diff third_party/raylib/include/raylib.h @ 276:b55c22cff335

Add interactive infinite canvas prototype
author MrJuneJune <me@mrjunejune.com>
date Mon, 17 Aug 2026 16:57:56 -0700
parents f33d9ff8b6e8
children
line wrap: on
line diff
--- a/third_party/raylib/include/raylib.h	Sat Aug 08 02:13:21 2026 -0700
+++ b/third_party/raylib/include/raylib.h	Mon Aug 17 16:57:56 2026 -0700
@@ -1,16 +1,16 @@
 /**********************************************************************************************
 *
-*   raylib v5.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
+*   raylib v6.0 - 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, Haiku, Android, Raspberry Pi, DRM native, HTML5.
+*       - Multiplatform: Windows, Linux, macOS, FreeBSD, Web, Android, Raspberry Pi, DRM native...
 *       - Written in plain C code (C99) in PascalCase/camelCase notation
 *       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile)
-*       - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+*       - Software renderer optional, for systems with no GPU: [rlsw]
+*       - Custom OpenGL abstraction layer (usable as standalone module): [rlgl]
 *       - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts)
-*       - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
+*       - Many texture formats supported, 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
 *       - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF)
@@ -26,24 +26,23 @@
 *       - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
 *       - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
 *
-*   DEPENDENCIES (included):
-*       [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
-*       [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input
-*       [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading
+*   DEPENDENCIES:
+*       [rcore] Depends on the selected platform backend, check rcore.c header for details
+*       [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL extensions loading
 *       [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
 *
 *   OPTIONAL DEPENDENCIES (included):
-*       [rcore] msf_gif (Miles Fogle) for GIF recording
 *       [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
 *       [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
-*       [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation
-*       [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
-*       [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
-*       [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
-*       [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms
-*       [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
-*       [rtext] stb_truetype (Sean Barret) for ttf fonts loading
-*       [rtext] stb_rect_pack (Sean Barret) for rectangles packing
+*       [rcore] rprand (Ramon Santamaria) for pseudo-random numbers generation
+*       [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image management
+*       [rtextures] stb_image (Sean Barrett) for images loading (BMP, TGA, PNG, JPEG, HDR...)
+*       [rtextures] stb_image_write (Sean Barrett) for image writing (BMP, TGA, PNG, JPG)
+*       [rtextures] stb_image_resize2 (Sean Barrett) for image resizing algorithms
+*       [rtextures] stb_perlin (Sean Barrett) for Perlin Noise image generation
+*       [rtextures] rltexgpu (Ramon Santamaria) for GPU-compressed texture formats
+*       [rtext] stb_truetype (Sean Barrett) for ttf fonts loading
+*       [rtext] stb_rect_pack (Sean Barrett) for rectangles packing
 *       [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
 *       [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
 *       [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
@@ -52,10 +51,10 @@
 *       [raudio] dr_wav (David Reid) for WAV audio file loading
 *       [raudio] dr_flac (David Reid) for FLAC audio file loading
 *       [raudio] dr_mp3 (David Reid) for MP3 audio file loading
-*       [raudio] stb_vorbis (Sean Barret) for OGG audio loading
+*       [raudio] stb_vorbis (Sean Barrett) for OGG audio loading
 *       [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
 *       [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
-*       [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
+*       [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio management
 *
 *
 *   LICENSE: zlib/libpng
@@ -63,7 +62,7 @@
 *   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) 2013-2024 Ramon Santamaria (@raysan5)
+*   Copyright (c) 2013-2026 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.
@@ -87,10 +86,10 @@
 
 #include <stdarg.h>     // Required for: va_list - Only used by TraceLogCallback
 
-#define RAYLIB_VERSION_MAJOR 5
-#define RAYLIB_VERSION_MINOR 5
+#define RAYLIB_VERSION_MAJOR 6
+#define RAYLIB_VERSION_MINOR 0
 #define RAYLIB_VERSION_PATCH 0
-#define RAYLIB_VERSION  "5.5"
+#define RAYLIB_VERSION  "6.0"
 
 // Function specifiers in case library is build/used as a shared library
 // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
@@ -100,13 +99,13 @@
         #define __declspec(x) __attribute__((x))
     #endif
     #if defined(BUILD_LIBTYPE_SHARED)
-        #define RLAPI __declspec(dllexport)     // We are building the library as a Win32 shared library (.dll)
+        #define RLAPI __declspec(dllexport)     // Building the library as a Win32 shared library (.dll)
     #elif defined(USE_LIBTYPE_SHARED)
-        #define RLAPI __declspec(dllimport)     // We are using the library as a Win32 shared library (.dll)
+        #define RLAPI __declspec(dllimport)     // Using the library as a Win32 shared library (.dll)
     #endif
 #else
     #if defined(BUILD_LIBTYPE_SHARED)
-        #define RLAPI __attribute__((visibility("default"))) // We are building as a Unix shared library (.so/.dylib)
+        #define RLAPI __attribute__((visibility("default"))) // Building as a Unix shared library (.so/.dylib)
     #endif
 #endif
 
@@ -115,7 +114,7 @@
 #endif
 
 //----------------------------------------------------------------------------------
-// Some basic Defines
+// Defines and Macros
 //----------------------------------------------------------------------------------
 #ifndef PI
     #define PI 3.14159265358979323846f
@@ -158,10 +157,10 @@
     #error "C++11 or later is required. Add -std=c++11"
 #endif
 
-// NOTE: We set some defines with some data types declared by raylib
+// NOTE: Set some defines with some data types declared by raylib
 // Other modules (raymath, rlgl) also require some of those types, so,
 // to be able to use those other modules as standalone (not depending on raylib)
-// this defines are very useful for internal check and avoid type (re)definitions
+// this defines are useful for internal check and avoid type (re)definitions
 #define RL_COLOR_TYPE
 #define RL_RECTANGLE_TYPE
 #define RL_VECTOR2_TYPE
@@ -201,7 +200,7 @@
 #define RAYWHITE   CLITERAL(Color){ 245, 245, 245, 255 }   // My own White (raylib logo)
 
 //----------------------------------------------------------------------------------
-// Structures Definition
+// Types and Structures Definition
 //----------------------------------------------------------------------------------
 // Boolean type
 #if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
@@ -327,7 +326,7 @@
     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 aperture in Y (degrees) in perspective, used as near plane width in orthographic
+    float fovy;             // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane height in world units in orthographic
     int projection;         // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
 } Camera3D;
 
@@ -335,10 +334,10 @@
 
 // Camera2D, defines position/orientation in 2d space
 typedef struct Camera2D {
-    Vector2 offset;         // Camera offset (displacement from target)
-    Vector2 target;         // Camera target (rotation and zoom origin)
-    float rotation;         // Camera rotation in degrees
-    float zoom;             // Camera zoom (scaling), should be 1.0f by default
+    Vector2 offset;         // Camera offset (screen space offset from window origin)
+    Vector2 target;         // Camera target (world space target point that is mapped to screen space offset)
+    float rotation;         // Camera rotation in degrees (pivots around target)
+    float zoom;             // Camera zoom (scaling around target), must not be set to 0, set to 1.0f for no scale
 } Camera2D;
 
 // Mesh, vertex data and vao/vbo
@@ -352,16 +351,18 @@
     float *texcoords2;      // Vertex texture second coordinates (UV - 2 components per vertex) (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)
-    unsigned char *colors;      // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
-    unsigned short *indices;    // Vertex indices (in case vertex data comes indexed)
+    unsigned char *colors;  // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+    unsigned short *indices; // Vertex indices (in case vertex data comes indexed)
 
-    // Animation vertex data
+    // Skin data for animation
+    int boneCount;          // Number of bones (MAX: 256 bones)
+    unsigned char *boneIndices; // Vertex bone indices, up to 4 bones influence by vertex (skinning) (shader-location = 6)
+    float *boneWeights;     // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
+
+    // Runtime animation vertex data (CPU skinning)
+    // NOTE: In case of GPU skinning, not used, pointers are NULL
     float *animVertices;    // Animated vertex positions (after bones transformations)
     float *animNormals;     // Animated normals (after bones transformations)
-    unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
-    float *boneWeights;     // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
-    Matrix *boneMatrices;   // Bones animated transformation matrices
-    int boneCount;          // Number of bones
 
     // OpenGL identifiers
     unsigned int vaoId;     // OpenGL Vertex Array Object id
@@ -395,12 +396,22 @@
     Vector3 scale;          // Scale
 } Transform;
 
+// Anim pose, an array of Transform[]
+typedef Transform *ModelAnimPose;
+
 // Bone, skeletal animation bone
 typedef struct BoneInfo {
     char name[32];          // Bone name
     int parent;             // Bone parent
 } BoneInfo;
 
+// Skeleton, animation bones hierarchy
+typedef struct ModelSkeleton {
+    int boneCount;          // Number of bones
+    BoneInfo *bones;        // Bones information (skeleton)
+    ModelAnimPose bindPose; // Bones base transformation (Transform[])
+} ModelSkeleton;
+
 // Model, meshes, materials and animation data
 typedef struct Model {
     Matrix transform;       // Local transform matrix
@@ -412,18 +423,20 @@
     int *meshMaterial;      // Mesh material number
 
     // Animation data
-    int boneCount;          // Number of bones
-    BoneInfo *bones;        // Bones information (skeleton)
-    Transform *bindPose;    // Bones base transformation (pose)
+    ModelSkeleton skeleton; // Skeleton for animation
+
+    // Runtime animation data (CPU/GPU skinning)
+    ModelAnimPose currentPose; // Current animation pose (Transform[])
+    Matrix *boneMatrices;   // Bones animated transformation matrices
 } Model;
 
-// ModelAnimation
+// ModelAnimation, contains a full animation sequence
 typedef struct ModelAnimation {
-    int boneCount;          // Number of bones
-    int frameCount;         // Number of animation frames
-    BoneInfo *bones;        // Bones information (skeleton)
-    Transform **framePoses; // Poses array by frame
     char name[32];          // Animation name
+
+    int boneCount;          // Number of bones (per pose)
+    int keyframeCount;      // Number of animation key frames
+    ModelAnimPose *keyframePoses; // Animation sequence keyframe poses [keyframe][pose]
 } ModelAnimation;
 
 // Ray, ray for raycasting
@@ -513,7 +526,6 @@
 
 // File path list
 typedef struct FilePathList {
-    unsigned int capacity;          // Filepaths max entries
     unsigned int count;             // Filepaths entries count
     char **paths;                   // Filepaths entries
 } FilePathList;
@@ -571,8 +583,7 @@
 } TraceLogLevel;
 
 // Keyboard keys (US keyboard layout)
-// NOTE: Use GetKeyPressed() to allow redefining
-// required keys for alternative layouts
+// NOTE: Use GetKeyPressed() to allow redefining required keys for alternative layouts
 typedef enum {
     KEY_NULL            = 0,        // Key: NULL, used for no key pressed
     // Alphanumeric keys
@@ -723,7 +734,7 @@
 
 // Gamepad buttons
 typedef enum {
-    GAMEPAD_BUTTON_UNKNOWN = 0,         // Unknown button, just for error checking
+    GAMEPAD_BUTTON_UNKNOWN = 0,         // Unknown button, for error checking
     GAMEPAD_BUTTON_LEFT_FACE_UP,        // Gamepad left DPAD up button
     GAMEPAD_BUTTON_LEFT_FACE_RIGHT,     // Gamepad left DPAD right button
     GAMEPAD_BUTTON_LEFT_FACE_DOWN,      // Gamepad left DPAD down button
@@ -743,7 +754,7 @@
     GAMEPAD_BUTTON_RIGHT_THUMB          // Gamepad joystick pressed button right
 } GamepadButton;
 
-// Gamepad axis
+// Gamepad axes
 typedef enum {
     GAMEPAD_AXIS_LEFT_X        = 0,     // Gamepad left stick X axis
     GAMEPAD_AXIS_LEFT_Y        = 1,     // Gamepad left stick Y axis
@@ -772,6 +783,8 @@
 #define MATERIAL_MAP_SPECULAR     MATERIAL_MAP_METALNESS
 
 // Shader location index
+// NOTE: Some locations are tried to be set automatically on shader loading,
+// but only if default attributes/uniforms names are found, check config.h for names
 typedef enum {
     SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
     SHADER_LOC_VERTEX_TEXCOORD01,   // Shader location: vertex attribute: texcoord01
@@ -794,14 +807,15 @@
     SHADER_LOC_MAP_ROUGHNESS,       // Shader location: sampler2d texture: roughness
     SHADER_LOC_MAP_OCCLUSION,       // Shader location: sampler2d texture: occlusion
     SHADER_LOC_MAP_EMISSION,        // Shader location: sampler2d texture: emission
-    SHADER_LOC_MAP_HEIGHT,          // Shader location: sampler2d texture: height
+    SHADER_LOC_MAP_HEIGHT,          // Shader location: sampler2d texture: heightmap
     SHADER_LOC_MAP_CUBEMAP,         // Shader location: samplerCube texture: cubemap
     SHADER_LOC_MAP_IRRADIANCE,      // Shader location: samplerCube texture: irradiance
     SHADER_LOC_MAP_PREFILTER,       // Shader location: samplerCube texture: prefilter
     SHADER_LOC_MAP_BRDF,            // Shader location: sampler2d texture: brdf
-    SHADER_LOC_VERTEX_BONEIDS,      // Shader location: vertex attribute: boneIds
-    SHADER_LOC_VERTEX_BONEWEIGHTS,  // Shader location: vertex attribute: boneWeights
-    SHADER_LOC_BONE_MATRICES        // Shader location: array of matrices uniform: boneMatrices
+    SHADER_LOC_VERTEX_BONEIDS,      // Shader location: vertex attribute: bone indices
+    SHADER_LOC_VERTEX_BONEWEIGHTS,  // Shader location: vertex attribute: bone weights
+    SHADER_LOC_MATRIX_BONETRANSFORMS, // Shader location: matrix attribute: bone transforms (animation)
+    SHADER_LOC_VERTEX_INSTANCETRANSFORM // Shader location: vertex attribute: instance transforms
 } ShaderLocationIndex;
 
 #define SHADER_LOC_MAP_DIFFUSE      SHADER_LOC_MAP_ALBEDO
@@ -817,6 +831,10 @@
     SHADER_UNIFORM_IVEC2,           // Shader uniform type: ivec2 (2 int)
     SHADER_UNIFORM_IVEC3,           // Shader uniform type: ivec3 (3 int)
     SHADER_UNIFORM_IVEC4,           // Shader uniform type: ivec4 (4 int)
+    SHADER_UNIFORM_UINT,            // Shader uniform type: unsigned int
+    SHADER_UNIFORM_UIVEC2,          // Shader uniform type: uivec2 (2 unsigned int)
+    SHADER_UNIFORM_UIVEC3,          // Shader uniform type: uivec3 (3 unsigned int)
+    SHADER_UNIFORM_UIVEC4,          // Shader uniform type: uivec4 (4 unsigned int)
     SHADER_UNIFORM_SAMPLER2D        // Shader uniform type: sampler2d
 } ShaderUniformDataType;
 
@@ -861,7 +879,7 @@
 // NOTE 1: Filtering considers mipmaps if available in the texture
 // NOTE 2: Filter is accordingly set for minification and magnification
 typedef enum {
-    TEXTURE_FILTER_POINT = 0,               // No filter, just pixel approximation
+    TEXTURE_FILTER_POINT = 0,               // No filter, pixel approximation
     TEXTURE_FILTER_BILINEAR,                // Linear filtering
     TEXTURE_FILTER_TRILINEAR,               // Trilinear filtering (linear with mipmaps)
     TEXTURE_FILTER_ANISOTROPIC_4X,          // Anisotropic filtering 4x
@@ -949,7 +967,7 @@
 typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize);    // FileIO: Load binary data
 typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize);   // FileIO: Save binary data
 typedef char *(*LoadFileTextCallback)(const char *fileName);            // FileIO: Load text data
-typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
+typedef bool (*SaveFileTextCallback)(const char *fileName, const char *text); // FileIO: Save text data
 
 //------------------------------------------------------------------------------------
 // Global Variables Definition
@@ -982,7 +1000,7 @@
 RLAPI void ToggleBorderlessWindowed(void);                        // Toggle window state: borderless windowed, resizes window to match monitor resolution
 RLAPI void MaximizeWindow(void);                                  // Set window state: maximized, if resizable
 RLAPI void MinimizeWindow(void);                                  // Set window state: minimized, if resizable
-RLAPI void RestoreWindow(void);                                   // Set window state: not minimized/maximized
+RLAPI void RestoreWindow(void);                                   // Restore window from being minimized/maximized
 RLAPI void SetWindowIcon(Image image);                            // Set icon for window (single image, RGBA 32bit)
 RLAPI void SetWindowIcons(Image *images, int count);              // Set icon for window (multiple images, RGBA 32bit)
 RLAPI void SetWindowTitle(const char *title);                     // Set title for window
@@ -1053,10 +1071,10 @@
 RLAPI bool IsShaderValid(Shader shader);                                   // Check if a shader is valid (loaded on GPU)
 RLAPI int GetShaderLocation(Shader shader, const char *uniformName);       // Get shader uniform location
 RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName);  // Get shader attribute location
-RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType);               // Set shader uniform value
-RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count);   // Set shader uniform value vector
-RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat);         // Set shader uniform value (matrix 4x4)
-RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
+RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
+RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
+RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat);  // Set shader uniform value (matrix 4x4)
+RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value and bind the texture (sampler2d)
 RLAPI void UnloadShader(Shader shader);                                    // Unload shader from GPU memory (VRAM)
 
 // Screen-space-related functions
@@ -1071,99 +1089,106 @@
 RLAPI Matrix GetCameraMatrix2D(Camera2D camera);                        // Get camera 2d transform matrix
 
 // Timing-related functions
-RLAPI void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
-RLAPI float GetFrameTime(void);                                   // Get time in seconds for last frame drawn (delta time)
-RLAPI double GetTime(void);                                       // Get elapsed time in seconds since InitWindow()
-RLAPI int GetFPS(void);                                           // Get current FPS
+RLAPI void SetTargetFPS(int fps);                       // Set target FPS (maximum)
+RLAPI float GetFrameTime(void);                         // Get time in seconds for last frame drawn (delta time)
+RLAPI double GetTime(void);                             // Get elapsed time in seconds since InitWindow()
+RLAPI int GetFPS(void);                                 // Get current FPS
 
 // Custom frame control functions
 // NOTE: Those functions are intended for advanced users that want full control over the frame processing
 // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
 // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
-RLAPI void SwapScreenBuffer(void);                                // Swap back buffer with front buffer (screen drawing)
-RLAPI void PollInputEvents(void);                                 // Register all input events
-RLAPI void WaitTime(double seconds);                              // Wait for some time (halt program execution)
+RLAPI void SwapScreenBuffer(void);                      // Swap back buffer with front buffer (screen drawing)
+RLAPI void PollInputEvents(void);                       // Register all input events
+RLAPI void WaitTime(double seconds);                    // Wait for some time (halt program execution)
 
 // Random values generation functions
-RLAPI void SetRandomSeed(unsigned int seed);                      // Set the seed for the random number generator
-RLAPI int GetRandomValue(int min, int max);                       // Get a random value between min and max (both included)
+RLAPI void SetRandomSeed(unsigned int seed);            // Set the seed for the random number generator
+RLAPI int GetRandomValue(int min, int max);             // Get a random value between min and max (both included)
 RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
-RLAPI void UnloadRandomSequence(int *sequence);                   // Unload random values sequence
+RLAPI void UnloadRandomSequence(int *sequence);         // Unload random values sequence
 
 // Misc. functions
-RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (filename extension defines format)
-RLAPI void SetConfigFlags(unsigned int flags);                    // Setup init configuration flags (view FLAGS)
-RLAPI void OpenURL(const char *url);                              // Open URL with default system browser (if available)
+RLAPI void TakeScreenshot(const char *fileName);                // Takes a screenshot of current screen (filename extension defines format)
+RLAPI void SetConfigFlags(unsigned int flags);                  // Setup init configuration flags (view FLAGS)
+RLAPI void OpenURL(const char *url);                            // Open URL with default system browser (if available)
 
-// NOTE: Following functions implemented in module [utils]
-//------------------------------------------------------------------
-RLAPI void TraceLog(int logLevel, const char *text, ...);         // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
-RLAPI void SetTraceLogLevel(int logLevel);                        // Set the current threshold (minimum) log level
-RLAPI void *MemAlloc(unsigned int size);                          // Internal memory allocator
-RLAPI void *MemRealloc(void *ptr, unsigned int size);             // Internal memory reallocator
-RLAPI void MemFree(void *ptr);                                    // Internal memory free
+// Logging system
+RLAPI void SetTraceLogLevel(int logLevel);                      // Set the current threshold (minimum) log level
+RLAPI void TraceLog(int logLevel, const char *text, ...);       // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
+RLAPI void SetTraceLogCallback(TraceLogCallback callback);      // Set custom trace log
 
-// Set custom callbacks
-// WARNING: Callbacks setup is intended for advanced users
-RLAPI void SetTraceLogCallback(TraceLogCallback callback);         // Set custom trace log
-RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
-RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
-RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
-RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
+// Memory management, using internal allocators
+RLAPI void *MemAlloc(unsigned int size);                        // Internal memory allocator
+RLAPI void *MemRealloc(void *ptr, unsigned int size);           // Internal memory reallocator
+RLAPI void MemFree(void *ptr);                                  // Internal memory free
 
-// Files management functions
+// File system management functions
 RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
-RLAPI void UnloadFileData(unsigned char *data);                   // Unload file data allocated by LoadFileData()
+RLAPI void UnloadFileData(unsigned char *data);                     // Unload file data allocated by LoadFileData()
 RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success
 RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success
-RLAPI char *LoadFileText(const char *fileName);                   // Load text data from file (read), returns a '\0' terminated string
-RLAPI void UnloadFileText(char *text);                            // Unload file text data allocated by LoadFileText()
-RLAPI bool SaveFileText(const char *fileName, char *text);        // Save text data to file (write), string must be '\0' terminated, returns true on success
-//------------------------------------------------------------------
+RLAPI char *LoadFileText(const char *fileName);                     // Load text data from file (read), returns a '\0' terminated string
+RLAPI void UnloadFileText(char *text);                              // Unload file text data allocated by LoadFileText()
+RLAPI bool SaveFileText(const char *fileName, const char *text);    // Save text data to file (write), string must be '\0' terminated, returns true on success
+
+// File access custom callbacks
+// WARNING: Callbacks setup is intended for advanced users
+RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback);  // Set custom file binary data loader
+RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback);  // Set custom file binary data saver
+RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback);  // Set custom file text data loader
+RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback);  // Set custom file text data saver
 
-// File system functions
-RLAPI bool FileExists(const char *fileName);                      // Check if file exists
-RLAPI bool DirectoryExists(const char *dirPath);                  // Check if a directory path exists
-RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
-RLAPI int GetFileLength(const char *fileName);                    // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
-RLAPI const char *GetFileExtension(const char *fileName);         // Get pointer to extension for a filename string (includes dot: '.png')
-RLAPI const char *GetFileName(const char *filePath);              // Get pointer to filename for a path string
-RLAPI const char *GetFileNameWithoutExt(const char *filePath);    // Get filename string without extension (uses static string)
-RLAPI const char *GetDirectoryPath(const char *filePath);         // Get full path for a given fileName with path (uses static string)
-RLAPI const char *GetPrevDirectoryPath(const char *dirPath);      // Get previous directory path for a given path (uses static string)
-RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory (uses static string)
-RLAPI const char *GetApplicationDirectory(void);                  // Get the directory of the running application (uses static string)
-RLAPI int MakeDirectory(const char *dirPath);                     // Create directories (including full path requested), returns 0 on success
-RLAPI bool ChangeDirectory(const char *dir);                      // Change working directory, return true on success
-RLAPI bool IsPathFile(const char *path);                          // Check if a given path is a file or a directory
-RLAPI bool IsFileNameValid(const char *fileName);                 // Check if fileName is valid for the platform/OS
-RLAPI FilePathList LoadDirectoryFiles(const char *dirPath);       // Load directory filepaths
-RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
-RLAPI void UnloadDirectoryFiles(FilePathList files);              // Unload filepaths
-RLAPI bool IsFileDropped(void);                                   // Check if a file has been dropped into window
-RLAPI FilePathList LoadDroppedFiles(void);                        // Load dropped filepaths
-RLAPI void UnloadDroppedFiles(FilePathList files);                // Unload dropped filepaths
-RLAPI long GetFileModTime(const char *fileName);                  // Get file modification time (last write time)
+RLAPI int FileRename(const char *fileName, const char *fileRename); // Rename file (if exists)
+RLAPI int FileRemove(const char *fileName);                         // Remove file (if exists)
+RLAPI int FileCopy(const char *srcPath, const char *dstPath);       // Copy file from one path to another, dstPath created if it doesn't exist
+RLAPI int FileMove(const char *srcPath, const char *dstPath);       // Move file from one directory to another, dstPath created if it doesn't exist
+RLAPI int FileTextReplace(const char *fileName, const char *search, const char *replacement); // Replace text in an existing file
+RLAPI int FileTextFindIndex(const char *fileName, const char *search); // Find text in existing file
+RLAPI bool FileExists(const char *fileName);                        // Check if file exists
+RLAPI bool DirectoryExists(const char *dirPath);                    // Check if a directory path exists
+RLAPI bool IsFileExtension(const char *fileName, const char *ext);  // Check file extension (recommended include point: .png, .wav)
+RLAPI int GetFileLength(const char *fileName);                      // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
+RLAPI long GetFileModTime(const char *fileName);                    // Get file modification time (last write time)
+RLAPI const char *GetFileExtension(const char *fileName);           // Get pointer to extension for a filename string (includes dot: '.png')
+RLAPI const char *GetFileName(const char *filePath);                // Get pointer to filename for a path string
+RLAPI const char *GetFileNameWithoutExt(const char *filePath);      // Get filename string without extension (uses static string)
+RLAPI const char *GetDirectoryPath(const char *filePath);           // Get full path for a given fileName with path (uses static string)
+RLAPI const char *GetPrevDirectoryPath(const char *dirPath);        // Get previous directory path for a given path (uses static string)
+RLAPI const char *GetWorkingDirectory(void);                        // Get current working directory (uses static string)
+RLAPI const char *GetApplicationDirectory(void);                    // Get the directory of the running application (uses static string)
+RLAPI int MakeDirectory(const char *dirPath);                       // Create directories (including full path requested), returns 0 on success
+RLAPI bool ChangeDirectory(const char *dirPath);                    // Change working directory, return true on success
+RLAPI bool IsPathFile(const char *path);                            // Check if a given path is a file or a directory
+RLAPI bool IsFileNameValid(const char *fileName);                   // Check if fileName is valid for the platform/OS
+RLAPI FilePathList LoadDirectoryFiles(const char *dirPath);         // Load directory filepaths, files and directories, no subdirs scan
+RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and subdir scan; some filters available: "*.*", "FILES*", "DIRS*"
+RLAPI void UnloadDirectoryFiles(FilePathList files);                // Unload filepaths
+RLAPI bool IsFileDropped(void);                                     // Check if a file has been dropped into window
+RLAPI FilePathList LoadDroppedFiles(void);                          // Load dropped filepaths
+RLAPI void UnloadDroppedFiles(FilePathList files);                  // Unload dropped filepaths
+RLAPI unsigned int GetDirectoryFileCount(const char *dirPath);      // Get the file count in a directory
+RLAPI unsigned int GetDirectoryFileCountEx(const char *basePath, const char *filter, bool scanSubdirs); // Get the file count in a directory with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
 
 // Compression/Encoding functionality
 RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize);        // Compress data (DEFLATE algorithm), memory must be MemFree()
 RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize);  // Decompress data (DEFLATE algorithm), memory must be MemFree()
-RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize);               // Encode data to Base64 string, memory must be MemFree()
-RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize);                    // Decode Base64 string data, memory must be MemFree()
-RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize);     // Compute CRC32 hash code
-RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize);      // Compute MD5 hash code, returns static int[4] (16 bytes)
-RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize);      // Compute SHA1 hash code, returns static int[5] (20 bytes)
-
+RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize);               // Encode data to Base64 string (includes NULL terminator), memory must be MemFree()
+RLAPI unsigned char *DecodeDataBase64(const char *text, int *outputSize);                             // Decode Base64 string (expected NULL terminated), memory must be MemFree()
+RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
+RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize);  // Compute MD5 hash code, returns static int[4] (16 bytes)
+RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)
+RLAPI unsigned int *ComputeSHA256(unsigned char *data, int dataSize); // Compute SHA256 hash code, returns static int[8] (32 bytes)
 
 // Automation events functionality
-RLAPI AutomationEventList LoadAutomationEventList(const char *fileName);                // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
-RLAPI void UnloadAutomationEventList(AutomationEventList list);                         // Unload automation events list from file
-RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName);   // Export automation events list as text file
-RLAPI void SetAutomationEventList(AutomationEventList *list);                           // Set automation event list to record to
-RLAPI void SetAutomationEventBaseFrame(int frame);                                      // Set automation event internal base frame to start recording
-RLAPI void StartAutomationEventRecording(void);                                         // Start recording automation events (AutomationEventList must be set)
-RLAPI void StopAutomationEventRecording(void);                                          // Stop recording automation events
-RLAPI void PlayAutomationEvent(AutomationEvent event);                                  // Play a recorded automation event
+RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
+RLAPI void UnloadAutomationEventList(AutomationEventList list);   // Unload automation events list from file
+RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
+RLAPI void SetAutomationEventList(AutomationEventList *list);     // Set automation event list to record to
+RLAPI void SetAutomationEventBaseFrame(int frame);                // Set automation event internal base frame to start recording
+RLAPI void StartAutomationEventRecording(void);                   // Start recording automation events (AutomationEventList must be set)
+RLAPI void StopAutomationEventRecording(void);                    // Stop recording automation events
+RLAPI void PlayAutomationEvent(AutomationEvent event);            // Play a recorded automation event
 
 //------------------------------------------------------------------------------------
 // Input Handling Functions (Module: core)
@@ -1177,19 +1202,20 @@
 RLAPI bool IsKeyUp(int key);                                  // Check if a key is NOT being pressed
 RLAPI int GetKeyPressed(void);                                // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
 RLAPI int GetCharPressed(void);                               // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
+RLAPI const char *GetKeyName(int key);                        // Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard)
 RLAPI void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
 
 // Input-related functions: gamepads
-RLAPI bool IsGamepadAvailable(int gamepad);                                        // Check if a gamepad is available
-RLAPI const char *GetGamepadName(int gamepad);                                     // Get gamepad internal name id
-RLAPI bool IsGamepadButtonPressed(int gamepad, int button);                        // Check if a gamepad button has been pressed once
-RLAPI bool IsGamepadButtonDown(int gamepad, int button);                           // Check if a gamepad button is being pressed
-RLAPI bool IsGamepadButtonReleased(int gamepad, int button);                       // Check if a gamepad button has been released once
-RLAPI bool IsGamepadButtonUp(int gamepad, int button);                             // Check if a gamepad button is NOT being pressed
-RLAPI int GetGamepadButtonPressed(void);                                           // Get the last gamepad button pressed
-RLAPI int GetGamepadAxisCount(int gamepad);                                        // Get gamepad axis count for a gamepad
-RLAPI float GetGamepadAxisMovement(int gamepad, int axis);                         // Get axis movement value for a gamepad axis
-RLAPI int SetGamepadMappings(const char *mappings);                                // Set internal gamepad mappings (SDL_GameControllerDB)
+RLAPI bool IsGamepadAvailable(int gamepad);                   // Check if a gamepad is available
+RLAPI const char *GetGamepadName(int gamepad);                // Get gamepad internal name id
+RLAPI bool IsGamepadButtonPressed(int gamepad, int button);   // Check if a gamepad button has been pressed once
+RLAPI bool IsGamepadButtonDown(int gamepad, int button);      // Check if a gamepad button is being pressed
+RLAPI bool IsGamepadButtonReleased(int gamepad, int button);  // Check if a gamepad button has been released once
+RLAPI bool IsGamepadButtonUp(int gamepad, int button);        // Check if a gamepad button is NOT being pressed
+RLAPI int GetGamepadButtonPressed(void);                      // Get the last gamepad button pressed
+RLAPI int GetGamepadAxisCount(int gamepad);                   // Get axis count for a gamepad
+RLAPI float GetGamepadAxisMovement(int gamepad, int axis);    // Get movement value for a gamepad axis
+RLAPI int SetGamepadMappings(const char *mappings);           // Set internal gamepad mappings (SDL_GameControllerDB)
 RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
 
 // Input-related functions: mouse
@@ -1218,19 +1244,19 @@
 //------------------------------------------------------------------------------------
 // Gestures and Touch Handling Functions (Module: rgestures)
 //------------------------------------------------------------------------------------
-RLAPI void SetGesturesEnabled(unsigned int flags);      // Enable a set of gestures using flags
-RLAPI bool IsGestureDetected(unsigned int gesture);     // Check if a gesture have been detected
-RLAPI int GetGestureDetected(void);                     // Get latest detected gesture
-RLAPI float GetGestureHoldDuration(void);               // Get gesture hold time in seconds
-RLAPI Vector2 GetGestureDragVector(void);               // Get gesture drag vector
-RLAPI float GetGestureDragAngle(void);                  // Get gesture drag angle
-RLAPI Vector2 GetGesturePinchVector(void);              // Get gesture pinch delta
-RLAPI float GetGesturePinchAngle(void);                 // Get gesture pinch angle
+RLAPI void SetGesturesEnabled(unsigned int flags);            // Enable a set of gestures using flags
+RLAPI bool IsGestureDetected(unsigned int gesture);           // Check if a gesture have been detected
+RLAPI int GetGestureDetected(void);                           // Get latest detected gesture
+RLAPI float GetGestureHoldDuration(void);                     // Get gesture hold time in seconds
+RLAPI Vector2 GetGestureDragVector(void);                     // Get gesture drag vector
+RLAPI float GetGestureDragAngle(void);                        // Get gesture drag angle
+RLAPI Vector2 GetGesturePinchVector(void);                    // Get gesture pinch delta
+RLAPI float GetGesturePinchAngle(void);                       // Get gesture pinch angle
 
 //------------------------------------------------------------------------------------
 // Camera System Functions (Module: rcamera)
 //------------------------------------------------------------------------------------
-RLAPI void UpdateCamera(Camera *camera, int mode);      // Update camera position for selected mode
+RLAPI void UpdateCamera(Camera *camera, int mode);            // Update camera position for selected mode
 RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
 
 //------------------------------------------------------------------------------------
@@ -1239,9 +1265,9 @@
 // Set texture and rectangle to be used on shapes drawing
 // NOTE: It can be useful when using basic shapes and one single font,
 // defining a font char white rectangle would allow drawing everything in a single draw call
-RLAPI void SetShapesTexture(Texture2D texture, Rectangle source);       // Set texture and rectangle to be used on shapes drawing
-RLAPI Texture2D GetShapesTexture(void);                                 // Get texture that is used for shapes drawing
-RLAPI Rectangle GetShapesTextureRectangle(void);                        // Get texture source rectangle that is used for shapes drawing
+RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
+RLAPI Texture2D GetShapesTexture(void);                 // Get texture that is used for shapes drawing
+RLAPI Rectangle GetShapesTextureRectangle(void);        // Get texture source rectangle that is used for shapes drawing
 
 // Basic shapes drawing functions
 RLAPI void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel using geometry [Can be slow, use with care]
@@ -1251,24 +1277,27 @@
 RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color);                       // Draw a line (using triangles/quads)
 RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color);                            // Draw lines sequence (using gl lines)
 RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color);                   // Draw line segment cubic-bezier in-out interpolation
+RLAPI void DrawLineDashed(Vector2 startPos, Vector2 endPos, int dashSize, int spaceSize, Color color);   // Draw a dashed line
 RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color);                              // Draw a color-filled circle
-RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color);      // Draw a piece of a circle
+RLAPI void DrawCircleV(Vector2 center, float radius, Color color);                                       // Draw a color-filled circle (Vector version)
+RLAPI void DrawCircleGradient(Vector2 center, float radius, Color inner, Color outer);                   // Draw a gradient-filled circle
+RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
 RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
-RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer);         // Draw a gradient-filled circle
-RLAPI void DrawCircleV(Vector2 center, float radius, Color color);                                       // Draw a color-filled circle (Vector version)
 RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color);                         // Draw circle outline
 RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color);                                  // Draw circle outline (Vector version)
 RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color);             // Draw ellipse
+RLAPI void DrawEllipseV(Vector2 center, float radiusH, float radiusV, Color color);                      // Draw ellipse (Vector version)
 RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color);        // Draw ellipse outline
+RLAPI void DrawEllipseLinesV(Vector2 center, float radiusH, float radiusV, Color color);                 // Draw ellipse outline (Vector version)
 RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
-RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color);    // Draw ring outline
+RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
 RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color);                        // Draw a color-filled rectangle
 RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color);                                  // Draw a color-filled rectangle (Vector version)
 RLAPI void DrawRectangleRec(Rectangle rec, Color color);                                                 // Draw a color-filled rectangle
 RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color);                 // Draw a color-filled rectangle with pro parameters
 RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom);   // Draw a vertical-gradient-filled rectangle
 RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right);   // Draw a horizontal-gradient-filled rectangle
-RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-filled rectangle with custom vertex colors
+RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color bottomRight, Color topRight); // Draw a gradient-filled rectangle with custom vertex colors
 RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color);                   // Draw rectangle outline
 RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color);                            // Draw rectangle outline with extended parameters
 RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color);              // Draw rectangle with rounded edges
@@ -1283,11 +1312,11 @@
 RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
 
 // Splines drawing functions
-RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color);                  // Draw spline: Linear, minimum 2 points
-RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color);                   // Draw spline: B-Spline, minimum 4 points
-RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color);              // Draw spline: Catmull-Rom, minimum 4 points
-RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color);         // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
-RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color);             // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
+RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color);            // Draw spline: Linear, minimum 2 points
+RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color);             // Draw spline: B-Spline, minimum 4 points
+RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color);        // Draw spline: Catmull-Rom, minimum 4 points
+RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color);   // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
+RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color);       // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
 RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color);                    // Draw spline segment: Linear, 2 points
 RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
 RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
@@ -1330,7 +1359,7 @@
 RLAPI bool IsImageValid(Image image);                                                                    // Check if an image is valid (data and parameters)
 RLAPI void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
 RLAPI bool ExportImage(Image image, const char *fileName);                                               // Export image data to file, returns true on success
-RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize);              // Export image to memory buffer
+RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize);              // Export image to memory buffer, memory must be MemFree()
 RLAPI bool ExportImageAsCode(Image image, const char *fileName);                                         // Export image as code file defining an array of bytes, returns true on success
 
 // Image generation functions
@@ -1360,7 +1389,7 @@
 RLAPI void ImageBlurGaussian(Image *image, int blurSize);                                                // Apply Gaussian blur using a box blur approximation
 RLAPI void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize);                    // Apply custom square convolution kernel to image
 RLAPI void ImageResize(Image *image, int newWidth, int newHeight);                                       // Resize image (Bicubic scaling algorithm)
-RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight);                                      // Resize image (Nearest-Neighbor scaling algorithm)
+RLAPI void ImageResizeNN(Image *image, int newWidth, int newHeight);                                     // Resize image (Nearest-Neighbor scaling algorithm)
 RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
 RLAPI void ImageMipmaps(Image *image);                                                                   // Compute all mipmap levels for a provided image
 RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);                            // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
@@ -1401,8 +1430,8 @@
 RLAPI void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color);               // Draw triangle within an image
 RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image
 RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color);          // Draw triangle outline within an image
-RLAPI void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color);               // Draw a triangle fan defined by points within an image (first vertex is the center)
-RLAPI void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color);             // Draw a triangle strip defined by points within an image
+RLAPI void ImageDrawTriangleFan(Image *dst, const Vector2 *points, int pointCount, Color color);         // Draw a triangle fan defined by points within an image (first vertex is the center)
+RLAPI void ImageDrawTriangleStrip(Image *dst, const Vector2 *points, int pointCount, Color color);       // Draw a triangle strip defined by points within an image
 RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint);             // Draw a source image within a destination image (tint applied to source)
 RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color);   // Draw text (using default font) within an image (destination)
 RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
@@ -1417,8 +1446,8 @@
 RLAPI void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory (VRAM)
 RLAPI bool IsRenderTextureValid(RenderTexture2D target);                                                 // Check if a render texture is valid (loaded in GPU)
 RLAPI void UnloadRenderTexture(RenderTexture2D target);                                                  // Unload render texture from GPU memory (VRAM)
-RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
-RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels);                       // Update GPU texture rectangle with new data
+RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data (pixels should be able to fill texture)
+RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels);                       // Update GPU texture rectangle with new data (pixels and rec should fit in texture)
 
 // Texture configuration functions
 RLAPI void GenTextureMipmaps(Texture2D *texture);                                                        // Generate GPU mipmaps for a texture
@@ -1459,11 +1488,11 @@
 // Font loading/unloading functions
 RLAPI Font GetFontDefault(void);                                                            // Get the default Font
 RLAPI Font LoadFont(const char *fileName);                                                  // Load font from file into GPU memory (VRAM)
-RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
+RLAPI Font LoadFontEx(const char *fileName, int fontSize, const int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
 RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar);                        // Load font from Image (XNA style)
-RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
+RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, const int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
 RLAPI bool IsFontValid(Font font);                                                          // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
-RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
+RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, const int *codepoints, int codepointCount, int type, int *glyphCount); // Load font data for further use
 RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
 RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount);                               // Unload font chars info data (RAM)
 RLAPI void UnloadFont(Font font);                                                           // Unload font from GPU memory (VRAM)
@@ -1481,42 +1510,51 @@
 RLAPI void SetTextLineSpacing(int spacing);                                                 // Set vertical line spacing when drawing with line-breaks
 RLAPI int MeasureText(const char *text, int fontSize);                                      // Measure string width for default font
 RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing);    // Measure string size for Font
+RLAPI Vector2 MeasureTextCodepoints(Font font, const int *codepoints, int length, float fontSize, float spacing); // Measure string size for an existing array of codepoints for Font
 RLAPI int GetGlyphIndex(Font font, int codepoint);                                          // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
 RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint);                                     // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
 RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint);                                 // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
 
 // Text codepoints management functions (unicode characters)
-RLAPI char *LoadUTF8(const int *codepoints, int length);                // Load UTF-8 text encoded from codepoints array
-RLAPI void UnloadUTF8(char *text);                                      // Unload UTF-8 text encoded from codepoints array
-RLAPI int *LoadCodepoints(const char *text, int *count);                // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
-RLAPI void UnloadCodepoints(int *codepoints);                           // Unload codepoints data from memory
-RLAPI int GetCodepointCount(const char *text);                          // Get total number of codepoints in a UTF-8 encoded string
-RLAPI int GetCodepoint(const char *text, int *codepointSize);           // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
-RLAPI int GetCodepointNext(const char *text, int *codepointSize);       // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
-RLAPI int GetCodepointPrevious(const char *text, int *codepointSize);   // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
-RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size);        // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
+RLAPI char *LoadUTF8(const int *codepoints, int length);                                    // Load UTF-8 text encoded from codepoints array
+RLAPI void UnloadUTF8(char *text);                                                          // Unload UTF-8 text encoded from codepoints array
+RLAPI int *LoadCodepoints(const char *text, int *count);                                    // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
+RLAPI void UnloadCodepoints(int *codepoints);                                               // Unload codepoints data from memory
+RLAPI int GetCodepointCount(const char *text);                                              // Get total number of codepoints in a UTF-8 encoded string
+RLAPI int GetCodepoint(const char *text, int *codepointSize);                               // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointNext(const char *text, int *codepointSize);                           // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointPrevious(const char *text, int *codepointSize);                       // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size);                            // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
 
 // Text strings management functions (no UTF-8 strings, only byte chars)
-// NOTE: Some strings allocate memory internally for returned strings, just be careful!
+// WARNING 1: Most of these functions use internal static buffers[], it's recommended to store returned data on user-side for re-use
+// WARNING 2: Some functions allocate memory internally for the returned strings, those strings must be freed by user using MemFree()
+RLAPI char **LoadTextLines(const char *text, int *count);                                   // Load text as separate lines ('\n')
+RLAPI void UnloadTextLines(char **text, int lineCount);                                     // Unload text lines
 RLAPI int TextCopy(char *dst, const char *src);                                             // Copy one string to another, returns bytes copied
 RLAPI bool TextIsEqual(const char *text1, const char *text2);                               // Check if two text string are equal
 RLAPI unsigned int TextLength(const char *text);                                            // Get text length, checks for '\0' ending
 RLAPI const char *TextFormat(const char *text, ...);                                        // Text formatting with variables (sprintf() style)
 RLAPI const char *TextSubtext(const char *text, int position, int length);                  // Get a piece of a text string
-RLAPI char *TextReplace(const char *text, const char *replace, const char *by);             // Replace text string (WARNING: memory must be freed!)
-RLAPI char *TextInsert(const char *text, const char *insert, int position);                 // Insert text in a position (WARNING: memory must be freed!)
-RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter);        // Join text strings with delimiter
-RLAPI const char **TextSplit(const char *text, char delimiter, int *count);                 // Split text into multiple strings
-RLAPI void TextAppend(char *text, const char *append, int *position);                       // Append text at specific position and move cursor!
-RLAPI int TextFindIndex(const char *text, const char *find);                                // Find first text occurrence within a string
-RLAPI const char *TextToUpper(const char *text);                      // Get upper case version of provided string
-RLAPI const char *TextToLower(const char *text);                      // Get lower case version of provided string
-RLAPI const char *TextToPascal(const char *text);                     // Get Pascal case notation version of provided string
-RLAPI const char *TextToSnake(const char *text);                      // Get Snake case notation version of provided string
-RLAPI const char *TextToCamel(const char *text);                      // Get Camel case notation version of provided string
-
-RLAPI int TextToInteger(const char *text);                            // Get integer value from text (negative values not supported)
-RLAPI float TextToFloat(const char *text);                            // Get float value from text (negative values not supported)
+RLAPI const char *TextRemoveSpaces(const char *text);                                       // Remove text spaces, concat words
+RLAPI char *GetTextBetween(const char *text, const char *begin, const char *end);           // Get text between two strings
+RLAPI char *TextReplace(const char *text, const char *search, const char *replacement);     // Replace text string with new string
+RLAPI char *TextReplaceAlloc(const char *text, const char *search, const char *replacement); // Replace text string with new string, memory must be MemFree()
+RLAPI char *TextReplaceBetween(const char *text, const char *begin, const char *end, const char *replacement); // Replace text between two specific strings
+RLAPI char *TextReplaceBetweenAlloc(const char *text, const char *begin, const char *end, const char *replacement); // Replace text between two specific strings, memory must be MemFree()
+RLAPI char *TextInsert(const char *text, const char *insert, int position);                 // Insert text in a defined byte position
+RLAPI char *TextInsertAlloc(const char *text, const char *insert, int position);            // Insert text in a defined byte position, memory must be MemFree()
+RLAPI char *TextJoin(char **textList, int count, const char *delimiter);                    // Join text strings with delimiter
+RLAPI char **TextSplit(const char *text, char delimiter, int *count);                       // Split text into multiple strings, using MAX_TEXTSPLIT_COUNT static strings
+RLAPI void TextAppend(char *text, const char *append, int *position);                       // Append text at specific position and move cursor
+RLAPI int TextFindIndex(const char *text, const char *search);                              // Find first text occurrence within a string, -1 if not found
+RLAPI char *TextToUpper(const char *text);                                                  // Get upper case version of provided string
+RLAPI char *TextToLower(const char *text);                                                  // Get lower case version of provided string
+RLAPI char *TextToPascal(const char *text);                                                 // Get Pascal case notation version of provided string
+RLAPI char *TextToSnake(const char *text);                                                  // Get Snake case notation version of provided string
+RLAPI char *TextToCamel(const char *text);                                                  // Get Camel case notation version of provided string
+RLAPI int TextToInteger(const char *text);                                                  // Get integer value from text
+RLAPI float TextToFloat(const char *text);                                                  // Get float value from text
 
 //------------------------------------------------------------------------------------
 // Basic 3d Shapes Drawing Functions (Module: models)
@@ -1561,10 +1599,8 @@
 RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
 RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint);          // Draw a model wires (with texture if set)
 RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
-RLAPI void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
-RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
 RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                   // Draw bounding box (wires)
-RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint);   // Draw a billboard texture
+RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
 RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
 RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
 
@@ -1602,21 +1638,20 @@
 
 // Model animations loading/unloading functions
 RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount);            // Load model animations from file
-RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);               // Update model animation pose (CPU)
-RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame);          // Update model animation mesh bone matrices (GPU skinning)
-RLAPI void UnloadModelAnimation(ModelAnimation anim);                                       // Unload animation data
+RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, float frame);             // Update model animation pose (vertex buffers and bone matrices)
+RLAPI void UpdateModelAnimationEx(Model model, ModelAnimation animA, float frameA, ModelAnimation animB, float frameB, float blend); // Update model animation pose, blending two animations
 RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount);                // Unload animation array data
 RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim);                         // Check model animation skeleton match
 
 // Collision detection functions
-RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2);   // Check collision between two spheres
-RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                 // Check collision between two bounding boxes
-RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius);                  // Check collision between box and sphere
-RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius);                    // Get collision info between ray and sphere
-RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box);                                    // Get collision info between ray and box
-RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform);                       // Get collision info between ray and mesh
-RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);            // Get collision info between ray and triangle
-RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4);    // Get collision info between ray and quad
+RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
+RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                         // Check collision between two bounding boxes
+RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius);          // Check collision between box and sphere
+RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius);            // Get collision info between ray and sphere
+RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box);                            // Get collision info between ray and box
+RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform);               // Get collision info between ray and mesh
+RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);    // Get collision info between ray and triangle
+RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
 
 //------------------------------------------------------------------------------------
 // Audio Loading and Playing Functions (Module: audio)
@@ -1638,7 +1673,7 @@
 RLAPI Sound LoadSoundFromWave(Wave wave);                             // Load sound from wave data
 RLAPI Sound LoadSoundAlias(Sound source);                             // Create a new sound that shares the same sample data as the source sound, does not own the sound data
 RLAPI bool IsSoundValid(Sound sound);                                 // Checks if a sound is valid (data loaded and buffers initialized)
-RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
+RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data (default data format: 32 bit float, stereo)
 RLAPI void UnloadWave(Wave wave);                                     // Unload wave data
 RLAPI void UnloadSound(Sound sound);                                  // Unload sound
 RLAPI void UnloadSoundAlias(Sound alias);                             // Unload a sound alias (does not deallocate sample data)
@@ -1653,7 +1688,7 @@
 RLAPI bool IsSoundPlaying(Sound sound);                               // Check if a sound is currently playing
 RLAPI void SetSoundVolume(Sound sound, float volume);                 // Set volume for a sound (1.0 is max level)
 RLAPI void SetSoundPitch(Sound sound, float pitch);                   // Set pitch for a sound (1.0 is base level)
-RLAPI void SetSoundPan(Sound sound, float pan);                       // Set pan for a sound (0.5 is center)
+RLAPI void SetSoundPan(Sound sound, float pan);                       // Set pan for a sound (-1.0 left, 0.0 center, 1.0 right)
 RLAPI Wave WaveCopy(Wave wave);                                       // Copy a wave to a new wave
 RLAPI void WaveCrop(Wave *wave, int initFrame, int finalFrame);       // Crop a wave to defined frames range
 RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
@@ -1674,7 +1709,7 @@
 RLAPI void SeekMusicStream(Music music, float position);              // Seek music to a position (in seconds)
 RLAPI void SetMusicVolume(Music music, float volume);                 // Set volume for music (1.0 is max level)
 RLAPI void SetMusicPitch(Music music, float pitch);                   // Set pitch for a music (1.0 is base level)
-RLAPI void SetMusicPan(Music music, float pan);                       // Set pan for a music (0.5 is center)
+RLAPI void SetMusicPan(Music music, float pan);                       // Set pan for a music (-1.0 left, 0.0 center, 1.0 right)
 RLAPI float GetMusicTimeLength(Music music);                          // Get music time length (in seconds)
 RLAPI float GetMusicTimePlayed(Music music);                          // Get current music time played (in seconds)
 
@@ -1691,14 +1726,14 @@
 RLAPI void StopAudioStream(AudioStream stream);                       // Stop audio stream
 RLAPI void SetAudioStreamVolume(AudioStream stream, float volume);    // Set volume for audio stream (1.0 is max level)
 RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch);      // Set pitch for audio stream (1.0 is base level)
-RLAPI void SetAudioStreamPan(AudioStream stream, float pan);          // Set pan for audio stream (0.5 is centered)
+RLAPI void SetAudioStreamPan(AudioStream stream, float pan);          // Set pan for audio stream (-1.0 to 1.0 range, 0.0 is centered)
 RLAPI void SetAudioStreamBufferSizeDefault(int size);                 // Default size for new audio streams
 RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
 
-RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float'
+RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives frames x 2 samples as 'float' (stereo)
 RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
 
-RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
+RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives frames x 2 samples as 'float' (stereo)
 RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
 
 #if defined(__cplusplus)