get pixel data from screen buffer and return an Image (screenshot)
+void UpdateTexture (Texture2D texture, const(void)* pixels); // Update GPU texture with new data
+
+// Image manipulation functions
+Image ImageCopy (Image image); // Create an image duplicate (useful for transformations)
+void ImageToPOT (Image* image, Color fillColor); // Convert image to POT (power-of-two)
+void ImageFormat (Image* image, int newFormat); // Convert image data to desired format
+void ImageAlphaMask (Image* image, Image alphaMask); // Apply alpha mask to image
+void ImageAlphaClear (Image* image, Color color, float threshold); // Clear alpha channel to desired color
+void ImageAlphaCrop (Image* image, float threshold); // Crop image depending on alpha value
+void ImageAlphaPremultiply (Image* image); // Premultiply alpha channel
+void ImageCrop (Image* image, Rectangle crop); // Crop an image to a defined rectangle
+void ImageResize (Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
+void ImageResizeNN (Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
+void ImageResizeCanvas (Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color
+void ImageMipmaps (Image* image); // Generate all mipmap levels for a provided image
+void ImageDither (Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
+Color* ImageExtractPalette (Image image, int maxPaletteSize, int* extractCount); // Extract color palette from image to maximum size (memory should be freed)
+Image ImageText (const(char)* text, int fontSize, Color color); // Create an image from text (default font)
+Image ImageTextEx (Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
+void ImageDraw (Image* dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
+void ImageDrawRectangle (Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
+void ImageDrawRectangleLines (Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
+void ImageDrawText (Image* dst, Vector2 position, const(char)* text, int fontSize, Color color); // Draw text (default font) within an image (destination)
+void ImageDrawTextEx (Image* dst, Vector2 position, Font font, const(char)* text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
+void ImageFlipVertical (Image* image); // Flip image vertically
+void ImageFlipHorizontal (Image* image); // Flip image horizontally
+void ImageRotateCW (Image* image); // Rotate image clockwise 90deg
+void ImageRotateCCW (Image* image); // Rotate image counter-clockwise 90deg
+void ImageColorTint (Image* image, Color color); // Modify image color: tint
+void ImageColorInvert (Image* image); // Modify image color: invert
+void ImageColorGrayscale (Image* image); // Modify image color: grayscale
+void ImageColorContrast (Image* image, float contrast); // Modify image color: contrast (-100 to 100)
+void ImageColorBrightness (Image* image, int brightness); // Modify image color: brightness (-255 to 255)
+void ImageColorReplace (Image* image, Color color, Color replace); // Modify image color: replace color
+
+// Image generation functions
+Image GenImageColor (int width, int height, Color color); // Generate image: plain color
+Image GenImageGradientV (int width, int height, Color top, Color bottom); // Generate image: vertical gradient
+Image GenImageGradientH (int width, int height, Color left, Color right); // Generate image: horizontal gradient
+Image GenImageGradientRadial (int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
+Image GenImageChecked (int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
+Image GenImageWhiteNoise (int width, int height, float factor); // Generate image: white noise
+Image GenImagePerlinNoise (int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
+Image GenImageCellular (int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
+
+// Texture2D configuration functions
+void GenTextureMipmaps (Texture2D* texture); // Generate GPU mipmaps for a texture
+void SetTextureFilter (Texture2D texture, int filterMode); // Set texture scaling filter mode
+void SetTextureWrap (Texture2D texture, int wrapMode); // Set texture wrapping mode
+
+// Texture2D drawing functions
+void DrawTexture (Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
+void DrawTextureV (Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
+void DrawTextureEx (Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
+void DrawTextureRec (Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
+void DrawTextureQuad (Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
+void DrawTexturePro (Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
+void DrawTextureNPatch (Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
+
+//------------------------------------------------------------------------------------
+// Font Loading and Text Drawing Functions (Module: text)
+//------------------------------------------------------------------------------------
+
+// Font loading/unloading functions
+Font GetFontDefault (); // Get the default Font
+Font LoadFont (const(char)* fileName); // Load font from file into GPU memory (VRAM)
+Font LoadFontEx (const(char)* fileName, int fontSize, int* fontChars, int charsCount); // Load font from file with extended parameters
+Font LoadFontFromImage (Image image, Color key, int firstChar); // Load font from Image (XNA style)
+CharInfo* LoadFontData (const(char)* fileName, int fontSize, int* fontChars, int charsCount, int type); // Load font data for further use
+Image GenImageFontAtlas (CharInfo* chars, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
+void UnloadFont (Font font); // Unload Font from GPU memory (VRAM)
+
+// Text drawing functions
+void DrawFPS (int posX, int posY); // Shows current FPS
+void DrawText (const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
+void DrawTextEx (Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
+void DrawTextRec (Font font, const(char)* text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
+void DrawTextRecEx (
+    Font font,
+    const(char)* text,
+    Rectangle rec,
+    float fontSize,
+    float spacing,
+    bool wordWrap,
+    Color tint,
+    int selectStart,
+    int selectLength,
+    Color selectText,
+    Color selectBack); // Draw text using font inside rectangle limits with support for text selection
+
+// Text misc. functions
+int MeasureText (const(char)* text, int fontSize); // Measure string width for default font
+Vector2 MeasureTextEx (Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
+int GetGlyphIndex (Font font, int character); // Get index position for a unicode character on font
+int GetNextCodepoint (const(char)* text, int* count); // Returns next codepoint in a UTF8 encoded string
+// NOTE: 0x3f(`?`) is returned on failure, `count` will hold the total number of bytes processed
+
+// Text strings management functions
+// NOTE: Some strings allocate memory internally for returned strings, just be careful!
+bool TextIsEqual (const(char)* text1, const(char)* text2); // Check if two text string are equal
+uint TextLength (const(char)* text); // Get text length, checks for '\0' ending
+uint TextCountCodepoints (const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string
+const(char)* TextFormat (const(char)* text, ...); // Text formatting with variables (sprintf style)
+const(char)* TextSubtext (const(char)* text, int position, int length); // Get a piece of a text string
+const(char)* TextReplace (char* text, const(char)* replace, const(char)* by); // Replace text string (memory should be freed!)
+const(char)* TextInsert (const(char)* text, const(char)* insert, int position); // Insert text in a position (memory should be freed!)
+const(char)* TextJoin (const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter
+const(char*)* TextSplit (const(char)* text, char delimiter, int* count); // Split text into multiple strings
+void TextAppend (char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
+int TextFindIndex (const(char)* text, const(char)* find); // Find first text occurrence within a string
+const(char)* TextToUpper (const(char)* text); // Get upper case version of provided string
+const(char)* TextToLower (const(char)* text); // Get lower case version of provided string
+const(char)* TextToPascal (const(char)* text); // Get Pascal case notation version of provided string
+int TextToInteger (const(char)* text); // Get integer value from text (negative values not supported)
+
+//------------------------------------------------------------------------------------
+// Basic 3d Shapes Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Basic geometric 3D shapes drawing functions
+void DrawLine3D (Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
+void DrawCircle3D (Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
+void DrawCube (Vector3 position, float width, float height, float length, Color color); // Draw cube
+void DrawCubeV (Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
+void DrawCubeWires (Vector3 position, float width, float height, float length, Color color); // Draw cube wires
+void DrawCubeWiresV (Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
+void DrawCubeTexture (Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
+void DrawSphere (Vector3 centerPos, float radius, Color color); // Draw sphere
+void DrawSphereEx (Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
+void DrawSphereWires (Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
+void DrawCylinder (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
+void DrawCylinderWires (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+void DrawPlane (Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
+void DrawRay (Ray ray, Color color); // Draw a ray line
+void DrawGrid (int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
+void DrawGizmo (Vector3 position); // Draw simple gizmo
+//DrawTorus(), DrawTeapot() could be useful?
+
+//------------------------------------------------------------------------------------
+// Model 3d Loading and Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Model loading/unloading functions
+Model LoadModel (const(char)* fileName); // Load model from files (meshes and materials)
+Model LoadModelFromMesh (Mesh mesh); // Load model from generated mesh (default material)
+void UnloadModel (Model model); // Unload model from memory (RAM and/or VRAM)
+
+// Mesh loading/unloading functions
+Mesh* LoadMeshes (const(char)* fileName, int* meshCount); // Load meshes from model file
+void ExportMesh (Mesh mesh, const(char)* fileName); // Export mesh data to file
+void UnloadMesh (Mesh* mesh); // Unload mesh from memory (RAM and/or VRAM)
+
+// Material loading/unloading functions
+Material* LoadMaterials (const(char)* fileName, int* materialCount); // Load materials from model file
+Material LoadMaterialDefault (); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+void UnloadMaterial (Material material); // Unload material from GPU memory (VRAM)
+void SetMaterialTexture (Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
+void SetModelMeshMaterial (Model* model, int meshId, int materialId); // Set material for a mesh
+
+// Model animations loading/unloading functions
+ModelAnimation* LoadModelAnimations (const(char)* fileName, int* animsCount); // Load model animations from file
+void UpdateModelAnimation (Model model, ModelAnimation anim, int frame); // Update model animation pose
+void UnloadModelAnimation (ModelAnimation anim); // Unload animation data
+bool IsModelAnimationValid (Model model, ModelAnimation anim); // Check model animation skeleton match
+
+// Mesh generation functions
+Mesh GenMeshPoly (int sides, float radius); // Generate polygonal mesh
+Mesh GenMeshPlane (float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
+Mesh GenMeshCube (float width, float height, float length); // Generate cuboid mesh
+Mesh GenMeshSphere (float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
+Mesh GenMeshHemiSphere (float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
+Mesh GenMeshCylinder (float radius, float height, int slices); // Generate cylinder mesh
+Mesh GenMeshTorus (float radius, float size, int radSeg, int sides); // Generate torus mesh
+Mesh GenMeshKnot (float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
+Mesh GenMeshHeightmap (Image heightmap, Vector3 size); // Generate heightmap mesh from image data
+Mesh GenMeshCubicmap (Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
+
+// Mesh manipulation functions
+BoundingBox MeshBoundingBox (Mesh mesh); // Compute mesh bounding box limits
+void MeshTangents (Mesh* mesh); // Compute mesh tangents
+void MeshBinormals (Mesh* mesh); // Compute mesh binormals
+
+// Model drawing functions
+void DrawModel (Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
+void DrawModelEx (Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
+void DrawModelWires (Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
+void DrawModelWiresEx (Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
+void DrawBoundingBox (BoundingBox box, Color color); // Draw bounding box (wires)
+void DrawBillboard (Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
+void DrawBillboardRec (Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
+
+// Collision detection functions
+bool CheckCollisionSpheres (Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
+bool CheckCollisionBoxes (BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
+bool CheckCollisionBoxSphere (BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
+bool CheckCollisionRaySphere (Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
+bool CheckCollisionRaySphereEx (Ray ray, Vector3 spherePosition, float sphereRadius, Vector3* collisionPoint); // Detect collision between ray and sphere, returns collision point
+bool CheckCollisionRayBox (Ray ray, BoundingBox box); // Detect collision between ray and box
+RayHitInfo GetCollisionRayModel (Ray ray, Model* model); // Get collision info between ray and model
+RayHitInfo GetCollisionRayTriangle (Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
+RayHitInfo GetCollisionRayGround (Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
+
+//------------------------------------------------------------------------------------
+// Shaders System Functions (Module: rlgl)
+// NOTE: This functions are useless when using OpenGL 1.1
+//------------------------------------------------------------------------------------
+
+// Shader loading/unloading functions
+char* LoadText (const(char)* fileName); // Load chars array from text file
+Shader LoadShader (const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
+Shader LoadShaderCode (char* vsCode, char* fsCode); // Load shader from code strings and bind default locations
+void UnloadShader (Shader shader); // Unload shader from GPU memory (VRAM)
+
+Shader GetShaderDefault (); // Get default shader
+Texture2D GetTextureDefault (); // Get default texture
+
+// Shader configuration functions
+int GetShaderLocation (Shader shader, const(char)* uniformName); // Get shader uniform location
+void SetShaderValue (Shader shader, int uniformLoc, const(void)* value, int uniformType); // Set shader uniform value
+void SetShaderValueV (Shader shader, int uniformLoc, const(void)* value, int uniformType, int count); // Set shader uniform value vector
+void SetShaderValueMatrix (Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
+void SetShaderValueTexture (Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
+void SetMatrixProjection (Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
+void SetMatrixModelview (Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
+Matrix GetMatrixModelview (); // Get internal modelview matrix
+
+// Texture maps generation (PBR)
+// NOTE: Required shaders should be provided
+Texture2D GenTextureCubemap (Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
+Texture2D GenTextureIrradiance (Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
+Texture2D GenTexturePrefilter (Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
+Texture2D GenTextureBRDF (Shader shader, int size); // Generate BRDF texture
+
+// Shading begin/end functions
+void BeginShaderMode (Shader shader); // Begin custom shader drawing
+void EndShaderMode (); // End custom shader drawing (use default shader)
+void BeginBlendMode (int mode); // Begin blending mode (alpha, additive, multiplied)
+void EndBlendMode (); // End blending mode (reset to default: alpha blending)
+void BeginScissorMode (int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
+void EndScissorMode (); // End scissor mode
+
+// VR control functions
+void InitVrSimulator (); // Init VR simulator for selected device parameters
+void CloseVrSimulator (); // Close VR simulator for current device
+void UpdateVrTracking (Camera* camera); // Update VR tracking (position and orientation) and camera
+void SetVrConfiguration (VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters 
+bool IsVrSimulatorReady (); // Detect if VR simulator is ready
+void ToggleVrMode (); // Enable/Disable VR experience
+void BeginVrDrawing (); // Begin VR simulator stereo rendering
+void EndVrDrawing (); // End VR simulator stereo rendering
+
+//------------------------------------------------------------------------------------
+// Audio Loading and Playing Functions (Module: audio)
+//------------------------------------------------------------------------------------
+
+// Audio device management functions
+void InitAudioDevice (); // Initialize audio device and context
+void CloseAudioDevice (); // Close the audio device and context
+bool IsAudioDeviceReady (); // Check if audio device has been initialized successfully
+void SetMasterVolume (float volume); // Set master volume (listener)
+
+// Wave/Sound loading/unloading functions
+Wave LoadWave (const(char)* fileName); // Load wave data from file
+Wave LoadWaveEx (void* data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
+Sound LoadSound (const(char)* fileName); // Load sound from file
+Sound LoadSoundFromWave (Wave wave); // Load sound from wave data
+void UpdateSound (Sound sound, const(void)* data, int samplesCount); // Update sound buffer with new data
+void UnloadWave (Wave wave); // Unload wave data
+void UnloadSound (Sound sound); // Unload sound
+void ExportWave (Wave wave, const(char)* fileName); // Export wave data to file
+void ExportWaveAsCode (Wave wave, const(char)* fileName); // Export wave sample data to code (.h)
+
+// Wave/Sound management functions
+void PlaySound (Sound sound); // Play a sound
+void PauseSound (Sound sound); // Pause a sound
+void ResumeSound (Sound sound); // Resume a paused sound
+void StopSound (Sound sound); // Stop playing a sound
+bool IsSoundPlaying (Sound sound); // Check if a sound is currently playing
+void SetSoundVolume (Sound sound, float volume); // Set volume for a sound (1.0 is max level)
+void SetSoundPitch (Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
+void WaveFormat (Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
+Wave WaveCopy (Wave wave); // Copy a wave to a new wave
+void WaveCrop (Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
+float* GetWaveData (Wave wave); // Get samples data from wave as a floats array
+
+// Music management functions
+Music LoadMusicStream (const(char)* fileName); // Load music stream from file
+void UnloadMusicStream (Music music); // Unload music stream
+void PlayMusicStream (Music music); // Start music playing
+void UpdateMusicStream (Music music); // Updates buffers for music streaming
+void StopMusicStream (Music music); // Stop music playing
+void PauseMusicStream (Music music); // Pause music playing
+void ResumeMusicStream (Music music); // Resume playing paused music
+bool IsMusicPlaying (Music music); // Check if music is playing
+void SetMusicVolume (Music music, float volume); // Set volume for music (1.0 is max level)
+void SetMusicPitch (Music music, float pitch); // Set pitch for a music (1.0 is base level)
+void SetMusicLoopCount (Music music, int count); // Set music loop count (loop repeats)
+float GetMusicTimeLength (Music music); // Get music time length (in seconds)
+float GetMusicTimePlayed (Music music); // Get current music time played (in seconds)
+
+// AudioStream management functions
+AudioStream InitAudioStream (uint sampleRate, uint sampleSize, uint channels); // Init audio stream (to stream raw audio pcm data)
+void UpdateAudioStream (AudioStream stream, const(void)* data, int samplesCount); // Update audio stream buffers with data
+void CloseAudioStream (AudioStream stream); // Close audio stream and free memory
+bool IsAudioBufferProcessed (AudioStream stream); // Check if any audio stream buffers requires refill
+void PlayAudioStream (AudioStream stream); // Play audio stream
+void PauseAudioStream (AudioStream stream); // Pause audio stream
+void ResumeAudioStream (AudioStream stream); // Resume audio stream
+bool IsAudioStreamPlaying (AudioStream stream); // Check if audio stream is playing
+void StopAudioStream (AudioStream stream); // Stop audio stream
+void SetAudioStreamVolume (AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
+void SetAudioStreamPitch (AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
+
+//------------------------------------------------------------------------------------
+// Network (Module: network)
+//------------------------------------------------------------------------------------
+
+// IN PROGRESS: Check rnet.h for reference
+
+// RAYLIB_H