ソースを参照

Merge branch 'master' into easings

Petro 5 年 前
コミット
62e9d993bb
5 ファイル変更2220 行追加1804 行削除
  1. 2 2
      example/dub.json
  2. 2 2
      example/source/app.d
  3. 1596 1593
      source/raylib.d
  4. 377 207
      source/raymath.d
  5. 243 0
      source/raymathext.d

+ 2 - 2
example/dub.json

@@ -4,7 +4,7 @@
 	],
 	"copyright": "Copyright © 2020, Unknown",
 	"dependencies": {
-		"raylib-d": "~>3.0.0"
+		"raylib-d": {"path": "../"}
 	},
 	"libs": [
 		"raylib"
@@ -12,4 +12,4 @@
 	"description": "A minimal D application.",
 	"license": "Zlib",
 	"name": "example"
-}
+}

+ 2 - 2
example/source/app.d

@@ -17,8 +17,8 @@ void main()
     scope (exit)
       EndDrawing();
 
-    ClearBackground(RAYWHITE);
-    DrawText("Hello, World!", 330, 300, 28, BLACK);
+    ClearBackground(Colors.RAYWHITE);
+    DrawText("Hello, World!", 330, 300, 28, Colors.BLACK);
   }
 
   writeln("Ending a raylib example.");

+ 1596 - 1593
source/raylib.d

@@ -1,1593 +1,1596 @@
-module raylib;
-
-public
-{
-    import rlgl;
-    import raymath;
-    import easings;
-}
-/**********************************************************************************************
-*
-*   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]
-*       - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
-*       - 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 algorithms
-*       [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) 2013-2020 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) @nogc nothrow:
-
-// 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)
-const LIGHTGRAY = Color(200, 200, 200, 255); // Light Gray
-const GRAY = Color(130, 130, 130, 255); // Gray
-const DARKGRAY = Color(80, 80, 80, 255); // Dark Gray
-const YELLOW = Color(253, 249, 0, 255); // Yellow
-const GOLD = Color(255, 203, 0, 255); // Gold
-const ORANGE = Color(255, 161, 0, 255); // Orange
-const PINK = Color(255, 109, 194, 255); // Pink
-const RED = Color(230, 41, 55, 255); // Red
-const MAROON = Color(190, 33, 55, 255); // Maroon
-const GREEN = Color(0, 228, 48, 255); // Green
-const LIME = Color(0, 158, 47, 255); // Lime
-const DARKGREEN = Color(0, 117, 44, 255); // Dark Green
-const SKYBLUE = Color(102, 191, 255, 255); // Sky Blue
-const BLUE = Color(0, 121, 241, 255); // Blue
-const DARKBLUE = Color(0, 82, 172, 255); // Dark Blue
-const PURPLE = Color(200, 122, 255, 255); // Purple
-const VIOLET = Color(135, 60, 190, 255); // Violet
-const DARKPURPLE = Color(112, 31, 126, 255); // Dark Purple
-const BEIGE = Color(211, 176, 131, 255); // Beige
-const BROWN = Color(127, 106, 79, 255); // Brown
-const DARKBROWN = Color(76, 63, 47, 255); // Dark Brown
-
-const WHITE = Color(255, 255, 255, 255); // White
-const BLACK = Color(0, 0, 0, 255); // Black
-const BLANK = Color(0, 0, 0, 0); // Blank (Transparent)
-const MAGENTA = Color(255, 0, 255, 255); // Magenta
-const RAYWHITE = Color(245, 245, 245, 255); // My own White (raylib logo)
-
-//----------------------------------------------------------------------------------
-// Structures Definition
-//----------------------------------------------------------------------------------
-// Vector2 type
-struct Vector2
-{
-    float x = 0.0f;
-    float y = 0.0f;
-    mixin Linear;
-}
-
-struct Bivector2
-{
-    float xy = 0.0f;
-    alias xy this;
-    mixin Linear;
-}
-
-// Vector3 type
-struct Vector3
-{
-    float x = 0.0f;
-    float y = 0.0f;
-    float z = 0.0f;
-    mixin Linear;
-}
-
-// Bivector3 type
-/// Beware of the field order
-/// xy is the first field
-struct Bivector3
-{
-    float xy = 0.0f;
-    float yz = 0.0f;
-    float zx = 0.0f;
-    mixin Linear;
-}
-
-// Rotor type
-struct Rotor3
-{
-    float a = 1.0f;
-    float xy = 0.0f;
-    float yz = 0.0f;
-    float zx = 0.0f;
-    mixin Linear;
-
-    alias i = yz;
-    alias j = zx;
-    alias k = xy;
-
-    @property Bivector3 b()
-    {
-        return Bivector3(xy, yz, zx);
-    }
-
-    @property Bivector3 b(Bivector3 _b)
-    {
-        xy = _b.xy;
-        yz = _b.yz;
-        zx = _b.zx;
-        return _b;
-    }
-
-    this(float _a, Bivector3 _b)
-    {
-        a = _a;
-        b = _b;
-    }
-
-    this(float _a, float _xy, float _yz, float _zx)
-    {
-        a = _a;
-        xy = _xy;
-        yz = _yz;
-        zx = _zx;
-    }
-}
-
-alias Quaternion = Rotor3;
-
-// Vector4 type
-struct Vector4
-{
-    float x = 0.0f;
-    float y = 0.0f;
-    float z = 0.0f;
-    float w = 0.0f;
-    mixin Linear;
-}
-
-// Matrix type (OpenGL style 4x4 - right handed, column major)
-struct Matrix4
-{
-    float m0 = 0.0f;
-    float m4 = 0.0f;
-    float m8 = 0.0f;
-    float m12 = 0.0f;
-    float m1 = 0.0f;
-    float m5 = 0.0f;
-    float m9 = 0.0f;
-    float m13 = 0.0f;
-    float m2 = 0.0f;
-    float m6 = 0.0f;
-    float m10 = 0.0f;
-    float m14 = 0.0f;
-    float m3 = 0.0f;
-    float m7 = 0.0f;
-    float m11 = 0.0f;
-    float m15 = 0.0f;
-    mixin Linear;
-}
-
-alias Matrix = Matrix4;
-
-// Color type, RGBA (32bit)
-struct Color
-{
-    ubyte r;
-    ubyte g;
-    ubyte b;
-    ubyte a;
-}
-
-// Rectangle type
-struct Rectangle
-{
-    float x = 0.0f;
-    float y = 0.0f;
-    float width = 0.0f;
-    float height = 0.0f;
-    alias w = width;
-    alias h = 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)
-    int offsetX; // Character offset X when drawing
-    int offsetY; // Character offset Y when drawing
-    int advanceX; // Character advance position X
-    Image image; // Character image data
-}
-
-// Font type, includes texture and charSet array data
-struct Font
-{
-    int baseSize; // Base size (default chars height)
-    int charsCount; // Number of characters
-    Texture2D texture; // Characters texture atlas
-    Rectangle* recs; // Characters rectangles in texture
-    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
-    CameraType 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 = 0.0f; // Camera rotation in degrees
-    float zoom = 1.0f; // 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
-}
-
-struct rAudioBuffer;
-
-// 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)
-
-    rAudioBuffer* buffer; // Pointer to internal data used by the audio system
-};
-
-// Sound source type
-struct Sound
-{
-    uint sampleCount; // Total number of samples
-    AudioStream stream; // Audio stream
-};
-
-// Music stream type (audio file streaming from memory)
-// NOTE: Anything longer than ~10 seconds should be streamed
-struct Music
-{
-    int ctxType; // Type of music context (audio filetype)
-    void* ctxData; // Audio context data, depends on type
-
-    uint sampleCount; // Total number of samples
-    uint loopCount; // Loops count (times music will play), 0 means infinite loop
-
-    AudioStream stream; // Audio stream
-};
-
-// 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_RESERVED = 1, // Reserved
-    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_WINDOW_ALWAYS_RUN = 256, // Set to allow windows running while minimized
-    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 DPAD
-    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 normally corresponds with PlayStation and Xbox controllers
-    // XBOX: [Y,X,A,B]
-    // PS3: [Triangle,Square,Cross,Circle]
-    // No support for 6 button controllers though..
-    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 : int
-{
-    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
-bool IsWindowFullscreen(); // Check if window is currently fullscreen
-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
-Vector2 GetWindowPosition(); // Get window position XY on monitor
-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
-void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
-void EndScissorMode(); // End scissor mode
-
-// Screen-space-related functions
-Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
-Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
-Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
-Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
-Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
-Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
-Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
-
-// 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]
-Color ColorFromNormalized(Vector4 normalized); // Returns color from normalized values [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
-ubyte* LoadFileData(const(char)* fileName, uint* bytesRead); // Load file data as byte array (read)
-void SaveFileData(const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write)
-char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
-void SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated
-bool FileExists(const(char)* fileName); // Check if file exists
-bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension
-bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists
-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 (uses static string)
-const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string)
-const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (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)
-ubyte* CompressData(ubyte* data, int dataLength, int* compDataLength); // Compress data (DEFLATE algorythm)
-ubyte* DecompressData(ubyte* compData, int compDataLength, int* dataLength); // Decompress data (DEFLATE algorythm)
-
-// Persistent storage management
-void SaveStorageValue(uint position, int value); // Save integer value to storage file (to defined position)
-int LoadStorageValue(uint 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
-void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
-int GetKeyPressed(); // Get key pressed, call it multiple times for chars queued
-
-// 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 DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
-void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse 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 (vertex in counter-clockwise order!)
-void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
-void DrawTriangleFan(Vector2* points, int numPoints, Color color); // Draw a triangle fan defined by points (first vertex is the center)
-void DrawTriangleStrip(Vector2* points, int pointsCount, Color color); // Draw a triangle strip defined by points
-void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
-void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
-
-// 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 loading functions
-// NOTE: This functions do not require GPU access
-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 UnloadImage(Image image); // Unload image from CPU memory (RAM)
-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
-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)
-
-// 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
-
-// Image manipulation functions
-Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
-Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
-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 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)
-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
-Color* ImageExtractPalette(Image image, int maxPaletteSize, int* extractCount); // Extract color palette from image to maximum size (memory should be freed)
-Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
-
-// Image drawing functions
-// NOTE: Image software-rendering functions (CPU)
-void ImageClearBackground(Image* dst, Color color); // Clear image background with given color
-void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image
-void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
-void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
-void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
-void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
-void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
-void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
-void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
-void ImageDrawRectangleRec(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 ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
-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)
-
-// Texture loading functions
-// NOTE: These functions require GPU access
-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 UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
-void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
-void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data
-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)
-
-// 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
-
-// Image/Texture misc functions
-int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
-
-//------------------------------------------------------------------------------------
-// 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(const(CharInfo)* chars, Rectangle** recs,
-        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 selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
-void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint); // Draw one character (codepoint)
-
-// 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 codepoint); // Get index position for a unicode character on font
-
-// Text strings management functions (no utf8 strings, only byte chars)
-// NOTE: Some strings allocate memory internally for returned strings, just be careful!
-int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied
-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
-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
-char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (memory must be freed!)
-char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (memory must 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)
-char* TextToUtf8(int* codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!)
-
-// UTF8 text strings management functions
-int* GetCodepoints(const(char)* text, int* count); // Get all codepoints in a string, codepoints count returned by parameters
-int GetCodepointsCount(const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string
-int GetNextCodepoint(const(char)* text, int* bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f ('?') is returned on failure
-const(char)* CodepointToUtf8(int codepoint, int* byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
-
-//------------------------------------------------------------------------------------
-// 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 DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
-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 center, float radius); // Detect collision between box and sphere
-bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
-bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, 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
-Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
-Shader LoadShaderCode(const(char)* vsCode, const(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
-Texture2D GetShapesTexture(); // Get texture to draw shapes
-Rectangle GetShapesTextureRec(); // Get texture rectangle to draw shapes
-void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
-
-// 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
-Matrix GetMatrixProjection(); // Get internal projection matrix
-
-// Texture maps generation (PBR)
-// NOTE: Required shaders should be provided
-Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from 2D 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)
-
-// 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
-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 StopSound(Sound sound); // Stop playing a sound
-void PauseSound(Sound sound); // Pause a sound
-void ResumeSound(Sound sound); // Resume a paused sound
-void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
-void StopSoundMulti(); // Stop any sound playing (using multichannel buffer pool)
-int GetSoundsPlaying(); // Get number of sounds playing in the multichannel
-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 IsAudioStreamProcessed(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)
-void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
-
-//------------------------------------------------------------------------------------
-// Network (Module: network)
-//------------------------------------------------------------------------------------
-
-// IN PROGRESS: Check rnet.h for reference
-
-// RAYLIB_H
+module raylib;
+
+public
+{
+    import rlgl;
+    import raymath;
+    import easings;
+    import raymathext;
+}
+/**********************************************************************************************
+*
+*   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]
+*       - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
+*       - 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 algorithms
+*       [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) 2013-2020 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) @nogc nothrow:
+
+// 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;
+
+enum Colors {
+    // 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)
+    LIGHTGRAY = Color(200, 200, 200, 255), // Light Gray
+    GRAY = Color(130, 130, 130, 255), // Gray
+    DARKGRAY = Color(80, 80, 80, 255), // Dark Gray
+    YELLOW = Color(253, 249, 0, 255), // Yellow
+    GOLD = Color(255, 203, 0, 255), // Gold
+    ORANGE = Color(255, 161, 0, 255), // Orange
+    PINK = Color(255, 109, 194, 255), // Pink
+    RED = Color(230, 41, 55, 255), // Red
+    MAROON = Color(190, 33, 55, 255), // Maroon
+    GREEN = Color(0, 228, 48, 255), // Green
+    LIME = Color(0, 158, 47, 255), // Lime
+    DARKGREEN = Color(0, 117, 44, 255), // Dark Green
+    SKYBLUE = Color(102, 191, 255, 255), // Sky Blue
+    BLUE = Color(0, 121, 241, 255), // Blue
+    DARKBLUE = Color(0, 82, 172, 255), // Dark Blue
+    PURPLE = Color(200, 122, 255, 255), // Purple
+    VIOLET = Color(135, 60, 190, 255), // Violet
+    DARKPURPLE = Color(112, 31, 126, 255), // Dark Purple
+    BEIGE = Color(211, 176, 131, 255), // Beige
+    BROWN = Color(127, 106, 79, 255), // Brown
+    DARKBROWN = Color(76, 63, 47, 255), // Dark Brown
+
+    WHITE = Color(255, 255, 255, 255), // White
+    BLACK = Color(0, 0, 0, 255), // Black
+    BLANK = Color(0, 0, 0, 0), // Blank (Transparent)
+    MAGENTA = Color(255, 0, 255, 255), // Magenta
+    RAYWHITE = Color(245, 245, 245, 255), // My own White (raylib logo)
+}
+
+//----------------------------------------------------------------------------------
+// Structures Definition
+//----------------------------------------------------------------------------------
+// Vector2 type
+struct Vector2
+{
+    float x = 0.0f;
+    float y = 0.0f;
+    mixin Linear;
+}
+
+struct Bivector2
+{
+    float xy = 0.0f;
+    alias xy this;
+    mixin Linear;
+}
+
+// Vector3 type
+struct Vector3
+{
+    float x = 0.0f;
+    float y = 0.0f;
+    float z = 0.0f;
+    mixin Linear;
+}
+
+// Bivector3 type
+/// Beware of the field order
+/// xy is the first field
+struct Bivector3
+{
+    float xy = 0.0f;
+    float yz = 0.0f;
+    float zx = 0.0f;
+    mixin Linear;
+}
+
+// Rotor type
+struct Rotor3
+{
+    float a = 1.0f;
+    float xy = 0.0f;
+    float yz = 0.0f;
+    float zx = 0.0f;
+    mixin Linear;
+
+    alias i = yz;
+    alias j = zx;
+    alias k = xy;
+
+    @property Bivector3 b()
+    {
+        return Bivector3(xy, yz, zx);
+    }
+
+    @property Bivector3 b(Bivector3 _b)
+    {
+        xy = _b.xy;
+        yz = _b.yz;
+        zx = _b.zx;
+        return _b;
+    }
+
+    this(float _a, Bivector3 _b)
+    {
+        a = _a;
+        b = _b;
+    }
+
+    this(float _a, float _xy, float _yz, float _zx)
+    {
+        a = _a;
+        xy = _xy;
+        yz = _yz;
+        zx = _zx;
+    }
+}
+
+alias Quaternion = Rotor3;
+
+// Vector4 type
+struct Vector4
+{
+    float x = 0.0f;
+    float y = 0.0f;
+    float z = 0.0f;
+    float w = 0.0f;
+    mixin Linear;
+}
+
+// Matrix type (OpenGL style 4x4 - right handed, column major)
+struct Matrix4
+{
+    float m0 = 0.0f;
+    float m4 = 0.0f;
+    float m8 = 0.0f;
+    float m12 = 0.0f;
+    float m1 = 0.0f;
+    float m5 = 0.0f;
+    float m9 = 0.0f;
+    float m13 = 0.0f;
+    float m2 = 0.0f;
+    float m6 = 0.0f;
+    float m10 = 0.0f;
+    float m14 = 0.0f;
+    float m3 = 0.0f;
+    float m7 = 0.0f;
+    float m11 = 0.0f;
+    float m15 = 0.0f;
+    mixin Linear;
+}
+
+alias Matrix = Matrix4;
+
+// Color type, RGBA (32bit)
+struct Color
+{
+    ubyte r;
+    ubyte g;
+    ubyte b;
+    ubyte a;
+}
+
+// Rectangle type
+struct Rectangle
+{
+    float x = 0.0f;
+    float y = 0.0f;
+    float width = 0.0f;
+    float height = 0.0f;
+    alias w = width;
+    alias h = 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)
+    int offsetX; // Character offset X when drawing
+    int offsetY; // Character offset Y when drawing
+    int advanceX; // Character advance position X
+    Image image; // Character image data
+}
+
+// Font type, includes texture and charSet array data
+struct Font
+{
+    int baseSize; // Base size (default chars height)
+    int charsCount; // Number of characters
+    Texture2D texture; // Characters texture atlas
+    Rectangle* recs; // Characters rectangles in texture
+    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
+    CameraType 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 = 0.0f; // Camera rotation in degrees
+    float zoom = 1.0f; // 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
+}
+
+struct rAudioBuffer;
+
+// 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)
+
+    rAudioBuffer* buffer; // Pointer to internal data used by the audio system
+};
+
+// Sound source type
+struct Sound
+{
+    uint sampleCount; // Total number of samples
+    AudioStream stream; // Audio stream
+};
+
+// Music stream type (audio file streaming from memory)
+// NOTE: Anything longer than ~10 seconds should be streamed
+struct Music
+{
+    int ctxType; // Type of music context (audio filetype)
+    void* ctxData; // Audio context data, depends on type
+
+    uint sampleCount; // Total number of samples
+    uint loopCount; // Loops count (times music will play), 0 means infinite loop
+
+    AudioStream stream; // Audio stream
+};
+
+// 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_RESERVED = 1, // Reserved
+    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_WINDOW_ALWAYS_RUN = 256, // Set to allow windows running while minimized
+    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 DPAD
+    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 normally corresponds with PlayStation and Xbox controllers
+    // XBOX: [Y,X,A,B]
+    // PS3: [Triangle,Square,Cross,Circle]
+    // No support for 6 button controllers though..
+    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 : int
+{
+    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
+bool IsWindowFullscreen(); // Check if window is currently fullscreen
+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
+Vector2 GetWindowPosition(); // Get window position XY on monitor
+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
+void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
+void EndScissorMode(); // End scissor mode
+
+// Screen-space-related functions
+Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
+Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
+Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
+Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
+Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
+Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
+Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
+
+// 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]
+Color ColorFromNormalized(Vector4 normalized); // Returns color from normalized values [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
+ubyte* LoadFileData(const(char)* fileName, uint* bytesRead); // Load file data as byte array (read)
+void SaveFileData(const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write)
+char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
+void SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated
+bool FileExists(const(char)* fileName); // Check if file exists
+bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension
+bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists
+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 (uses static string)
+const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string)
+const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (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)
+ubyte* CompressData(ubyte* data, int dataLength, int* compDataLength); // Compress data (DEFLATE algorythm)
+ubyte* DecompressData(ubyte* compData, int compDataLength, int* dataLength); // Decompress data (DEFLATE algorythm)
+
+// Persistent storage management
+void SaveStorageValue(uint position, int value); // Save integer value to storage file (to defined position)
+int LoadStorageValue(uint 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
+void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
+int GetKeyPressed(); // Get key pressed, call it multiple times for chars queued
+
+// 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 DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
+void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse 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 (vertex in counter-clockwise order!)
+void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
+void DrawTriangleFan(Vector2* points, int numPoints, Color color); // Draw a triangle fan defined by points (first vertex is the center)
+void DrawTriangleStrip(Vector2* points, int pointsCount, Color color); // Draw a triangle strip defined by points
+void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
+void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
+
+// 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 loading functions
+// NOTE: This functions do not require GPU access
+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 UnloadImage(Image image); // Unload image from CPU memory (RAM)
+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
+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)
+
+// 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
+
+// Image manipulation functions
+Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
+Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
+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 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)
+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
+Color* ImageExtractPalette(Image image, int maxPaletteSize, int* extractCount); // Extract color palette from image to maximum size (memory should be freed)
+Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
+
+// Image drawing functions
+// NOTE: Image software-rendering functions (CPU)
+void ImageClearBackground(Image* dst, Color color); // Clear image background with given color
+void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image
+void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
+void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
+void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
+void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
+void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
+void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
+void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
+void ImageDrawRectangleRec(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 ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
+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)
+
+// Texture loading functions
+// NOTE: These functions require GPU access
+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 UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
+void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
+void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data
+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)
+
+// 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
+
+// Image/Texture misc functions
+int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
+
+//------------------------------------------------------------------------------------
+// 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(const(CharInfo)* chars, Rectangle** recs,
+        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 selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
+void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint); // Draw one character (codepoint)
+
+// 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 codepoint); // Get index position for a unicode character on font
+
+// Text strings management functions (no utf8 strings, only byte chars)
+// NOTE: Some strings allocate memory internally for returned strings, just be careful!
+int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied
+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
+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
+char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (memory must be freed!)
+char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (memory must 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)
+char* TextToUtf8(int* codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!)
+
+// UTF8 text strings management functions
+int* GetCodepoints(const(char)* text, int* count); // Get all codepoints in a string, codepoints count returned by parameters
+int GetCodepointsCount(const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string
+int GetNextCodepoint(const(char)* text, int* bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f ('?') is returned on failure
+const(char)* CodepointToUtf8(int codepoint, int* byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
+
+//------------------------------------------------------------------------------------
+// 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 DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
+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 center, float radius); // Detect collision between box and sphere
+bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
+bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, 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
+Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
+Shader LoadShaderCode(const(char)* vsCode, const(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
+Texture2D GetShapesTexture(); // Get texture to draw shapes
+Rectangle GetShapesTextureRec(); // Get texture rectangle to draw shapes
+void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
+
+// 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
+Matrix GetMatrixProjection(); // Get internal projection matrix
+
+// Texture maps generation (PBR)
+// NOTE: Required shaders should be provided
+Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from 2D 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)
+
+// 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
+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 StopSound(Sound sound); // Stop playing a sound
+void PauseSound(Sound sound); // Pause a sound
+void ResumeSound(Sound sound); // Resume a paused sound
+void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
+void StopSoundMulti(); // Stop any sound playing (using multichannel buffer pool)
+int GetSoundsPlaying(); // Get number of sounds playing in the multichannel
+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 IsAudioStreamProcessed(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)
+void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
+
+//------------------------------------------------------------------------------------
+// Network (Module: network)
+//------------------------------------------------------------------------------------
+
+// IN PROGRESS: Check rnet.h for reference
+
+// RAYLIB_H

+ 377 - 207
source/raymath.d

@@ -1,241 +1,411 @@
-import raylib;
-import std.math;
+module raymath;
 
-pragma(inline, true):
+import raylib;
 
-version (unittest)
+/**********************************************************************************************
+*
+*   raymath v1.2 - Math functions to work with Vector3, Matrix and Quaternions
+*
+*   CONFIGURATION:
+*
+*   #define RAYMATH_IMPLEMENTATION
+*       Generates the implementation of the library into the included file.
+*       If not defined, the library is in header only mode and can be included in other headers
+*       or source files without problems. But only ONE file should hold the implementation.
+*
+*   #define RAYMATH_HEADER_ONLY
+*       Define static inline functions code, so #include header suffices for use.
+*       This may use up lots of memory.
+*
+*   #define RAYMATH_STANDALONE
+*       Avoid raylib.h header inclusion in this file.
+*       Vector3 and Matrix data types are defined internally in raymath module.
+*
+*
+*   LICENSE: zlib/libpng
+*
+*   Copyright (c) 2015-2020 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.
+*
+**********************************************************************************************/
+
+extern (C):
+
+//#define RAYMATH_STANDALONE      // NOTE: To use raymath as standalone lib, just uncomment this line
+//#define RAYMATH_HEADER_ONLY     // NOTE: To compile functions as static inline, uncomment this line
+
+// Required for structs: Vector3, Matrix
+
+// We are building raylib as a Win32 shared library (.dll).
+
+// We are using raylib as a Win32 shared library (.dll)
+
+// Provide external definition
+
+// Functions may be inlined, no external out-of-line definition
+
+// plain inline not supported by tinycc (See issue #435) // Functions may be inlined or external definition used
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+
+// Return float vector for Matrix
+
+extern (D) auto MatrixToFloat(T)(auto ref T mat)
 {
-    import fluent.asserts;
+    return MatrixToFloatV(mat).v;
 }
 
-mixin template Linear()
-{
-    import std.algorithm : canFind, map;
-    import std.range : join;
-    import std.traits : FieldNameTuple;
-
-    private static alias T = typeof(this);
-
-    static T zero()
-    {
-        enum fragment = [FieldNameTuple!T].map!(field => "0.").join(",");
-        return mixin("T(" ~ fragment ~ ")");
-    }
-
-    static T one()
-    {
-        enum fragment = [FieldNameTuple!T].map!(field => "1.").join(",");
-        return mixin("T(" ~ fragment ~ ")");
-    }
-
-    inout T opUnary(string op)() if (["+", "-"].canFind(op))
-    {
-        enum fragment = [FieldNameTuple!T].map!(field => op ~ field).join(",");
-        return mixin("T(" ~ fragment ~ ")");
-    }
-
-    static if (is(T == Rotor3))
-    {
-        /// Returns a rotor equivalent to first apply p, then apply q
-        inout Rotor3 opBinary(string op)(inout Rotor3 q) if (op == "*")
-        {
-            alias p = this;
-            Rotor3 r;
-            r.a = p.a * q.a - p.i * q.i - p.j * q.j - p.k * q.k;
-            r.i = p.i * q.a + p.a * q.i + p.j * q.k - p.k * q.j;
-            r.j = p.j * q.a + p.a * q.j + p.k * q.i - p.i * q.k;
-            r.k = p.k * q.a + p.a * q.k + p.i * q.j - p.j * q.i;
-            return r;
-        }
-
-        inout Vector3 opBinary(string op)(inout Vector3 v) if (op == "*")
-        {
-            Vector3 rv;
-            rv.x = a * v.x + xy * v.y - zx * v.z;
-            rv.y = a * v.y + yz * v.z - xy * v.x;
-            rv.z = a * v.z + zx * v.x - yz * v.y;
-            return rv;
-        }
-
-        inout Vector3 opBinaryRight(string op)(inout Vector3 v) if (op == "*")
-        {
-            Vector3 vr;
-            vr.x = v.x * a - v.y * xy + v.z * zx;
-            vr.y = v.y * a - v.z * yz + v.x * xy;
-            vr.z = v.z * a - v.x * zx + v.y * yz;
-            return vr;
-        }
-    }
-    else
-    {
-        inout T opBinary(string op)(inout T rhs) if (["+", "-"].canFind(op))
-        {
-            enum fragment = [FieldNameTuple!T].map!(field => field ~ op ~ "rhs." ~ field).join(",");
-            return mixin("T(" ~ fragment ~ ")");
-        }
-    }
-
-    inout T opBinary(string op)(inout float rhs) if (["+", "-", "*", "/"].canFind(op))
-    {
-        enum fragment = [FieldNameTuple!T].map!(field => field ~ op ~ "rhs").join(",");
-        return mixin("T(" ~ fragment ~ ")");
-    }
-
-    inout T opBinaryRight(string op)(inout float lhs) if (["+", "-", "*", "/"].canFind(op))
-    {
-        enum fragment = [FieldNameTuple!T].map!(field => "lhs" ~ op ~ field).join(",");
-        return mixin("T(" ~ fragment ~ ")");
-    }
-}
+// Return float vector for Vector3
 
-unittest
+extern (D) auto Vector3ToFloat(T)(auto ref T vec)
 {
-    Assert.equal(Vector2.init, Vector2.zero);
-    Assert.equal(Vector2(), Vector2.zero);
-    Assert.equal(-Vector2(1, 2), Vector2(-1, -2));
-    auto a = Vector3(1, 2, 9);
-    immutable b = Vector3(3, 4, 9);
-    Vector3 c = a + b;
-    Assert.equal(c, Vector3(4, 6, 18));
-    Assert.equal(4.0f - Vector2.zero, Vector2(4, 4));
-    Assert.equal(Vector2.one - 3.0f, Vector2(-2, -2));
+    return Vector3ToFloatV(vec).v;
 }
 
-import std.traits : FieldNameTuple;
-import std.algorithm : map;
-import std.range : join;
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
 
-float length(T)(T v)
-{
-    enum fragment = [FieldNameTuple!T].map!(field => "v." ~ field ~ "*" ~ "v." ~ field).join("+");
-    return mixin("sqrt(" ~ fragment ~ ")");
-}
+// Vector2 type
 
-T normal(T)(T v)
-{
-    return v / v.length;
-}
+// Vector3 type
 
-float distance(T)(T lhs, T rhs)
-{
-    return (lhs - rhs).length;
-}
+// Quaternion type
 
-float dot(T)(T lhs, T rhs)
-{
-    enum fragment = [FieldNameTuple!T].map!(field => "lhs." ~ field ~ "*" ~ "rhs." ~ field).join(
-                "+");
-    return mixin(fragment);
-}
+// Matrix type (OpenGL style 4x4 - right handed, column major)
 
-unittest
+// NOTE: Helper types to be used instead of array return types for *ToFloat functions
+struct float3
 {
-    Assert.equal(Vector2(3, 4).length, 5);
-    const a = Vector2(-3, 4);
-    Assert.equal(a.normal, Vector2(-3. / 5., 4. / 5.));
-    immutable b = Vector2(9, 8);
-    Assert.equal(b.distance(Vector2(-3, 3)), 13);
-    Assert.equal(Vector3(2, 3, 4).dot(Vector3(4, 5, 6)), 47);
-    Assert.equal(Vector2.one.length, sqrt(2.0f));
+    float[3] v;
 }
 
-unittest
+struct float16
 {
-    Assert.equal(Rotor3(1, 2, 3, 4), Rotor3(1, Bivector3(2, 3, 4)));
+    float[16] v;
 }
 
-/// Mix `amount` of `lhs` with `1-amount` of `rhs`
-///   `amount` should be between 0 and 1, but can be anything
-///   lerp(lhs, rhs, 0) == lhs
-///   lerp(lhs, rhs, 1) == rhs
-T lerp(T)(T lhs, T rhs, float amount)
-{
-    return lhs + amount * (rhs - lhs);
-}
+// Required for: sinf(), cosf(), sqrtf(), tan(), fabs()
 
-/// angle betwenn vector and x-axis (+y +x -> positive)
-float angle(Vector2 v)
-{
-    return atan2(v.y, v.x);
-}
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Utils math
+//----------------------------------------------------------------------------------
 
-Vector2 rotate(Vector2 v, float angle)
-{
-    return Vector2(v.x * cos(angle) - v.y * sin(angle), v.x * sin(angle) + v.y * cos(angle));
-}
+// Clamp float value
+float Clamp (float value, float min, float max);
 
-Vector2 slide(Vector2 v, Vector2 along)
-{
-    return along.normal * dot(v, along);
-}
+// Calculate linear interpolation between two floats
+float Lerp (float start, float end, float amount);
 
-Bivector2 wedge(Vector2 lhs, Vector2 rhs)
-{
-    Bivector2 result = {xy: lhs.x * rhs.y - lhs.y * rhs.x};
-    return result;
-}
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vector2 math
+//----------------------------------------------------------------------------------
 
-// dfmt off
-Bivector3 wedge(Vector3 lhs, Vector3 rhs)
-{
-    Bivector3 result = {
-        xy: lhs.x * rhs.y - lhs.y * rhs.x,
-        yz: lhs.y * rhs.z - lhs.z * rhs.y,
-        zx: lhs.z * rhs.x - lhs.x * rhs.z,
-    };
-    return result;
-}
+// Vector with components value 0.0f
+Vector2 Vector2Zero ();
 
-Vector3 transform(Vector3 v, Matrix4 mat)
-{
-    with (v) with (mat)
-        return Vector3(
-            m0 * x + m4 * y + m8 * z + m12,
-            m1 * x + m5 * y + m9 * z + m13,
-            m2 * x + m6 * y + m10 * z + m14
-        );
-}
-// dfmt on
+// Vector with components value 1.0f
+Vector2 Vector2One ();
 
-Vector3 cross(Vector3 lhs, Vector3 rhs)
-{
-    auto v = wedge(lhs, rhs);
-    return Vector3(v.yz, v.zx, v.xy);
-}
+// Add two vectors (v1 + v2)
+Vector2 Vector2Add (Vector2 v1, Vector2 v2);
 
-unittest {
-    // TODO
-}
+// Subtract two vectors (v1 - v2)
+Vector2 Vector2Subtract (Vector2 v1, Vector2 v2);
 
-/// Returns a unit rotor that rotates `from` to `to`
-Rotor3 rotation(Vector3 from, Vector3 to)
-{
-    return Rotor3(1 + dot(to, from), wedge(to, from)).normal;
-}
+// Calculate vector length
+float Vector2Length (Vector2 v);
 
-Rotor3 rotation(float angle, Bivector3 plane)
-{
-    return Rotor3(cos(angle / 2.0f), -sin(angle / 2.0f) * plane);
-}
+// Calculate two vectors dot product
+float Vector2DotProduct (Vector2 v1, Vector2 v2);
 
-/// Rotate q by p
-Rotor3 rotate(Rotor3 p, Rotor3 q)
-{
-    return p * q * p.reverse;
-}
+// Calculate distance between two vectors
+float Vector2Distance (Vector2 v1, Vector2 v2);
 
-/// Rotate v by r
-Vector3 rotate(Rotor3 r, Vector3 v)
-{
-    return r * v * r.reverse;
-}
+// Calculate angle from two vectors in X-axis
+float Vector2Angle (Vector2 v1, Vector2 v2);
 
-Rotor3 reverse(Rotor3 r)
-{
-    return Rotor3(r.a, -r.b);
-}
+// Scale vector (multiply by value)
+Vector2 Vector2Scale (Vector2 v, float scale);
 
-unittest
-{
-    // TODO
-}
+// Multiply vector by vector
+Vector2 Vector2MultiplyV (Vector2 v1, Vector2 v2);
+
+// Negate vector
+Vector2 Vector2Negate (Vector2 v);
+
+// Divide vector by a float value
+Vector2 Vector2Divide (Vector2 v, float div);
+
+// Divide vector by vector
+Vector2 Vector2DivideV (Vector2 v1, Vector2 v2);
+
+// Normalize provided vector
+Vector2 Vector2Normalize (Vector2 v);
+
+// Calculate linear interpolation between two vectors
+Vector2 Vector2Lerp (Vector2 v1, Vector2 v2, float amount);
+
+// Rotate Vector by float in Degrees.
+Vector2 Vector2Rotate (Vector2 v, float degs);
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vector3 math
+//----------------------------------------------------------------------------------
+
+// Vector with components value 0.0f
+Vector3 Vector3Zero ();
+
+// Vector with components value 1.0f
+Vector3 Vector3One ();
+
+// Add two vectors
+Vector3 Vector3Add (Vector3 v1, Vector3 v2);
+
+// Subtract two vectors
+Vector3 Vector3Subtract (Vector3 v1, Vector3 v2);
+
+// Multiply vector by scalar
+Vector3 Vector3Scale (Vector3 v, float scalar);
+
+// Multiply vector by vector
+Vector3 Vector3Multiply (Vector3 v1, Vector3 v2);
+
+// Calculate two vectors cross product
+Vector3 Vector3CrossProduct (Vector3 v1, Vector3 v2);
+
+// Calculate one vector perpendicular vector
+Vector3 Vector3Perpendicular (Vector3 v);
+
+// Calculate vector length
+float Vector3Length (const Vector3 v);
+
+// Calculate two vectors dot product
+float Vector3DotProduct (Vector3 v1, Vector3 v2);
+
+// Calculate distance between two vectors
+float Vector3Distance (Vector3 v1, Vector3 v2);
+
+// Negate provided vector (invert direction)
+Vector3 Vector3Negate (Vector3 v);
+
+// Divide vector by a float value
+Vector3 Vector3Divide (Vector3 v, float div);
+
+// Divide vector by vector
+Vector3 Vector3DivideV (Vector3 v1, Vector3 v2);
+
+// Normalize provided vector
+Vector3 Vector3Normalize (Vector3 v);
+
+// Orthonormalize provided vectors
+// Makes vectors normalized and orthogonal to each other
+// Gram-Schmidt function implementation
+void Vector3OrthoNormalize (Vector3* v1, Vector3* v2);
+
+// Transforms a Vector3 by a given Matrix
+Vector3 Vector3Transform (Vector3 v, Matrix mat);
+
+// Transform a vector by quaternion rotation
+Vector3 Vector3RotateByQuaternion (Vector3 v, Quaternion q);
+
+// Calculate linear interpolation between two vectors
+Vector3 Vector3Lerp (Vector3 v1, Vector3 v2, float amount);
+
+// Calculate reflected vector to normal
+
+// I is the original vector
+// N is the normal of the incident plane
+// R = I - (2*N*( DotProduct[ I,N] ))
+Vector3 Vector3Reflect (Vector3 v, Vector3 normal);
+
+// Return min value for each pair of components
+Vector3 Vector3Min (Vector3 v1, Vector3 v2);
+
+// Return max value for each pair of components
+Vector3 Vector3Max (Vector3 v1, Vector3 v2);
+
+// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)
+// NOTE: Assumes P is on the plane of the triangle
+
+//Vector v0 = b - a, v1 = c - a, v2 = p - a;
+Vector3 Vector3Barycenter (Vector3 p, Vector3 a, Vector3 b, Vector3 c);
+
+// Returns Vector3 as float array
+float3 Vector3ToFloatV (Vector3 v);
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Matrix math
+//----------------------------------------------------------------------------------
+
+// Compute matrix determinant
+
+// Cache the matrix values (speed optimization)
+float MatrixDeterminant (Matrix mat);
+
+// Returns the trace of the matrix (sum of the values along the diagonal)
+float MatrixTrace (Matrix mat);
+
+// Transposes provided matrix
+Matrix MatrixTranspose (Matrix mat);
+
+// Invert provided matrix
+
+// Cache the matrix values (speed optimization)
+
+// Calculate the invert determinant (inlined to avoid double-caching)
+Matrix MatrixInvert (Matrix mat);
+
+// Normalize provided matrix
+Matrix MatrixNormalize (Matrix mat);
+
+// Returns identity matrix
+Matrix MatrixIdentity ();
+
+// Add two matrices
+Matrix MatrixAdd (Matrix left, Matrix right);
+
+// Subtract two matrices (left - right)
+Matrix MatrixSubtract (Matrix left, Matrix right);
+
+// Returns translation matrix
+Matrix MatrixTranslate (float x, float y, float z);
+
+// Create rotation matrix from axis and angle
+// NOTE: Angle should be provided in radians
+Matrix MatrixRotate (Vector3 axis, float angle);
+
+// Returns xyz-rotation matrix (angles in radians)
+Matrix MatrixRotateXYZ (Vector3 ang);
+
+// Returns x-rotation matrix (angle in radians)
+Matrix MatrixRotateX (float angle);
+
+// Returns y-rotation matrix (angle in radians)
+Matrix MatrixRotateY (float angle);
+
+// Returns z-rotation matrix (angle in radians)
+Matrix MatrixRotateZ (float angle);
+
+// Returns scaling matrix
+Matrix MatrixScale (float x, float y, float z);
+
+// Returns two matrix multiplication
+// NOTE: When multiplying matrices... the order matters!
+Matrix MatrixMultiply (Matrix left, Matrix right);
+
+// Returns perspective projection matrix
+Matrix MatrixFrustum (
+    double left,
+    double right,
+    double bottom,
+    double top,
+    double near,
+    double far);
+
+// Returns perspective projection matrix
+// NOTE: Angle should be provided in radians
+Matrix MatrixPerspective (double fovy, double aspect, double near, double far);
+
+// Returns orthographic projection matrix
+Matrix MatrixOrtho (
+    double left,
+    double right,
+    double bottom,
+    double top,
+    double near,
+    double far);
+
+// Returns camera look-at matrix (view matrix)
+Matrix MatrixLookAt (Vector3 eye, Vector3 target, Vector3 up);
+
+// Returns float array of matrix data
+float16 MatrixToFloatV (Matrix mat);
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Quaternion math
+//----------------------------------------------------------------------------------
+
+// Returns identity quaternion
+Quaternion QuaternionIdentity ();
+
+// Computes the length of a quaternion
+float QuaternionLength (Quaternion q);
+
+// Normalize provided quaternion
+Quaternion QuaternionNormalize (Quaternion q);
+
+// Invert provided quaternion
+Quaternion QuaternionInvert (Quaternion q);
+
+// Calculate two quaternion multiplication
+Quaternion QuaternionMultiply (Quaternion q1, Quaternion q2);
+
+// Calculate linear interpolation between two quaternions
+Quaternion QuaternionLerp (Quaternion q1, Quaternion q2, float amount);
+
+// Calculate slerp-optimized interpolation between two quaternions
+Quaternion QuaternionNlerp (Quaternion q1, Quaternion q2, float amount);
+
+// Calculates spherical linear interpolation between two quaternions
+Quaternion QuaternionSlerp (Quaternion q1, Quaternion q2, float amount);
+
+// Calculate quaternion based on the rotation from one vector to another
+
+// NOTE: Added QuaternioIdentity()
+
+// Normalize to essentially nlerp the original and identity to 0.5
+
+// Above lines are equivalent to:
+//Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f);
+Quaternion QuaternionFromVector3ToVector3 (Vector3 from, Vector3 to);
+
+// Returns a quaternion for a given rotation matrix
+Quaternion QuaternionFromMatrix (Matrix mat);
+
+// Returns a matrix for a given quaternion
+Matrix QuaternionToMatrix (Quaternion q);
+
+// Returns rotation quaternion for an angle and axis
+// NOTE: angle must be provided in radians
+Quaternion QuaternionFromAxisAngle (Vector3 axis, float angle);
+
+// Returns the rotation angle and axis for a given quaternion
+
+// This occurs when the angle is zero.
+// Not a problem: just set an arbitrary normalized axis.
+void QuaternionToAxisAngle (Quaternion q, Vector3* outAxis, float* outAngle);
+
+// Returns he quaternion equivalent to Euler angles
+Quaternion QuaternionFromEuler (float roll, float pitch, float yaw);
+
+// Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
+// NOTE: Angles are returned in a Vector3 struct in degrees
+
+// roll (x-axis rotation)
+
+// pitch (y-axis rotation)
+
+// yaw (z-axis rotation)
+Vector3 QuaternionToEuler (Quaternion q);
+
+// Transform a quaternion given a transformation matrix
+Quaternion QuaternionTransform (Quaternion q, Matrix mat);
+
+// RAYMATH_H

+ 243 - 0
source/raymathext.d

@@ -0,0 +1,243 @@
+module raymathext;
+
+import raylib;
+import std.math;
+
+pragma(inline, true):
+
+version (unittest)
+{
+    import fluent.asserts;
+}
+
+mixin template Linear()
+{
+    import std.algorithm : canFind, map;
+    import std.range : join;
+    import std.traits : FieldNameTuple;
+
+    private static alias T = typeof(this);
+
+    static T zero()
+    {
+        enum fragment = [FieldNameTuple!T].map!(field => "0.").join(",");
+        return mixin("T(" ~ fragment ~ ")");
+    }
+
+    static T one()
+    {
+        enum fragment = [FieldNameTuple!T].map!(field => "1.").join(",");
+        return mixin("T(" ~ fragment ~ ")");
+    }
+
+    inout T opUnary(string op)() if (["+", "-"].canFind(op))
+    {
+        enum fragment = [FieldNameTuple!T].map!(field => op ~ field).join(",");
+        return mixin("T(" ~ fragment ~ ")");
+    }
+
+    static if (is(T == Rotor3))
+    {
+        /// Returns a rotor equivalent to first apply p, then apply q
+        inout Rotor3 opBinary(string op)(inout Rotor3 q) if (op == "*")
+        {
+            alias p = this;
+            Rotor3 r;
+            r.a = p.a * q.a - p.i * q.i - p.j * q.j - p.k * q.k;
+            r.i = p.i * q.a + p.a * q.i + p.j * q.k - p.k * q.j;
+            r.j = p.j * q.a + p.a * q.j + p.k * q.i - p.i * q.k;
+            r.k = p.k * q.a + p.a * q.k + p.i * q.j - p.j * q.i;
+            return r;
+        }
+
+        inout Vector3 opBinary(string op)(inout Vector3 v) if (op == "*")
+        {
+            Vector3 rv;
+            rv.x = a * v.x + xy * v.y - zx * v.z;
+            rv.y = a * v.y + yz * v.z - xy * v.x;
+            rv.z = a * v.z + zx * v.x - yz * v.y;
+            return rv;
+        }
+
+        inout Vector3 opBinaryRight(string op)(inout Vector3 v) if (op == "*")
+        {
+            Vector3 vr;
+            vr.x = v.x * a - v.y * xy + v.z * zx;
+            vr.y = v.y * a - v.z * yz + v.x * xy;
+            vr.z = v.z * a - v.x * zx + v.y * yz;
+            return vr;
+        }
+    }
+    else
+    {
+        inout T opBinary(string op)(inout T rhs) if (["+", "-"].canFind(op))
+        {
+            enum fragment = [FieldNameTuple!T].map!(field => field ~ op ~ "rhs." ~ field).join(",");
+            return mixin("T(" ~ fragment ~ ")");
+        }
+    }
+
+    inout T opBinary(string op)(inout float rhs) if (["+", "-", "*", "/"].canFind(op))
+    {
+        enum fragment = [FieldNameTuple!T].map!(field => field ~ op ~ "rhs").join(",");
+        return mixin("T(" ~ fragment ~ ")");
+    }
+
+    inout T opBinaryRight(string op)(inout float lhs) if (["+", "-", "*", "/"].canFind(op))
+    {
+        enum fragment = [FieldNameTuple!T].map!(field => "lhs" ~ op ~ field).join(",");
+        return mixin("T(" ~ fragment ~ ")");
+    }
+}
+
+unittest
+{
+    Assert.equal(Vector2.init, Vector2.zero);
+    Assert.equal(Vector2(), Vector2.zero);
+    Assert.equal(-Vector2(1, 2), Vector2(-1, -2));
+    auto a = Vector3(1, 2, 9);
+    immutable b = Vector3(3, 4, 9);
+    Vector3 c = a + b;
+    Assert.equal(c, Vector3(4, 6, 18));
+    Assert.equal(4.0f - Vector2.zero, Vector2(4, 4));
+    Assert.equal(Vector2.one - 3.0f, Vector2(-2, -2));
+}
+
+import std.traits : FieldNameTuple;
+import std.algorithm : map;
+import std.range : join;
+
+float length(T)(T v)
+{
+    enum fragment = [FieldNameTuple!T].map!(field => "v." ~ field ~ "*" ~ "v." ~ field).join("+");
+    return mixin("sqrt(" ~ fragment ~ ")");
+}
+
+T normal(T)(T v)
+{
+    return v / v.length;
+}
+
+float distance(T)(T lhs, T rhs)
+{
+    return (lhs - rhs).length;
+}
+
+float dot(T)(T lhs, T rhs)
+{
+    enum fragment = [FieldNameTuple!T].map!(field => "lhs." ~ field ~ "*" ~ "rhs." ~ field).join(
+                "+");
+    return mixin(fragment);
+}
+
+unittest
+{
+    Assert.equal(Vector2(3, 4).length, 5);
+    const a = Vector2(-3, 4);
+    Assert.equal(a.normal, Vector2(-3. / 5., 4. / 5.));
+    immutable b = Vector2(9, 8);
+    Assert.equal(b.distance(Vector2(-3, 3)), 13);
+    Assert.equal(Vector3(2, 3, 4).dot(Vector3(4, 5, 6)), 47);
+    Assert.equal(Vector2.one.length, sqrt(2.0f));
+}
+
+unittest
+{
+    Assert.equal(Rotor3(1, 2, 3, 4), Rotor3(1, Bivector3(2, 3, 4)));
+}
+
+/// Mix `amount` of `lhs` with `1-amount` of `rhs`
+///   `amount` should be between 0 and 1, but can be anything
+///   lerp(lhs, rhs, 0) == lhs
+///   lerp(lhs, rhs, 1) == rhs
+T lerp(T)(T lhs, T rhs, float amount)
+{
+    return lhs + amount * (rhs - lhs);
+}
+
+/// angle betwenn vector and x-axis (+y +x -> positive)
+float angle(Vector2 v)
+{
+    return atan2(v.y, v.x);
+}
+
+Vector2 rotate(Vector2 v, float angle)
+{
+    return Vector2(v.x * cos(angle) - v.y * sin(angle), v.x * sin(angle) + v.y * cos(angle));
+}
+
+Vector2 slide(Vector2 v, Vector2 along)
+{
+    return along.normal * dot(v, along);
+}
+
+Bivector2 wedge(Vector2 lhs, Vector2 rhs)
+{
+    Bivector2 result = {xy: lhs.x * rhs.y - lhs.y * rhs.x};
+    return result;
+}
+
+// dfmt off
+Bivector3 wedge(Vector3 lhs, Vector3 rhs)
+{
+    Bivector3 result = {
+        xy: lhs.x * rhs.y - lhs.y * rhs.x,
+        yz: lhs.y * rhs.z - lhs.z * rhs.y,
+        zx: lhs.z * rhs.x - lhs.x * rhs.z,
+    };
+    return result;
+}
+
+Vector3 transform(Vector3 v, Matrix4 mat)
+{
+    with (v) with (mat)
+        return Vector3(
+            m0 * x + m4 * y + m8 * z + m12,
+            m1 * x + m5 * y + m9 * z + m13,
+            m2 * x + m6 * y + m10 * z + m14
+        );
+}
+// dfmt on
+
+Vector3 cross(Vector3 lhs, Vector3 rhs)
+{
+    auto v = wedge(lhs, rhs);
+    return Vector3(v.yz, v.zx, v.xy);
+}
+
+unittest {
+    // TODO
+}
+
+/// Returns a unit rotor that rotates `from` to `to`
+Rotor3 rotation(Vector3 from, Vector3 to)
+{
+    return Rotor3(1 + dot(to, from), wedge(to, from)).normal;
+}
+
+Rotor3 rotation(float angle, Bivector3 plane)
+{
+    return Rotor3(cos(angle / 2.0f), -sin(angle / 2.0f) * plane);
+}
+
+/// Rotate q by p
+Rotor3 rotate(Rotor3 p, Rotor3 q)
+{
+    return p * q * p.reverse;
+}
+
+/// Rotate v by r
+Vector3 rotate(Rotor3 r, Vector3 v)
+{
+    return r * v * r.reverse;
+}
+
+Rotor3 reverse(Rotor3 r)
+{
+    return Rotor3(r.a, -r.b);
+}
+
+unittest
+{
+    // TODO
+}