diff --git a/Generator/App.config b/Generator/App.config
new file mode 100644
index 0000000..731f6de
--- /dev/null
+++ b/Generator/App.config
@@ -0,0 +1,6 @@
+<?xml version="1.0" encoding="utf-8" ?>
+<configuration>
+    <startup> 
+        <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.6.1" />
+    </startup>
+</configuration>
\ No newline at end of file
diff --git a/Generator/Dia2Dump.exe b/Generator/Dia2Dump.exe
new file mode 100644
index 0000000..028d3be
Binary files /dev/null and b/Generator/Dia2Dump.exe differ
diff --git a/Generator/Generator.csproj b/Generator/Generator.csproj
new file mode 100644
index 0000000..55b99bc
--- /dev/null
+++ b/Generator/Generator.csproj
@@ -0,0 +1,78 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
+  <PropertyGroup>
+    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
+    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
+    <ProjectGuid>{0ADEB5B1-BF57-4D45-BE28-176C1D79C764}</ProjectGuid>
+    <OutputType>Exe</OutputType>
+    <RootNamespace>Generator</RootNamespace>
+    <AssemblyName>Generator</AssemblyName>
+    <TargetFrameworkVersion>v4.6.1</TargetFrameworkVersion>
+    <FileAlignment>512</FileAlignment>
+    <AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
+    <Deterministic>true</Deterministic>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
+    <PlatformTarget>AnyCPU</PlatformTarget>
+    <DebugSymbols>true</DebugSymbols>
+    <DebugType>full</DebugType>
+    <Optimize>false</Optimize>
+    <OutputPath>bin\Debug\</OutputPath>
+    <DefineConstants>DEBUG;TRACE</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
+    <PlatformTarget>AnyCPU</PlatformTarget>
+    <DebugType>pdbonly</DebugType>
+    <Optimize>true</Optimize>
+    <OutputPath>bin\Release\</OutputPath>
+    <DefineConstants>TRACE</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+  </PropertyGroup>
+  <ItemGroup>
+    <Reference Include="System" />
+    <Reference Include="System.Core" />
+    <Reference Include="System.Xml.Linq" />
+    <Reference Include="System.Data.DataSetExtensions" />
+    <Reference Include="Microsoft.CSharp" />
+    <Reference Include="System.Data" />
+    <Reference Include="System.Net.Http" />
+    <Reference Include="System.Xml" />
+  </ItemGroup>
+  <ItemGroup>
+    <Compile Include="Program.cs" />
+    <Compile Include="Properties\AssemblyInfo.cs" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="App.config" />
+  </ItemGroup>
+  <ItemGroup>
+    <PackageReference Include="Microsoft.CodeAnalysis.CSharp">
+      <Version>2.10.0</Version>
+    </PackageReference>
+  </ItemGroup>
+  <ItemGroup>
+    <Content Include="Dia2Dump.exe">
+      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
+    </Content>
+    <Content Include="easings.h">
+      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
+    </Content>
+    <Content Include="physac.h">
+      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
+    </Content>
+    <Content Include="raygui.h">
+      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
+    </Content>
+    <Content Include="raylib.h">
+      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
+    </Content>
+    <Content Include="raylib.pdb">
+      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
+    </Content>
+  </ItemGroup>
+  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
+</Project>
\ No newline at end of file
diff --git a/Generator/Program.cs b/Generator/Program.cs
new file mode 100644
index 0000000..33763f8
--- /dev/null
+++ b/Generator/Program.cs
@@ -0,0 +1,679 @@
+using System;
+using System.IO;
+using System.Collections.Generic;
+using System.Linq;
+using System.Globalization;
+using Microsoft.CodeAnalysis.CSharp.Syntax;
+using Microsoft.CodeAnalysis.CSharp;
+using static Microsoft.CodeAnalysis.CSharp.SyntaxFactory;
+using Microsoft.CodeAnalysis;
+using System.Diagnostics;
+
+namespace Generator
+{
+    public struct TypeMember
+    {
+        public string Name;
+        public Type Type;
+        public int Offset;
+        public TypeMember(string name, Type type, int offset)
+        {
+            Name = name;
+            Type = type;
+            Offset = offset;
+        }
+    }
+
+    public struct UserDefinedEnumData
+    {
+        public string Name;
+        public List<KeyValuePair<string, int>> Enums;
+        public UserDefinedEnumData(string name)
+        {
+            Name = name;
+            Enums = new List<KeyValuePair<string, int>>();
+        }
+    }
+
+    public struct UserDefinedTypeData
+    {
+        public string Name;
+        public List<TypeMember> Members;
+
+        public UserDefinedTypeData(string name)
+        {
+            Name = name;
+            Members = new List<TypeMember>();
+        }
+    }
+
+
+    public struct Function
+    {
+        public string Name;
+        public Type ReturnType;
+        public List<FunctionParam> Params;
+
+        public Function(string name, string returnType, params FunctionParam[] parameters)
+        {
+            var Isreturnpointer = name[0] == '*';
+            Name = Isreturnpointer ? name.Replace("*","") : name;
+            ReturnType = new Type(returnType, Isreturnpointer);
+            Params = new List<FunctionParam>(parameters);
+
+        }
+
+
+        public override string ToString()
+        {
+            var str = $"{ReturnType} {Name}(";
+            for (int i = 0; i < Params.Count; i++)
+            {
+                if (i != 0) str += ",";
+                str += $"{Params[i].ToString()}";
+            }
+            str += ")";
+            return str;
+        }
+    }
+
+    public struct Type
+    {
+        public string Name;
+        public bool IsPointer;
+
+        public Type(string name, bool isPointer)
+        {
+            Name = name;
+            IsPointer = isPointer;
+        }
+
+
+        public override string ToString()
+        {
+            return Name + (IsPointer == true ? "*" : "");
+        }
+    }
+
+    public struct FunctionParam
+    {
+        public string Name;
+        public Type Type;
+
+        public FunctionParam(string name, Type type)
+        {
+            Name = name;
+            Type = type;
+        }
+
+        public FunctionParam(string FullParam)
+        {
+            FullParam = FullParam.Trim();
+            if (FullParam.Split(' ').Length == 2)
+            {
+                var Isreturnpointer = FullParam.Split(' ')[1][0] == '*';
+                Name = Isreturnpointer ? FullParam.Replace("*", "").Split(' ')[1] : FullParam.Split(' ')[1];
+                Type = new Type(FullParam.Replace("*", "").Split(' ')[0], Isreturnpointer);
+            }
+            else
+            {
+                var Isreturnpointer = FullParam.Split(' ')[2][0] == '*';
+                Name = Isreturnpointer ? FullParam.Replace("*","").Split(' ')[2] : FullParam.Split(' ')[2];
+                Type = new Type(FullParam.Replace("*", "").Split(' ')[0] + " " + FullParam.Replace("*", "").Split(' ')[1], Isreturnpointer);
+            }
+        }
+
+        public override string ToString()
+        {
+            return Name == "..." ? "..." : $"{Type.ToString()} {Name}";
+        }
+    }
+
+    class Program
+    {
+        static void Main(string[] args)
+        {
+            var process = Process.Start(new ProcessStartInfo("Dia2Dump.exe", " -t raylib.pdb") { RedirectStandardOutput = true, UseShellExecute = false });
+            string typedata = "";
+            var ischkout = process.StandardOutput;
+            while (process.HasExited == false)
+            {
+                typedata += ischkout.ReadToEnd();
+            }
+            File.WriteAllText("types.txt", typedata);
+            var typesfile = File.ReadAllLines("types.txt");
+            var TypeMap = new Dictionary<string, string>();
+            typesfile = typesfile.Where(x => x != "").ToArray();
+
+            var sources = new KeyValuePair<string, string>[] { new KeyValuePair<string, string>( "raylib.h","RLAPI") , new KeyValuePair<string, string>("physac.h", "PHYSACDEF"),
+                new KeyValuePair<string, string>( "easings.h","EASEDEF"),new KeyValuePair<string, string>( "raygui.h","RAYGUIDEF")};
+            foreach (var sourcefilenameandexporttag in sources)
+            {
+                var functions = new List<string>();
+                var types = new HashSet<string>();
+                var enums = new HashSet<string>();
+                var Funcs = new List<Function>();
+                var tps = new Dictionary<string, UserDefinedTypeData>();
+                var eps = new Dictionary<string, UserDefinedEnumData>();
+                var sourcefilename = sourcefilenameandexporttag.Key;
+                var FileName = new CultureInfo("en-us", false).TextInfo.ToTitleCase(sourcefilename.Replace(".h", ""));
+                var ExportTag = sourcefilenameandexporttag.Value;
+                var sourcefile = File.ReadAllLines(sourcefilename);
+
+                for (int i = 0; i < sourcefile.Length; i++)
+                {
+                    var source = sourcefile[i].Split("//".ToCharArray())[0].Trim();
+                    if (source.Contains(ExportTag))
+                    {
+                        if (!source.Contains("#define"))
+                        {
+                            source = source.TrimStart(ExportTag.ToCharArray()).Trim();
+                            if (!source.Contains("{")) functions.Add(source);
+                        }
+                    }
+
+                    if (source.Contains("typedef"))
+                    {
+                        if (source.Split(' ')[1].Trim() == "struct")
+                        {
+                            if (source.Contains('}'))
+                            {
+                                types.Add(source.Split('}', ';')[1].Trim());
+                            }
+                            else
+                            {
+                                int t = 1;
+                                var src = sourcefile[i + t];
+                                while (!src.Contains('}'))
+                                {
+                                    src = sourcefile[i + t];
+                                    t++;
+                                }
+                                types.Add(src.Trim('}', ';').Trim());
+                            }
+
+                        }
+                    }
+                }
+
+                for (int i = 0; i < functions.Count; i++)
+                {
+                    var func = functions[i];
+                    var returntype = func.Split('(')[0].Split(' ').Length == 3 ? func.Split('(')[0].Split(' ')[0] + " " + func.Split('(')[0].Split(' ')[1] : func.Split('(')[0].Split(' ')[0];
+                    types.Add(returntype);
+                    func = func.Substring(returntype.Length).Trim();
+                    var funcname = func.Split('(')[0].Trim();
+                    var Func = new Function(funcname, returntype);
+                    if (func.Contains(','))
+                    {
+                        var Params = func.Split('(', ')')[1].Split(',');
+                        for (int t = 0; t < Params.Length; t++)
+                        {
+                            var Param = Params[t];
+                            Param = Param.Trim();
+                            if (Param == "...")
+                            {
+                                Func.Params.Add(new FunctionParam(Param, new Type("...", false)));
+                            }
+                            else
+                            {
+
+                                var TypeAndVar = Param.Trim().Split(' ');
+                                if (TypeAndVar.Length == 2)
+                                {
+                                    var type = TypeAndVar[0];
+                                    var Var = TypeAndVar[1];
+                                    types.Add(type);
+                                }
+                                else if (TypeAndVar.Length == 3)
+                                {
+                                    var type = TypeAndVar[0] + " " + TypeAndVar[1];
+                                    var Var = TypeAndVar[2];
+                                    types.Add(type);
+                                }
+
+                                Func.Params.Add(new FunctionParam(Param));
+
+                            }
+                        }
+                    }
+                    else if (func.Contains(' '))
+                    {
+                        var Param = func.Split('(', ')')[1];
+                        var TypeAndVar = Param.Trim().Split(' ');
+                        var type = TypeAndVar[0];
+                        var Var = TypeAndVar[1];
+                        types.Add(type);
+                        Func.Params.Add(new FunctionParam(Param));
+                    }
+                    Funcs.Add(Func);
+                }
+
+                for (int i = 0; i < sourcefile.Length; i++)
+                {
+                    var source = sourcefile[i].Split("//".ToCharArray())[0].Trim();
+                    if (source.Contains("typedef"))
+                    {
+                        if (source.Split(' ')[1].Trim() != "struct")
+                        {
+                            if (source.Split(' ')[1].Trim() == "enum")
+                            {
+                                if (source.Contains('}'))
+                                {
+                                    enums.Add(source.Split('}', ';')[1].Trim());
+                                }
+                                else
+                                {
+                                    int t = 1;
+                                    var src = sourcefile[i + t];
+                                    while (!src.Contains('}'))
+                                    {
+                                        src = sourcefile[i + t];
+                                        t++;
+                                    }
+                                    enums.Add(src.Trim('}', ';').Trim());
+                                }
+                            }
+                            else
+                            {
+                                TypeMap.Add(source.Split(" ".ToCharArray(), 3)[2].Trim(';').Trim(), source.Split(" ".ToCharArray(), 3)[1].Trim());
+                            }
+                        }
+                        else
+                        {
+
+                        }
+                    }
+                    else if (source.Contains("#define") && source.Split(' ').Length > 2 && source.Split(' ')[1] != (ExportTag))
+                    {
+                        if (types.Contains(source.Split(" ".ToCharArray(), 3)[1].Trim(';').Trim())) TypeMap.Add(source.Split(" ".ToCharArray(), 3)[1].Trim(';').Trim(), source.Split(" ".ToCharArray(), 3)[2].Trim());
+                    }
+                }
+
+
+                for (int i = 0; i < Funcs.Count; i++)
+                {
+                    var Func = Funcs[i];
+                    if (TypeMap.ContainsKey(Func.ReturnType.Name))
+                    {
+                        Func.ReturnType.Name = TypeMap[Func.ReturnType.Name];
+                    }
+                    for (int t = 0; t < Func.Params.Count; t++)
+                    {
+                        if (TypeMap.ContainsKey(Func.Params[t].Type.Name))
+                        {
+
+                            Func.Params[t] = new FunctionParam(Func.Params[t].Name, new Type(TypeMap[Func.Params[t].Type.Name], Func.Params[t].Type.IsPointer));
+                        }
+                    }
+                    Funcs[i] = Func;
+                }
+                for (int i = 0; i < typesfile.Length; i++)
+                {
+                    var typestr = typesfile[i];
+                    if (typestr.Contains("UserDefinedType: ") && !typestr.Contains("UserDefinedType:  "))
+                    {
+                        var type = typestr.Substring("UserDefinedType: ".Length).Trim();
+                        if (types.Contains(type) && type[0] != ' ' && !tps.Any(x => x.Key == type))
+                        {
+                            var usertype = new UserDefinedTypeData(type);
+                            int t = 1;
+                            typestr = typesfile[i + t];
+                            while (!(typestr.Contains("UserDefinedType: ") && typestr["UserDefinedType: ".Length - 1] == ' '))
+                            {
+                                if (typestr.Contains("Member"))
+                                {
+                                    var tpsrc = typesfile[i + t];
+                                    var MemberNameandType = tpsrc.Substring(tpsrc.IndexOf("Type:") + "Type:".Length).Trim().Split(',');
+                                    var MemberName = MemberNameandType[1].Trim();
+                                    var MemberType = MemberNameandType[0].Trim();
+                                    if (MemberType.Contains("<unnamed-enum-false>"))
+                                    {
+                                        MemberType = "bool";
+                                    }
+                                    var isptr = MemberType[MemberType.Length - 1] == '*';
+                                    var offset = int.Parse(tpsrc.Split(',')[0].Split(':')[1].Trim().Substring("this+0x".Length), System.Globalization.NumberStyles.HexNumber);
+                                    if (isptr)
+                                    {
+                                        MemberType = MemberType.Remove(MemberType.Length - 1);
+                                    }
+                                    usertype.Members.Add(new TypeMember(MemberName, new Type(MemberType, isptr), offset));
+                                    if (typesfile[i + t + 1].Contains(MemberType.Trim("struct".ToCharArray())) &&
+                                        typesfile[i + t + 1].Contains("UserDefinedType:  "))
+                                    {
+                                        t++;
+                                    }
+                                }
+                                t++;
+                                typestr = typesfile[i + t];
+                            }
+                            tps.Add(usertype.Name, usertype);
+                        }
+                    }
+                    if (typestr.Contains("Enum           : "))
+                    {
+                        var Enum = typestr.Substring("Enum           : ".Length).Split(',')[0].Trim();
+                        if (enums.Contains(Enum) && Enum != "bool")
+                        {
+                            var UserDefineEnum = new UserDefinedEnumData(Enum);
+                            int t = 1;
+                            typestr = typesfile[i + t];
+                            while (typestr.Contains("Constant"))
+                            {
+                                var intstr = typestr.Split(",".ToCharArray(), 2)[0].Split(':')[1].Split(' ')[4].Substring("0x".Length).Trim();
+                                int Int = int.Parse(intstr, System.Globalization.NumberStyles.HexNumber);
+                                var name = typestr.Split(",".ToCharArray(), 4)[3].Trim();
+                                UserDefineEnum.Enums.Add(new KeyValuePair<string, int>(name, Int));
+                                t++;
+                                typestr = typesfile[i + t];
+                            }
+                            eps.Add(Enum, UserDefineEnum);
+                        }
+                    }
+                }
+                types.IntersectWith(tps.Select(x => x.Key));
+
+
+                var codetree = CompilationUnit().AddUsings(UsingDirective(ParseName("System")))
+                    .AddUsings(UsingDirective(ParseName("System.IO")))
+                    .AddUsings(UsingDirective(ParseName("System.Collections.Generic")))
+                    .AddUsings(UsingDirective(ParseName("System.Security")))
+                    .AddUsings(UsingDirective(ParseName("System.Runtime.InteropServices")))
+                    ;
+                var Raylibnamespace = NamespaceDeclaration(ParseName("Raylib")).NormalizeWhitespace();
+
+                foreach (var Enumtype in eps.Values)
+                {
+                    var Enum = EnumDeclaration(Enumtype.Name)
+            .WithModifiers(
+                TokenList(
+                    Token(SyntaxKind.PublicKeyword)));
+                    foreach (var Member in Enumtype.Enums)
+                    {
+
+                        var enummember = EnumMemberDeclaration(
+                                Identifier(Member.Key))
+                            .WithEqualsValue(
+                                EqualsValueClause(
+                                    LiteralExpression(
+                                        SyntaxKind.NumericLiteralExpression,
+                                        Literal(Member.Value))));
+                        Enum = Enum.AddMembers(enummember);
+                    }
+                    Raylibnamespace = Raylibnamespace.AddMembers(Enum);
+                }
+                foreach (var Type in tps.Values)
+                {
+                    var Struct = StructDeclaration(Type.Name).WithAttributeLists(
+                SingletonList(
+                    AttributeList(
+                        SingletonSeparatedList(
+                            Attribute(
+                                IdentifierName("StructLayout"))
+                            .WithArgumentList(
+                                AttributeArgumentList(
+                                    SeparatedList<AttributeArgumentSyntax>(
+                                        new SyntaxNodeOrToken[]{
+                                        AttributeArgument(
+                                            MemberAccessExpression(
+                                                SyntaxKind.SimpleMemberAccessExpression,
+                                                IdentifierName("LayoutKind"),
+                                                IdentifierName("Sequential"))),
+                                        Token(SyntaxKind.CommaToken),
+                                        AttributeArgument(
+                                            MemberAccessExpression(
+                                                SyntaxKind.SimpleMemberAccessExpression,
+                                                IdentifierName("CharSet"),
+                                                IdentifierName("Ansi")))
+                                        .WithNameEquals(
+                                            NameEquals(
+                                                IdentifierName("CharSet")))})))))))
+            .WithModifiers(
+                TokenList(
+                    Token(SyntaxKind.PublicKeyword)));
+                    bool IsUnsafe = false;
+                    var FixedStructTypes = new List<string>();
+                    foreach (var Member in Type.Members)
+                    {
+                        var IsStruct = false;
+                        var TypeName = (Member.Type.IsPointer ? "IntPtr" : Member.Type.Name).Trim();
+                        if (TypeName.Contains("struct"))
+                        {
+                            IsStruct = true;
+                            TypeName = TypeName.Substring(TypeName.LastIndexOf("struct") + "struct".Length);
+                        }
+
+                        if (TypeName.Contains("enum"))
+                        {
+                            TypeName = TypeName.Substring(TypeName.LastIndexOf("enum") + "enum".Length);
+                        }
+
+                        if (TypeName.Contains("unsigned int"))
+                        {
+                            TypeName = TypeName.Replace("unsigned int", "uint");
+                        }
+
+                        if (TypeName.Contains("unsigned char"))
+                        {
+                            TypeName = TypeName.Replace("unsigned char", "byte");
+                        }
+
+
+                        var IsFixed = false;
+                        var VariableDec = VariableDeclarator(Member.Name);
+                        if (TypeName.Contains("["))
+                        {
+                            int arraycount = int.Parse(TypeName.Split('[', ']')[1].Substring("0x".Length), System.Globalization.NumberStyles.HexNumber);
+                            TypeName = TypeName.Split('[', ']')[0].Trim();
+                            if (IsStruct)
+                            {
+                                if (!FixedStructTypes.Contains($"_{TypeName}_e_FixedBuffer_{arraycount}"))
+                                {
+                                    FixedStructTypes.Add($"_{TypeName}_e_FixedBuffer_{arraycount}");
+                                    var FixedBufferStruct = StructDeclaration($"_{TypeName}_e_FixedBuffer_{arraycount}")
+                .WithModifiers(
+                    TokenList(
+                        new[]{
+                    Token(SyntaxKind.PublicKeyword),
+                    Token(SyntaxKind.UnsafeKeyword)}));
+
+                                    for (int i = 0; i < arraycount; i++)
+                                    {
+                                        FixedBufferStruct = FixedBufferStruct.AddMembers(
+                            FieldDeclaration(
+                                VariableDeclaration(
+                                    IdentifierName(TypeName))
+                                .WithVariables(
+                                    SingletonSeparatedList<VariableDeclaratorSyntax>(
+                                        VariableDeclarator(
+                                            Identifier($"{Member.Name}{i}")))))
+                            .WithModifiers(
+                                TokenList(
+                                    Token(SyntaxKind.PublicKeyword))));
+                                    }
+
+
+                                    FixedBufferStruct = FixedBufferStruct.AddMembers(IndexerDeclaration(
+                            RefType(
+                                IdentifierName(TypeName)))
+                        .WithModifiers(
+                            TokenList(
+                                Token(SyntaxKind.PublicKeyword)))
+                        .WithParameterList(
+                            BracketedParameterList(
+                                SingletonSeparatedList<ParameterSyntax>(
+                                    Parameter(
+                                        Identifier("index"))
+                                    .WithType(
+                                        PredefinedType(
+                                            Token(SyntaxKind.IntKeyword))))))
+                        .WithAccessorList(
+                            AccessorList(
+                                SingletonList<AccessorDeclarationSyntax>(
+                                    AccessorDeclaration(
+                                        SyntaxKind.GetAccessorDeclaration)
+                                    .WithBody(
+                                        Block(
+                                            SingletonList<StatementSyntax>(
+                                                FixedStatement(
+                                                    VariableDeclaration(
+                                                        PointerType(
+                                                            IdentifierName(TypeName)))
+                                                    .WithVariables(
+                                                        SingletonSeparatedList<VariableDeclaratorSyntax>(
+                                                            VariableDeclarator(
+                                                                Identifier("e"))
+                                                            .WithInitializer(
+                                                                EqualsValueClause(
+                                                                    PrefixUnaryExpression(
+                                                                        SyntaxKind.AddressOfExpression,
+                                                                        IdentifierName($"{Member.Name}0")))))),
+                                                    ReturnStatement(
+                                                        RefExpression(
+                                                            ElementAccessExpression(
+                                                                IdentifierName("e"))
+                                                            .WithArgumentList(
+                                                                BracketedArgumentList(
+                                                                    SingletonSeparatedList<ArgumentSyntax>(
+                                                                        Argument(
+                                                                            IdentifierName("index")))))))))))))));
+                                    Raylibnamespace = Raylibnamespace.AddMembers(FixedBufferStruct);
+                                }
+                                TypeName = $"_{TypeName}_e_FixedBuffer_{arraycount}";
+                            }
+                            else
+                            {
+                                VariableDec = VariableDec.WithArgumentList(
+                                        BracketedArgumentList(
+                                            SingletonSeparatedList<ArgumentSyntax>(
+                                                Argument(
+                                                    LiteralExpression(
+                                                        SyntaxKind.NumericLiteralExpression,
+                                                        Literal(arraycount))))));
+                                IsFixed = true;
+                                IsUnsafe = true;
+                            }
+                        }
+                        var variable = VariableDeclaration(ParseTypeName(TypeName)).AddVariables(VariableDec);
+                        var field = FieldDeclaration(variable).AddModifiers(Token(SyntaxKind.PublicKeyword));
+                        if (IsFixed) field = field.AddModifiers(Token(SyntaxKind.FixedKeyword));
+                        Struct = Struct.AddMembers(field);
+                    }
+                    if (IsUnsafe) Struct = Struct.AddModifiers(Token(SyntaxKind.UnsafeKeyword));
+                    Raylibnamespace = Raylibnamespace.AddMembers(Struct);
+                }
+
+                {
+                    var RaylibClass = ClassDeclaration(FileName)
+            .WithAttributeLists(
+                SingletonList<AttributeListSyntax>(
+                    AttributeList(
+                        SingletonSeparatedList<AttributeSyntax>(
+                            Attribute(
+                                IdentifierName("SuppressUnmanagedCodeSecurity"))))))
+            .WithModifiers(
+                TokenList(
+                    new[]{
+                    Token(SyntaxKind.PublicKeyword),
+                    Token(SyntaxKind.StaticKeyword),
+                    Token(SyntaxKind.PartialKeyword)}));
+
+                    var LibraryNameField = FieldDeclaration(
+                        VariableDeclaration(
+                            PredefinedType(
+                                Token(SyntaxKind.StringKeyword)))
+                        .WithVariables(
+                            SingletonSeparatedList<VariableDeclaratorSyntax>(
+                                VariableDeclarator(
+                                    Identifier("nativeLibName"))
+                                .WithInitializer(
+                                    EqualsValueClause(
+                                        LiteralExpression(
+                                            SyntaxKind.StringLiteralExpression,
+                                            Literal("raylib")))))))
+                    .WithModifiers(
+                        TokenList(
+                            new[]{
+                            Token(SyntaxKind.PublicKeyword),
+                            Token(SyntaxKind.ConstKeyword)}));
+                    RaylibClass = RaylibClass.AddMembers(LibraryNameField);
+                    foreach (var Func in Funcs)
+                    {
+                        var typename = Func.ReturnType.IsPointer ? "IntPtr" : Func.ReturnType.Name;
+                        var Function = MethodDeclaration(ParseTypeName(typename),
+                        Identifier(Func.Name))
+                    .WithAttributeLists(
+                        SingletonList(
+                            AttributeList(
+                                SingletonSeparatedList(
+                                    Attribute(
+                                        IdentifierName("DllImport"))
+                                    .WithArgumentList(
+                                        AttributeArgumentList(
+                                            SeparatedList<AttributeArgumentSyntax>(
+                                                new SyntaxNodeOrToken[]{
+                                                AttributeArgument(
+                                                    IdentifierName("nativeLibName")),
+                                                Token(SyntaxKind.CommaToken),
+                                                AttributeArgument(
+                                                    MemberAccessExpression(
+                                                        SyntaxKind.SimpleMemberAccessExpression,
+                                                        IdentifierName("CallingConvention"),
+                                                        IdentifierName("Cdecl")))
+                                                .WithNameEquals(
+                                                    NameEquals(
+                                                        IdentifierName("CallingConvention")))})))))))
+                    .WithModifiers(
+                        TokenList(
+                            new[]{
+                            Token(SyntaxKind.PublicKeyword),
+                            Token(SyntaxKind.StaticKeyword),
+                            Token(SyntaxKind.ExternKeyword)
+                            })).WithSemicolonToken(Token(SyntaxKind.SemicolonToken));
+
+                        for (int i=0; i < Func.Params.Count;i++)
+                        {
+                            var Param = Func.Params[i];
+                            var TypeName = (Param.Type.IsPointer ? "IntPtr" : Param.Type.Name).Trim();
+                            if (TypeName.Contains("unsigned int"))
+                            {
+                                TypeName = TypeName.Replace("unsigned int", "uint");
+                            }
+
+                            if (TypeName.Contains("..."))
+                            {
+                                TypeName = "params object[]";
+                                Param.Name = "args";
+                            }
+
+                            if (TypeName.Contains("unsigned char"))
+                            {
+                                TypeName = TypeName.Replace("unsigned char", "byte");
+                            }
+
+                            if (TypeName.Contains("struct"))
+                            {
+                                TypeName = TypeName.Substring(TypeName.LastIndexOf("struct") + "struct".Length);
+                            }
+                            Function = Function.AddParameterListParameters(
+                            Parameter(
+                                Identifier(Param.Name))
+                            .WithType(
+                                IdentifierName(TypeName)));
+                        }
+
+                        RaylibClass = RaylibClass.AddMembers(Function);
+                    }
+                    Raylibnamespace = Raylibnamespace.AddMembers(RaylibClass);
+                }
+                codetree = codetree.AddMembers(Raylibnamespace);
+                Console.WriteLine(codetree.NormalizeWhitespace().ToFullString());
+                File.WriteAllText($"{FileName}.cs", codetree.NormalizeWhitespace().ToFullString());
+
+            }
+            Console.ReadLine();
+        }
+
+    }
+}
+
diff --git a/Generator/Properties/AssemblyInfo.cs b/Generator/Properties/AssemblyInfo.cs
new file mode 100644
index 0000000..2aae937
--- /dev/null
+++ b/Generator/Properties/AssemblyInfo.cs
@@ -0,0 +1,36 @@
+using System.Reflection;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+
+// General Information about an assembly is controlled through the following
+// set of attributes. Change these attribute values to modify the information
+// associated with an assembly.
+[assembly: AssemblyTitle("Generator")]
+[assembly: AssemblyDescription("")]
+[assembly: AssemblyConfiguration("")]
+[assembly: AssemblyCompany("")]
+[assembly: AssemblyProduct("Generator")]
+[assembly: AssemblyCopyright("Copyright ©  2018")]
+[assembly: AssemblyTrademark("")]
+[assembly: AssemblyCulture("")]
+
+// Setting ComVisible to false makes the types in this assembly not visible
+// to COM components.  If you need to access a type in this assembly from
+// COM, set the ComVisible attribute to true on that type.
+[assembly: ComVisible(false)]
+
+// The following GUID is for the ID of the typelib if this project is exposed to COM
+[assembly: Guid("0adeb5b1-bf57-4d45-be28-176c1d79c764")]
+
+// Version information for an assembly consists of the following four values:
+//
+//      Major Version
+//      Minor Version
+//      Build Number
+//      Revision
+//
+// You can specify all the values or you can default the Build and Revision Numbers
+// by using the '*' as shown below:
+// [assembly: AssemblyVersion("1.0.*")]
+[assembly: AssemblyVersion("1.0.0.0")]
+[assembly: AssemblyFileVersion("1.0.0.0")]
diff --git a/Generator/easings.h b/Generator/easings.h
new file mode 100644
index 0000000..9ad2731
--- /dev/null
+++ b/Generator/easings.h
@@ -0,0 +1,253 @@
+/*******************************************************************************************
+*
+*   raylib easings (header only file)
+*   
+*   Useful easing functions for values animation
+*
+*   This header uses:
+*       #define EASINGS_STATIC_INLINE       // Inlines all functions code, so it runs faster.
+*                                           // This requires lots of memory on system.
+*   How to use:
+*   The four inputs t,b,c,d are defined as follows:
+*   t = current time (in any unit measure, but same unit as duration)
+*   b = starting value to interpolate
+*   c = the total change in value of b that needs to occur
+*   d = total time it should take to complete (duration)
+*
+*   Example:
+*
+*   int currentTime = 0;
+*   int duration = 100;
+*   float startPositionX = 0.0f;
+*   float finalPositionX = 30.0f;
+*   float currentPositionX = startPositionX;
+*
+*   while (currentPositionX < finalPositionX)
+*   {
+*       currentPositionX = EaseSineIn(currentTime, startPositionX, finalPositionX - startPositionX, duration);
+*       currentTime++;
+*   }
+*
+*   A port of Robert Penner's easing equations to C (http://robertpenner.com/easing/)
+*
+*   Robert Penner License
+*   ---------------------------------------------------------------------------------
+*   Open source under the BSD License. 
+*
+*   Copyright (c) 2001 Robert Penner. All rights reserved.
+*
+*   Redistribution and use in source and binary forms, with or without modification, 
+*   are permitted provided that the following conditions are met:
+*
+*       - Redistributions of source code must retain the above copyright notice, 
+*         this list of conditions and the following disclaimer.
+*       - Redistributions in binary form must reproduce the above copyright notice, 
+*         this list of conditions and the following disclaimer in the documentation 
+*         and/or other materials provided with the distribution.
+*       - Neither the name of the author nor the names of contributors may be used 
+*         to endorse or promote products derived from this software without specific 
+*         prior written permission.
+*
+*   THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND 
+*   ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 
+*   WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 
+*   IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, 
+*   INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, 
+*   BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 
+*   DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF 
+*   LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE 
+*   OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED 
+*   OF THE POSSIBILITY OF SUCH DAMAGE.
+*   ---------------------------------------------------------------------------------
+*
+*   Copyright (c) 2015 Ramon Santamaria
+*
+*   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.
+*
+**********************************************************************************************/
+
+#ifndef EASINGS_H
+#define EASINGS_H
+
+#define EASINGS_STATIC_INLINE     // NOTE: By default, compile functions as static inline
+
+#if defined(EASINGS_STATIC_INLINE)
+    #define EASEDEF static inline
+#else
+    #define EASEDEF extern
+#endif
+
+#include <math.h>       // Required for: sin(), cos(), sqrt(), pow()
+
+#ifdef __cplusplus
+extern "C" {            // Prevents name mangling of functions
+#endif
+
+// Linear Easing functions
+EASEDEF float EaseLinearNone(float t, float b, float c, float d) { return (c*t/d + b); }
+EASEDEF float EaseLinearIn(float t, float b, float c, float d) { return (c*t/d + b); }
+EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d + b); }
+EASEDEF float EaseLinearInOut(float t,float b, float c, float d) { return (c*t/d + b); }
+
+// Sine Easing functions
+EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cos(t/d*(PI/2)) + c + b); }
+EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sin(t/d*(PI/2)) + b); }
+EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2*(cos(PI*t/d) - 1) + b); }
+
+// Circular Easing functions
+EASEDEF float EaseCircIn(float t, float b, float c, float d) { return (-c*(sqrt(1 - (t/=d)*t) - 1) + b); }
+EASEDEF float EaseCircOut(float t, float b, float c, float d) { return (c*sqrt(1 - (t=t/d-1)*t) + b); }
+EASEDEF float EaseCircInOut(float t, float b, float c, float d) 
+{
+    if ((t/=d/2) < 1) return (-c/2*(sqrt(1 - t*t) - 1) + b);
+    return (c/2*(sqrt(1 - t*(t-=2)) + 1) + b);
+}
+
+// Cubic Easing functions
+EASEDEF float EaseCubicIn(float t, float b, float c, float d) { return (c*(t/=d)*t*t + b); }
+EASEDEF float EaseCubicOut(float t, float b, float c, float d) { return (c*((t=t/d-1)*t*t + 1) + b); }
+EASEDEF float EaseCubicInOut(float t, float b, float c, float d) 
+{ 
+    if ((t/=d/2) < 1) return (c/2*t*t*t + b);
+    return (c/2*((t-=2)*t*t + 2) + b);
+}
+
+// Quadratic Easing functions
+EASEDEF float EaseQuadIn(float t, float b, float c, float d) { return (c*(t/=d)*t + b); }
+EASEDEF float EaseQuadOut(float t, float b, float c, float d) { return (-c*(t/=d)*(t-2) + b); }
+EASEDEF float EaseQuadInOut(float t, float b, float c, float d) 
+{
+    if ((t/=d/2) < 1) return (((c/2)*(t*t)) + b);
+    return (-c/2*(((t-2)*(--t)) - 1) + b);
+}
+
+// Exponential Easing functions
+EASEDEF float EaseExpoIn(float t, float b, float c, float d) { return (t == 0) ? b : (c*pow(2, 10*(t/d - 1)) + b); }
+EASEDEF float EaseExpoOut(float t, float b, float c, float d) { return (t == d) ? (b + c) : (c*(-pow(2, -10*t/d) + 1) + b);    }
+EASEDEF float EaseExpoInOut(float t, float b, float c, float d) 
+{
+    if (t == 0) return b;
+    if (t == d) return (b + c);
+    if ((t/=d/2) < 1) return (c/2*pow(2, 10*(t - 1)) + b);
+    
+    return (c/2*(-pow(2, -10*--t) + 2) + b);
+}
+
+// Back Easing functions
+EASEDEF float EaseBackIn(float t, float b, float c, float d) 
+{
+    float s = 1.70158f;
+    float postFix = t/=d;
+    return (c*(postFix)*t*((s + 1)*t - s) + b);
+}
+
+EASEDEF float EaseBackOut(float t, float b, float c, float d)
+{    
+    float s = 1.70158f;
+    return (c*((t=t/d-1)*t*((s + 1)*t + s) + 1) + b);
+}
+
+EASEDEF float EaseBackInOut(float t, float b, float c, float d)
+{
+    float s = 1.70158f;
+    if ((t/=d/2) < 1) return (c/2*(t*t*(((s*=(1.525f)) + 1)*t - s)) + b);
+    
+    float postFix = t-=2;
+    return (c/2*((postFix)*t*(((s*=(1.525f)) + 1)*t + s) + 2) + b);
+}
+
+// Bounce Easing functions
+EASEDEF float EaseBounceOut(float t, float b, float c, float d) 
+{
+    if ((t/=d) < (1/2.75f)) 
+    {
+        return (c*(7.5625f*t*t) + b);
+    } 
+    else if (t < (2/2.75f)) 
+    {
+        float postFix = t-=(1.5f/2.75f);
+        return (c*(7.5625f*(postFix)*t + 0.75f) + b);
+    } 
+    else if (t < (2.5/2.75)) 
+    {
+        float postFix = t-=(2.25f/2.75f);
+        return (c*(7.5625f*(postFix)*t + 0.9375f) + b);
+    } 
+    else 
+    {
+        float postFix = t-=(2.625f/2.75f);
+        return (c*(7.5625f*(postFix)*t + 0.984375f) + b);
+    }
+}
+
+EASEDEF float EaseBounceIn(float t, float b, float c, float d) { return (c - EaseBounceOut(d-t, 0, c, d) + b); }
+EASEDEF float EaseBounceInOut(float t, float b, float c, float d) 
+{
+    if (t < d/2) return (EaseBounceIn(t*2, 0, c, d)*0.5f + b);
+    else return (EaseBounceOut(t*2-d, 0, c, d)*0.5f + c*0.5f + b);
+}
+
+// Elastic Easing functions
+EASEDEF float EaseElasticIn(float t, float b, float c, float d) 
+{
+    if (t == 0) return b;
+    if ((t/=d) == 1) return (b + c);
+    
+    float p = d*0.3f;
+    float a = c; 
+    float s = p/4;
+    float postFix = a*pow(2, 10*(t-=1));
+    
+    return (-(postFix*sin((t*d-s)*(2*PI)/p )) + b);
+}
+
+EASEDEF float EaseElasticOut(float t, float b, float c, float d)
+{
+    if (t == 0) return b;
+    if ((t/=d) == 1) return (b + c);
+    
+    float p = d*0.3f;
+    float a = c; 
+    float s = p/4;
+    
+    return (a*pow(2,-10*t)*sin((t*d-s)*(2*PI)/p) + c + b);    
+}
+
+EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
+{
+    if (t == 0) return b;
+    if ((t/=d/2) == 2) return (b + c);
+    
+    float p = d*(0.3f*1.5f);
+    float a = c;
+    float s = p/4;
+
+    if (t < 1) 
+    {
+        float postFix = a*pow(2, 10*(t-=1));
+        return -0.5f*(postFix*sin((t*d-s)*(2*PI)/p)) + b;
+    }
+    
+    float postFix = a*pow(2, -10*(t-=1));
+    
+    return (postFix*sin((t*d-s)*(2*PI)/p)*0.5f + c + b);
+}
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // EASINGS_H
\ No newline at end of file
diff --git a/Generator/physac.h b/Generator/physac.h
new file mode 100644
index 0000000..038361a
--- /dev/null
+++ b/Generator/physac.h
@@ -0,0 +1,2056 @@
+/**********************************************************************************************
+*
+*   Physac v1.0 - 2D Physics library for videogames
+*
+*   DESCRIPTION:
+*
+*   Physac is a small 2D physics engine written in pure C. The engine uses a fixed time-step thread loop
+*   to simluate physics. A physics step contains the following phases: get collision information,
+*   apply dynamics, collision solving and position correction. It uses a very simple struct for physic
+*   bodies with a position vector to be used in any 3D rendering API.
+*
+*   CONFIGURATION:
+*
+*   #define PHYSAC_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 PHYSAC_STATIC (defined by default)
+*       The generated implementation will stay private inside implementation file and all
+*       internal symbols and functions will only be visible inside that file.
+*
+*   #define PHYSAC_NO_THREADS
+*       The generated implementation won't include pthread library and user must create a secondary thread to call PhysicsThread().
+*       It is so important that the thread where PhysicsThread() is called must not have v-sync or any other CPU limitation.
+*
+*   #define PHYSAC_STANDALONE
+*       Avoid raylib.h header inclusion in this file. Data types defined on raylib are defined
+*       internally in the library and input management and drawing functions must be provided by
+*       the user (check library implementation for further details).
+*
+*   #define PHYSAC_DEBUG
+*       Traces log messages when creating and destroying physics bodies and detects errors in physics
+*       calculations and reference exceptions; it is useful for debug purposes
+*
+*   #define PHYSAC_MALLOC()
+*   #define PHYSAC_FREE()
+*       You can define your own malloc/free implementation replacing stdlib.h malloc()/free() functions.
+*       Otherwise it will include stdlib.h and use the C standard library malloc()/free() function.
+*
+*
+*   NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
+*   NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
+*
+*   Use the following code to compile:
+*   gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static -lraylib -lpthread -lopengl32 -lgdi32 -std=c99
+*
+*   VERY THANKS TO:
+*       Ramon Santamaria (github: @raysan5)
+*
+*
+*   LICENSE: zlib/libpng
+*
+*   Copyright (c) 2016-2018 Victor Fisac (github: @victorfisac)
+*
+*   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.
+*
+**********************************************************************************************/
+
+#if !defined(PHYSAC_H)
+#define PHYSAC_H
+
+// #define PHYSAC_STATIC
+// #define  PHYSAC_NO_THREADS
+// #define  PHYSAC_STANDALONE
+// #define  PHYSAC_DEBUG
+
+#if defined(PHYSAC_STATIC)
+    #define PHYSACDEF static            // Functions just visible to module including this file
+#else
+    #if defined(__cplusplus)
+        #define PHYSACDEF extern "C"    // Functions visible from other files (no name mangling of functions in C++)
+    #else
+        #define PHYSACDEF extern        // Functions visible from other files
+    #endif
+#endif
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#define     PHYSAC_MAX_BODIES               64
+#define     PHYSAC_MAX_MANIFOLDS            4096
+#define     PHYSAC_MAX_VERTICES             24
+#define     PHYSAC_CIRCLE_VERTICES          24
+
+#define     PHYSAC_COLLISION_ITERATIONS     100
+#define     PHYSAC_PENETRATION_ALLOWANCE    0.05f
+#define     PHYSAC_PENETRATION_CORRECTION   0.4f
+
+#define     PHYSAC_PI                       3.14159265358979323846
+#define     PHYSAC_DEG2RAD                  (PHYSAC_PI/180.0f)
+
+#define     PHYSAC_MALLOC(size)             malloc(size)
+#define     PHYSAC_FREE(ptr)                free(ptr)
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+// NOTE: Below types are required for PHYSAC_STANDALONE usage
+//----------------------------------------------------------------------------------
+#if defined(PHYSAC_STANDALONE)
+    // Vector2 type
+    typedef struct Vector2 {
+        float x;
+        float y;
+    } Vector2;
+
+    // Boolean type
+    #if !defined(_STDBOOL_H)
+        typedef enum { false, true } bool;
+        #define _STDBOOL_H
+    #endif
+#endif
+
+typedef enum PhysicsShapeType { PHYSICS_CIRCLE, PHYSICS_POLYGON } PhysicsShapeType;
+
+// Previously defined to be used in PhysicsShape struct as circular dependencies
+typedef struct PhysicsBodyData *PhysicsBody;
+
+// Mat2 type (used for polygon shape rotation matrix)
+typedef struct Mat2 {
+    float m00;
+    float m01;
+    float m10;
+    float m11;
+} Mat2;
+
+typedef struct PolygonData {
+    unsigned int vertexCount;                   // Current used vertex and normals count
+    Vector2 positions[PHYSAC_MAX_VERTICES];     // Polygon vertex positions vectors
+    Vector2 normals[PHYSAC_MAX_VERTICES];       // Polygon vertex normals vectors
+} PolygonData;
+
+typedef struct PhysicsShape {
+    PhysicsShapeType type;                      // Physics shape type (circle or polygon)
+    PhysicsBody body;                           // Shape physics body reference
+    float radius;                               // Circle shape radius (used for circle shapes)
+    Mat2 transform;                             // Vertices transform matrix 2x2
+    PolygonData vertexData;                     // Polygon shape vertices position and normals data (just used for polygon shapes)
+} PhysicsShape;
+
+typedef struct PhysicsBodyData {
+    unsigned int id;                            // Reference unique identifier
+    bool enabled;                               // Enabled dynamics state (collisions are calculated anyway)
+    Vector2 position;                           // Physics body shape pivot
+    Vector2 velocity;                           // Current linear velocity applied to position
+    Vector2 force;                              // Current linear force (reset to 0 every step)
+    float angularVelocity;                      // Current angular velocity applied to orient
+    float torque;                               // Current angular force (reset to 0 every step)
+    float orient;                               // Rotation in radians
+    float inertia;                              // Moment of inertia
+    float inverseInertia;                       // Inverse value of inertia
+    float mass;                                 // Physics body mass
+    float inverseMass;                          // Inverse value of mass
+    float staticFriction;                       // Friction when the body has not movement (0 to 1)
+    float dynamicFriction;                      // Friction when the body has movement (0 to 1)
+    float restitution;                          // Restitution coefficient of the body (0 to 1)
+    bool useGravity;                            // Apply gravity force to dynamics
+    bool isGrounded;                            // Physics grounded on other body state
+    bool freezeOrient;                          // Physics rotation constraint
+    PhysicsShape shape;                         // Physics body shape information (type, radius, vertices, normals)
+} PhysicsBodyData;
+
+typedef struct PhysicsManifoldData {
+    unsigned int id;                            // Reference unique identifier
+    PhysicsBody bodyA;                          // Manifold first physics body reference
+    PhysicsBody bodyB;                          // Manifold second physics body reference
+    float penetration;                          // Depth of penetration from collision
+    Vector2 normal;                             // Normal direction vector from 'a' to 'b'
+    Vector2 contacts[2];                        // Points of contact during collision
+    unsigned int contactsCount;                 // Current collision number of contacts
+    float restitution;                          // Mixed restitution during collision
+    float dynamicFriction;                      // Mixed dynamic friction during collision
+    float staticFriction;                       // Mixed static friction during collision
+} PhysicsManifoldData, *PhysicsManifold;
+
+#if defined(__cplusplus)
+extern "C" {                                    // Prevents name mangling of functions
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+PHYSACDEF void InitPhysics(void);                                                                           // Initializes physics values, pointers and creates physics loop thread
+PHYSACDEF void RunPhysicsStep(void);                                                                        // Run physics step, to be used if PHYSICS_NO_THREADS is set in your main loop
+PHYSACDEF void SetPhysicsTimeStep(double delta);                                                            // Sets physics fixed time step in milliseconds. 1.666666 by default
+PHYSACDEF bool IsPhysicsEnabled(void);                                                                      // Returns true if physics thread is currently enabled
+PHYSACDEF void SetPhysicsGravity(float x, float y);                                                         // Sets physics global gravity force
+PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density);                    // Creates a new circle physics body with generic parameters
+PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density);    // Creates a new rectangle physics body with generic parameters
+PHYSACDEF PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density);        // Creates a new polygon physics body with generic parameters
+PHYSACDEF void PhysicsAddForce(PhysicsBody body, Vector2 force);                                            // Adds a force to a physics body
+PHYSACDEF void PhysicsAddTorque(PhysicsBody body, float amount);                                            // Adds an angular force to a physics body
+PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force);                             // Shatters a polygon shape physics body to little physics bodies with explosion force
+PHYSACDEF int GetPhysicsBodiesCount(void);                                                                  // Returns the current amount of created physics bodies
+PHYSACDEF PhysicsBody GetPhysicsBody(int index);                                                            // Returns a physics body of the bodies pool at a specific index
+PHYSACDEF int GetPhysicsShapeType(int index);                                                               // Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
+PHYSACDEF int GetPhysicsShapeVerticesCount(int index);                                                      // Returns the amount of vertices of a physics body shape
+PHYSACDEF Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex);                                      // Returns transformed position of a body shape (body position + vertex transformed position)
+PHYSACDEF void SetPhysicsBodyRotation(PhysicsBody body, float radians);                                     // Sets physics body shape transform based on radians parameter
+PHYSACDEF void DestroyPhysicsBody(PhysicsBody body);                                                        // Unitializes and destroy a physics body
+PHYSACDEF void ResetPhysics(void);                                                                          // Destroys created physics bodies and manifolds and resets global values
+PHYSACDEF void ClosePhysics(void);                                                                          // Unitializes physics pointers and closes physics loop thread
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // PHYSAC_H
+
+/***********************************************************************************
+*
+*   PHYSAC IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(PHYSAC_IMPLEMENTATION)
+
+#if !defined(PHYSAC_NO_THREADS)
+    #include <pthread.h>            // Required for: pthread_t, pthread_create()
+#endif
+
+#if defined(PHYSAC_DEBUG)
+    #include <stdio.h>              // Required for: printf()
+#endif
+
+#include <stdlib.h>                 // Required for: malloc(), free(), srand(), rand()
+#include <math.h>                   // Required for: cosf(), sinf(), fabs(), sqrtf()
+#include <stdint.h>                 // Required for: uint64_t
+
+#if !defined(PHYSAC_STANDALONE)
+    #include "raymath.h"            // Required for: Vector2Add(), Vector2Subtract()
+#endif
+
+// Time management functionality
+#include <time.h>                   // Required for: time(), clock_gettime()
+#if defined(_WIN32)
+    // Functions required to query time on Windows
+    int __stdcall QueryPerformanceCounter(unsigned long long int *lpPerformanceCount);
+    int __stdcall QueryPerformanceFrequency(unsigned long long int *lpFrequency);
+#elif defined(__linux__)
+    #if _POSIX_C_SOURCE < 199309L
+        #undef _POSIX_C_SOURCE
+        #define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext.
+    #endif
+    #include <sys/time.h>           // Required for: timespec
+#elif defined(__APPLE__)            // macOS also defines __MACH__
+    #include <mach/mach_time.h>     // Required for: mach_absolute_time()
+#endif
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#define     min(a,b)                    (((a)<(b))?(a):(b))
+#define     max(a,b)                    (((a)>(b))?(a):(b))
+#define     PHYSAC_FLT_MAX              3.402823466e+38f
+#define     PHYSAC_EPSILON              0.000001f
+#define     PHYSAC_K                    1.0f/3.0f
+#define     PHYSAC_VECTOR_ZERO          (Vector2){ 0.0f, 0.0f }
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+#if !defined(PHYSAC_NO_THREADS)
+static pthread_t physicsThreadId;                           // Physics thread id
+#endif
+static unsigned int usedMemory = 0;                         // Total allocated dynamic memory
+static bool physicsThreadEnabled = false;                   // Physics thread enabled state
+static double baseTime = 0.0;                               // Offset time for MONOTONIC clock
+static double startTime = 0.0;                              // Start time in milliseconds
+static double deltaTime = 1.0/60.0/10.0 * 1000;             // Delta time used for physics steps, in milliseconds
+static double currentTime = 0.0;                            // Current time in milliseconds
+static uint64_t frequency = 0;                              // Hi-res clock frequency
+
+static double accumulator = 0.0;                            // Physics time step delta time accumulator
+static unsigned int stepsCount = 0;                         // Total physics steps processed
+static Vector2 gravityForce = { 0.0f, 9.81f };              // Physics world gravity force
+static PhysicsBody bodies[PHYSAC_MAX_BODIES];               // Physics bodies pointers array
+static unsigned int physicsBodiesCount = 0;                 // Physics world current bodies counter
+static PhysicsManifold contacts[PHYSAC_MAX_MANIFOLDS];      // Physics bodies pointers array
+static unsigned int physicsManifoldsCount = 0;              // Physics world current manifolds counter
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Declaration
+//----------------------------------------------------------------------------------
+static int FindAvailableBodyIndex();                                                                        // Finds a valid index for a new physics body initialization
+static PolygonData CreateRandomPolygon(float radius, int sides);                                            // Creates a random polygon shape with max vertex distance from polygon pivot
+static PolygonData CreateRectanglePolygon(Vector2 pos, Vector2 size);                                       // Creates a rectangle polygon shape based on a min and max positions
+static void *PhysicsLoop(void *arg);                                                                        // Physics loop thread function
+static void PhysicsStep(void);                                                                              // Physics steps calculations (dynamics, collisions and position corrections)
+static int FindAvailableManifoldIndex();                                                                    // Finds a valid index for a new manifold initialization
+static PhysicsManifold CreatePhysicsManifold(PhysicsBody a, PhysicsBody b);                                 // Creates a new physics manifold to solve collision
+static void DestroyPhysicsManifold(PhysicsManifold manifold);                                               // Unitializes and destroys a physics manifold
+static void SolvePhysicsManifold(PhysicsManifold manifold);                                                 // Solves a created physics manifold between two physics bodies
+static void SolveCircleToCircle(PhysicsManifold manifold);                                                  // Solves collision between two circle shape physics bodies
+static void SolveCircleToPolygon(PhysicsManifold manifold);                                                 // Solves collision between a circle to a polygon shape physics bodies
+static void SolvePolygonToCircle(PhysicsManifold manifold);                                                 // Solves collision between a polygon to a circle shape physics bodies
+static void SolvePolygonToPolygon(PhysicsManifold manifold);                                                // Solves collision between two polygons shape physics bodies
+static void IntegratePhysicsForces(PhysicsBody body);                                                       // Integrates physics forces into velocity
+static void InitializePhysicsManifolds(PhysicsManifold manifold);                                           // Initializes physics manifolds to solve collisions
+static void IntegratePhysicsImpulses(PhysicsManifold manifold);                                             // Integrates physics collisions impulses to solve collisions
+static void IntegratePhysicsVelocity(PhysicsBody body);                                                     // Integrates physics velocity into position and forces
+static void CorrectPhysicsPositions(PhysicsManifold manifold);                                              // Corrects physics bodies positions based on manifolds collision information
+static float FindAxisLeastPenetration(int *faceIndex, PhysicsShape shapeA, PhysicsShape shapeB);            // Finds polygon shapes axis least penetration
+static void FindIncidentFace(Vector2 *v0, Vector2 *v1, PhysicsShape ref, PhysicsShape inc, int index);      // Finds two polygon shapes incident face
+static int Clip(Vector2 normal, float clip, Vector2 *faceA, Vector2 *faceB);                                // Calculates clipping based on a normal and two faces
+static bool BiasGreaterThan(float valueA, float valueB);                                                    // Check if values are between bias range
+static Vector2 TriangleBarycenter(Vector2 v1, Vector2 v2, Vector2 v3);                                      // Returns the barycenter of a triangle given by 3 points
+
+static void InitTimer(void);                                                                                // Initializes hi-resolution MONOTONIC timer
+static uint64_t GetTimeCount(void);                                                                         // Get hi-res MONOTONIC time measure in mseconds
+static double GetCurrentTime(void);                                                                         // Get current time measure in milliseconds
+
+static int GetRandomNumber(int min, int max);                                                               // Returns a random number between min and max (both included)
+
+// Math functions
+static Vector2 MathCross(float value, Vector2 vector);                                                      // Returns the cross product of a vector and a value
+static float MathCrossVector2(Vector2 v1, Vector2 v2);                                                      // Returns the cross product of two vectors
+static float MathLenSqr(Vector2 vector);                                                                    // Returns the len square root of a vector
+static float MathDot(Vector2 v1, Vector2 v2);                                                               // Returns the dot product of two vectors
+static inline float DistSqr(Vector2 v1, Vector2 v2);                                                        // Returns the square root of distance between two vectors
+static void MathNormalize(Vector2 *vector);                                                                 // Returns the normalized values of a vector
+#if defined(PHYSAC_STANDALONE)
+static Vector2 Vector2Add(Vector2 v1, Vector2 v2);                                                          // Returns the sum of two given vectors
+static Vector2 Vector2Subtract(Vector2 v1, Vector2 v2);                                                     // Returns the subtract of two given vectors
+#endif
+
+static Mat2 Mat2Radians(float radians);                                                                     // Creates a matrix 2x2 from a given radians value
+static void Mat2Set(Mat2 *matrix, float radians);                                                           // Set values from radians to a created matrix 2x2
+static inline Mat2 Mat2Transpose(Mat2 matrix);                                                              // Returns the transpose of a given matrix 2x2
+static inline Vector2 Mat2MultiplyVector2(Mat2 matrix, Vector2 vector);                                     // Multiplies a vector by a matrix 2x2
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+// Initializes physics values, pointers and creates physics loop thread
+PHYSACDEF void InitPhysics(void)
+{
+    #if !defined(PHYSAC_NO_THREADS)
+        // NOTE: if defined, user will need to create a thread for PhysicsThread function manually
+        // Create physics thread using POSIXS thread libraries
+        pthread_create(&physicsThreadId, NULL, &PhysicsLoop, NULL);
+    #endif
+
+    // Initialize high resolution timer
+    InitTimer();
+
+    #if defined(PHYSAC_DEBUG)
+        printf("[PHYSAC] physics module initialized successfully\n");
+    #endif
+
+    accumulator = 0.0;
+}
+
+// Returns true if physics thread is currently enabled
+PHYSACDEF bool IsPhysicsEnabled(void)
+{
+    return physicsThreadEnabled;
+}
+
+// Sets physics global gravity force
+PHYSACDEF void SetPhysicsGravity(float x, float y)
+{
+    gravityForce.x = x;
+    gravityForce.y = y;
+}
+
+// Creates a new circle physics body with generic parameters
+PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density)
+{
+    PhysicsBody newBody = CreatePhysicsBodyPolygon(pos, radius, PHYSAC_CIRCLE_VERTICES, density);
+    return newBody;
+}
+
+// Creates a new rectangle physics body with generic parameters
+PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density)
+{
+    PhysicsBody newBody = (PhysicsBody)PHYSAC_MALLOC(sizeof(PhysicsBodyData));
+    usedMemory += sizeof(PhysicsBodyData);
+
+    int newId = FindAvailableBodyIndex();
+    if (newId != -1)
+    {
+        // Initialize new body with generic values
+        newBody->id = newId;
+        newBody->enabled = true;
+        newBody->position = pos;
+        newBody->velocity = (Vector2){ 0.0f };
+        newBody->force = (Vector2){ 0.0f };
+        newBody->angularVelocity = 0.0f;
+        newBody->torque = 0.0f;
+        newBody->orient = 0.0f;
+        newBody->shape.type = PHYSICS_POLYGON;
+        newBody->shape.body = newBody;
+        newBody->shape.radius = 0.0f;
+        newBody->shape.transform = Mat2Radians(0.0f);
+        newBody->shape.vertexData = CreateRectanglePolygon(pos, (Vector2){ width, height });
+
+        // Calculate centroid and moment of inertia
+        Vector2 center = { 0.0f, 0.0f };
+        float area = 0.0f;
+        float inertia = 0.0f;
+
+        for (int i = 0; i < newBody->shape.vertexData.vertexCount; i++)
+        {
+            // Triangle vertices, third vertex implied as (0, 0)
+            Vector2 p1 = newBody->shape.vertexData.positions[i];
+            int nextIndex = (((i + 1) < newBody->shape.vertexData.vertexCount) ? (i + 1) : 0);
+            Vector2 p2 = newBody->shape.vertexData.positions[nextIndex];
+
+            float D = MathCrossVector2(p1, p2);
+            float triangleArea = D/2;
+
+            area += triangleArea;
+
+            // Use area to weight the centroid average, not just vertex position
+            center.x += triangleArea*PHYSAC_K*(p1.x + p2.x);
+            center.y += triangleArea*PHYSAC_K*(p1.y + p2.y);
+
+            float intx2 = p1.x*p1.x + p2.x*p1.x + p2.x*p2.x;
+            float inty2 = p1.y*p1.y + p2.y*p1.y + p2.y*p2.y;
+            inertia += (0.25f*PHYSAC_K*D)*(intx2 + inty2);
+        }
+
+        center.x *= 1.0f/area;
+        center.y *= 1.0f/area;
+
+        // Translate vertices to centroid (make the centroid (0, 0) for the polygon in model space)
+        // Note: this is not really necessary
+        for (int i = 0; i < newBody->shape.vertexData.vertexCount; i++)
+        {
+            newBody->shape.vertexData.positions[i].x -= center.x;
+            newBody->shape.vertexData.positions[i].y -= center.y;
+        }
+
+        newBody->mass = density*area;
+        newBody->inverseMass = ((newBody->mass != 0.0f) ? 1.0f/newBody->mass : 0.0f);
+        newBody->inertia = density*inertia;
+        newBody->inverseInertia = ((newBody->inertia != 0.0f) ? 1.0f/newBody->inertia : 0.0f);
+        newBody->staticFriction = 0.4f;
+        newBody->dynamicFriction = 0.2f;
+        newBody->restitution = 0.0f;
+        newBody->useGravity = true;
+        newBody->isGrounded = false;
+        newBody->freezeOrient = false;
+
+        // Add new body to bodies pointers array and update bodies count
+        bodies[physicsBodiesCount] = newBody;
+        physicsBodiesCount++;
+
+        #if defined(PHYSAC_DEBUG)
+            printf("[PHYSAC] created polygon physics body id %i\n", newBody->id);
+        #endif
+    }
+    #if defined(PHYSAC_DEBUG)
+        else printf("[PHYSAC] new physics body creation failed because there is any available id to use\n");
+    #endif
+
+    return newBody;
+}
+
+// Creates a new polygon physics body with generic parameters
+PHYSACDEF PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density)
+{
+    PhysicsBody newBody = (PhysicsBody)PHYSAC_MALLOC(sizeof(PhysicsBodyData));
+    usedMemory += sizeof(PhysicsBodyData);
+
+    int newId = FindAvailableBodyIndex();
+    if (newId != -1)
+    {
+        // Initialize new body with generic values
+        newBody->id = newId;
+        newBody->enabled = true;
+        newBody->position = pos;
+        newBody->velocity = PHYSAC_VECTOR_ZERO;
+        newBody->force = PHYSAC_VECTOR_ZERO;
+        newBody->angularVelocity = 0.0f;
+        newBody->torque = 0.0f;
+        newBody->orient = 0.0f;
+        newBody->shape.type = PHYSICS_POLYGON;
+        newBody->shape.body = newBody;
+        newBody->shape.transform = Mat2Radians(0.0f);
+        newBody->shape.vertexData = CreateRandomPolygon(radius, sides);
+
+        // Calculate centroid and moment of inertia
+        Vector2 center = { 0.0f, 0.0f };
+        float area = 0.0f;
+        float inertia = 0.0f;
+
+        for (int i = 0; i < newBody->shape.vertexData.vertexCount; i++)
+        {
+            // Triangle vertices, third vertex implied as (0, 0)
+            Vector2 position1 = newBody->shape.vertexData.positions[i];
+            int nextIndex = (((i + 1) < newBody->shape.vertexData.vertexCount) ? (i + 1) : 0);
+            Vector2 position2 = newBody->shape.vertexData.positions[nextIndex];
+
+            float cross = MathCrossVector2(position1, position2);
+            float triangleArea = cross/2;
+
+            area += triangleArea;
+
+            // Use area to weight the centroid average, not just vertex position
+            center.x += triangleArea*PHYSAC_K*(position1.x + position2.x);
+            center.y += triangleArea*PHYSAC_K*(position1.y + position2.y);
+
+            float intx2 = position1.x*position1.x + position2.x*position1.x + position2.x*position2.x;
+            float inty2 = position1.y*position1.y + position2.y*position1.y + position2.y*position2.y;
+            inertia += (0.25f*PHYSAC_K*cross)*(intx2 + inty2);
+        }
+
+        center.x *= 1.0f/area;
+        center.y *= 1.0f/area;
+
+        // Translate vertices to centroid (make the centroid (0, 0) for the polygon in model space)
+        // Note: this is not really necessary
+        for (int i = 0; i < newBody->shape.vertexData.vertexCount; i++)
+        {
+            newBody->shape.vertexData.positions[i].x -= center.x;
+            newBody->shape.vertexData.positions[i].y -= center.y;
+        }
+
+        newBody->mass = density*area;
+        newBody->inverseMass = ((newBody->mass != 0.0f) ? 1.0f/newBody->mass : 0.0f);
+        newBody->inertia = density*inertia;
+        newBody->inverseInertia = ((newBody->inertia != 0.0f) ? 1.0f/newBody->inertia : 0.0f);
+        newBody->staticFriction = 0.4f;
+        newBody->dynamicFriction = 0.2f;
+        newBody->restitution = 0.0f;
+        newBody->useGravity = true;
+        newBody->isGrounded = false;
+        newBody->freezeOrient = false;
+
+        // Add new body to bodies pointers array and update bodies count
+        bodies[physicsBodiesCount] = newBody;
+        physicsBodiesCount++;
+
+        #if defined(PHYSAC_DEBUG)
+            printf("[PHYSAC] created polygon physics body id %i\n", newBody->id);
+        #endif
+    }
+    #if defined(PHYSAC_DEBUG)
+        else printf("[PHYSAC] new physics body creation failed because there is any available id to use\n");
+    #endif
+
+    return newBody;
+}
+
+// Adds a force to a physics body
+PHYSACDEF void PhysicsAddForce(PhysicsBody body, Vector2 force)
+{
+    if (body != NULL) body->force = Vector2Add(body->force, force);
+}
+
+// Adds an angular force to a physics body
+PHYSACDEF void PhysicsAddTorque(PhysicsBody body, float amount)
+{
+    if (body != NULL) body->torque += amount;
+}
+
+// Shatters a polygon shape physics body to little physics bodies with explosion force
+PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force)
+{
+    if (body != NULL)
+    {
+        if (body->shape.type == PHYSICS_POLYGON)
+        {
+            PolygonData vertexData = body->shape.vertexData;
+            bool collision = false;
+
+            for (int i = 0; i < vertexData.vertexCount; i++)
+            {
+                Vector2 positionA = body->position;
+                Vector2 positionB = Mat2MultiplyVector2(body->shape.transform, Vector2Add(body->position, vertexData.positions[i]));
+                int nextIndex = (((i + 1) < vertexData.vertexCount) ? (i + 1) : 0);
+                Vector2 positionC = Mat2MultiplyVector2(body->shape.transform, Vector2Add(body->position, vertexData.positions[nextIndex]));
+
+                // Check collision between each triangle
+                float alpha = ((positionB.y - positionC.y)*(position.x - positionC.x) + (positionC.x - positionB.x)*(position.y - positionC.y))/
+                              ((positionB.y - positionC.y)*(positionA.x - positionC.x) + (positionC.x - positionB.x)*(positionA.y - positionC.y));
+
+                float beta = ((positionC.y - positionA.y)*(position.x - positionC.x) + (positionA.x - positionC.x)*(position.y - positionC.y))/
+                             ((positionB.y - positionC.y)*(positionA.x - positionC.x) + (positionC.x - positionB.x)*(positionA.y - positionC.y));
+
+                float gamma = 1.0f - alpha - beta;
+
+                if ((alpha > 0.0f) && (beta > 0.0f) & (gamma > 0.0f))
+                {
+                    collision = true;
+                    break;
+                }
+            }
+
+            if (collision)
+            {
+                int count = vertexData.vertexCount;
+                Vector2 bodyPos = body->position;
+                Vector2 *vertices = (Vector2*)malloc(sizeof(Vector2) * count);
+                Mat2 trans = body->shape.transform;
+                for (int i = 0; i < count; i++) vertices[i] = vertexData.positions[i];
+
+                // Destroy shattered physics body
+                DestroyPhysicsBody(body);
+
+                for (int i = 0; i < count; i++)
+                {
+                    int nextIndex = (((i + 1) < count) ? (i + 1) : 0);
+                    Vector2 center = TriangleBarycenter(vertices[i], vertices[nextIndex], PHYSAC_VECTOR_ZERO);
+                    center = Vector2Add(bodyPos, center);
+                    Vector2 offset = Vector2Subtract(center, bodyPos);
+
+                    PhysicsBody newBody = CreatePhysicsBodyPolygon(center, 10, 3, 10);     // Create polygon physics body with relevant values
+
+                    PolygonData newData = { 0 };
+                    newData.vertexCount = 3;
+
+                    newData.positions[0] = Vector2Subtract(vertices[i], offset);
+                    newData.positions[1] = Vector2Subtract(vertices[nextIndex], offset);
+                    newData.positions[2] = Vector2Subtract(position, center);
+
+                    // Separate vertices to avoid unnecessary physics collisions
+                    newData.positions[0].x *= 0.95f;
+                    newData.positions[0].y *= 0.95f;
+                    newData.positions[1].x *= 0.95f;
+                    newData.positions[1].y *= 0.95f;
+                    newData.positions[2].x *= 0.95f;
+                    newData.positions[2].y *= 0.95f;
+
+                    // Calculate polygon faces normals
+                    for (int j = 0; j < newData.vertexCount; j++)
+                    {
+                        int nextVertex = (((j + 1) < newData.vertexCount) ? (j + 1) : 0);
+                        Vector2 face = Vector2Subtract(newData.positions[nextVertex], newData.positions[j]);
+
+                        newData.normals[j] = (Vector2){ face.y, -face.x };
+                        MathNormalize(&newData.normals[j]);
+                    }
+
+                    // Apply computed vertex data to new physics body shape
+                    newBody->shape.vertexData = newData;
+                    newBody->shape.transform = trans;
+
+                    // Calculate centroid and moment of inertia
+                    center = PHYSAC_VECTOR_ZERO;
+                    float area = 0.0f;
+                    float inertia = 0.0f;
+
+                    for (int j = 0; j < newBody->shape.vertexData.vertexCount; j++)
+                    {
+                        // Triangle vertices, third vertex implied as (0, 0)
+                        Vector2 p1 = newBody->shape.vertexData.positions[j];
+                        int nextVertex = (((j + 1) < newBody->shape.vertexData.vertexCount) ? (j + 1) : 0);
+                        Vector2 p2 = newBody->shape.vertexData.positions[nextVertex];
+
+                        float D = MathCrossVector2(p1, p2);
+                        float triangleArea = D/2;
+
+                        area += triangleArea;
+
+                        // Use area to weight the centroid average, not just vertex position
+                        center.x += triangleArea*PHYSAC_K*(p1.x + p2.x);
+                        center.y += triangleArea*PHYSAC_K*(p1.y + p2.y);
+
+                        float intx2 = p1.x*p1.x + p2.x*p1.x + p2.x*p2.x;
+                        float inty2 = p1.y*p1.y + p2.y*p1.y + p2.y*p2.y;
+                        inertia += (0.25f*PHYSAC_K*D)*(intx2 + inty2);
+                    }
+
+                    center.x *= 1.0f/area;
+                    center.y *= 1.0f/area;
+
+                    newBody->mass = area;
+                    newBody->inverseMass = ((newBody->mass != 0.0f) ? 1.0f/newBody->mass : 0.0f);
+                    newBody->inertia = inertia;
+                    newBody->inverseInertia = ((newBody->inertia != 0.0f) ? 1.0f/newBody->inertia : 0.0f);
+
+                    // Calculate explosion force direction
+                    Vector2 pointA = newBody->position;
+                    Vector2 pointB = Vector2Subtract(newData.positions[1], newData.positions[0]);
+                    pointB.x /= 2.0f;
+                    pointB.y /= 2.0f;
+                    Vector2 forceDirection = Vector2Subtract(Vector2Add(pointA, Vector2Add(newData.positions[0], pointB)), newBody->position);
+                    MathNormalize(&forceDirection);
+                    forceDirection.x *= force;
+                    forceDirection.y *= force;
+
+                    // Apply force to new physics body
+                    PhysicsAddForce(newBody, forceDirection);
+                }
+
+                free(vertices);
+            }
+        }
+    }
+    #if defined(PHYSAC_DEBUG)
+        else printf("[PHYSAC] error when trying to shatter a null reference physics body");
+    #endif
+}
+
+// Returns the current amount of created physics bodies
+PHYSACDEF int GetPhysicsBodiesCount(void)
+{
+    return physicsBodiesCount;
+}
+
+// Returns a physics body of the bodies pool at a specific index
+PHYSACDEF PhysicsBody GetPhysicsBody(int index)
+{
+    PhysicsBody body = NULL;
+
+    if (index < physicsBodiesCount)
+    {
+        body = bodies[index];
+
+        if (body == NULL)
+        {
+            #if defined(PHYSAC_DEBUG)
+                printf("[PHYSAC] error when trying to get a null reference physics body");
+            #endif
+        }
+    }
+    #if defined(PHYSAC_DEBUG)
+    else printf("[PHYSAC] physics body index is out of bounds");
+    #endif
+
+    return body;
+}
+
+// Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
+PHYSACDEF int GetPhysicsShapeType(int index)
+{
+    int result = -1;
+
+    if (index < physicsBodiesCount)
+    {
+        PhysicsBody body = bodies[index];
+
+        if (body != NULL) result = body->shape.type;
+        #if defined(PHYSAC_DEBUG)
+        else printf("[PHYSAC] error when trying to get a null reference physics body");
+        #endif
+    }
+    #if defined(PHYSAC_DEBUG)
+    else printf("[PHYSAC] physics body index is out of bounds");
+    #endif
+
+    return result;
+}
+
+// Returns the amount of vertices of a physics body shape
+PHYSACDEF int GetPhysicsShapeVerticesCount(int index)
+{
+    int result = 0;
+
+    if (index < physicsBodiesCount)
+    {
+        PhysicsBody body = bodies[index];
+
+        if (body != NULL)
+        {
+            switch (body->shape.type)
+            {
+                case PHYSICS_CIRCLE: result = PHYSAC_CIRCLE_VERTICES; break;
+                case PHYSICS_POLYGON: result = body->shape.vertexData.vertexCount; break;
+                default: break;
+            }
+        }
+        #if defined(PHYSAC_DEBUG)
+        else printf("[PHYSAC] error when trying to get a null reference physics body");
+        #endif
+    }
+    #if defined(PHYSAC_DEBUG)
+    else printf("[PHYSAC] physics body index is out of bounds");
+    #endif
+
+    return result;
+}
+
+// Returns transformed position of a body shape (body position + vertex transformed position)
+PHYSACDEF Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex)
+{
+    Vector2 position = { 0.0f, 0.0f };
+
+    if (body != NULL)
+    {
+        switch (body->shape.type)
+        {
+            case PHYSICS_CIRCLE:
+            {
+                position.x = body->position.x + cosf(360.0f/PHYSAC_CIRCLE_VERTICES*vertex*PHYSAC_DEG2RAD)*body->shape.radius;
+                position.y = body->position.y + sinf(360.0f/PHYSAC_CIRCLE_VERTICES*vertex*PHYSAC_DEG2RAD)*body->shape.radius;
+            } break;
+            case PHYSICS_POLYGON:
+            {
+                PolygonData vertexData = body->shape.vertexData;
+                position = Vector2Add(body->position, Mat2MultiplyVector2(body->shape.transform, vertexData.positions[vertex]));
+            } break;
+            default: break;
+        }
+    }
+    #if defined(PHYSAC_DEBUG)
+    else printf("[PHYSAC] error when trying to get a null reference physics body");
+    #endif
+
+    return position;
+}
+
+// Sets physics body shape transform based on radians parameter
+PHYSACDEF void SetPhysicsBodyRotation(PhysicsBody body, float radians)
+{
+    if (body != NULL)
+    {
+        body->orient = radians;
+
+        if (body->shape.type == PHYSICS_POLYGON) body->shape.transform = Mat2Radians(radians);
+    }
+}
+
+// Unitializes and destroys a physics body
+PHYSACDEF void DestroyPhysicsBody(PhysicsBody body)
+{
+    if (body != NULL)
+    {
+        int id = body->id;
+        int index = -1;
+
+        for (int i = 0; i < physicsBodiesCount; i++)
+        {
+            if (bodies[i]->id == id)
+            {
+                index = i;
+                break;
+            }
+        }
+
+        #if defined(PHYSAC_DEBUG)
+        if (index == -1) printf("[PHYSAC] cannot find body id %i in pointers array\n", id);
+        #endif
+
+        // Free body allocated memory
+        PHYSAC_FREE(body);
+        usedMemory -= sizeof(PhysicsBodyData);
+        bodies[index] = NULL;
+
+        // Reorder physics bodies pointers array and its catched index
+        for (int i = index; i < physicsBodiesCount; i++)
+        {
+            if ((i + 1) < physicsBodiesCount) bodies[i] = bodies[i + 1];
+        }
+
+        // Update physics bodies count
+        physicsBodiesCount--;
+
+        #if defined(PHYSAC_DEBUG)
+            printf("[PHYSAC] destroyed physics body id %i\n", id);
+        #endif
+    }
+    #if defined(PHYSAC_DEBUG)
+        else printf("[PHYSAC] error trying to destroy a null referenced body\n");
+    #endif
+}
+
+// Destroys created physics bodies and manifolds and resets global values
+PHYSACDEF void ResetPhysics(void)
+{
+    // Unitialize physics bodies dynamic memory allocations
+    for (int i = physicsBodiesCount - 1; i >= 0; i--)
+    {
+        PhysicsBody body = bodies[i];
+
+        if (body != NULL)
+        {
+            PHYSAC_FREE(body);
+            bodies[i] = NULL;
+            usedMemory -= sizeof(PhysicsBodyData);
+        }
+    }
+
+    physicsBodiesCount = 0;
+
+    // Unitialize physics manifolds dynamic memory allocations
+    for (int i = physicsManifoldsCount - 1; i >= 0; i--)
+    {
+        PhysicsManifold manifold = contacts[i];
+
+        if (manifold != NULL)
+        {
+            PHYSAC_FREE(manifold);
+            contacts[i] = NULL;
+            usedMemory -= sizeof(PhysicsManifoldData);
+        }
+    }
+
+    physicsManifoldsCount = 0;
+
+    #if defined(PHYSAC_DEBUG)
+        printf("[PHYSAC] physics module reset successfully\n");
+    #endif
+}
+
+// Unitializes physics pointers and exits physics loop thread
+PHYSACDEF void ClosePhysics(void)
+{
+    // Exit physics loop thread
+    physicsThreadEnabled = false;
+
+    #if !defined(PHYSAC_NO_THREADS)
+        pthread_join(physicsThreadId, NULL);
+    #endif
+
+    // Unitialize physics manifolds dynamic memory allocations
+    for (int i = physicsManifoldsCount - 1; i >= 0; i--) DestroyPhysicsManifold(contacts[i]);
+
+    // Unitialize physics bodies dynamic memory allocations
+    for (int i = physicsBodiesCount - 1; i >= 0; i--) DestroyPhysicsBody(bodies[i]);
+
+    #if defined(PHYSAC_DEBUG)
+        if (physicsBodiesCount > 0 || usedMemory != 0) printf("[PHYSAC] physics module closed with %i still allocated bodies [MEMORY: %i bytes]\n", physicsBodiesCount, usedMemory);
+        else if (physicsManifoldsCount > 0 || usedMemory != 0) printf("[PHYSAC] physics module closed with %i still allocated manifolds [MEMORY: %i bytes]\n", physicsManifoldsCount, usedMemory);
+        else printf("[PHYSAC] physics module closed successfully\n");
+    #endif
+}
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Definition
+//----------------------------------------------------------------------------------
+// Finds a valid index for a new physics body initialization
+static int FindAvailableBodyIndex()
+{
+    int index = -1;
+    for (int i = 0; i < PHYSAC_MAX_BODIES; i++)
+    {
+        int currentId = i;
+
+        // Check if current id already exist in other physics body
+        for (int k = 0; k < physicsBodiesCount; k++)
+        {
+            if (bodies[k]->id == currentId)
+            {
+                currentId++;
+                break;
+            }
+        }
+
+        // If it is not used, use it as new physics body id
+        if (currentId == i)
+        {
+            index = i;
+            break;
+        }
+    }
+
+    return index;
+}
+
+// Creates a random polygon shape with max vertex distance from polygon pivot
+static PolygonData CreateRandomPolygon(float radius, int sides)
+{
+    PolygonData data = { 0 };
+    data.vertexCount = sides;
+
+    // Calculate polygon vertices positions
+    for (int i = 0; i < data.vertexCount; i++)
+    {
+        data.positions[i].x = cosf(360.0f/sides*i*PHYSAC_DEG2RAD)*radius;
+        data.positions[i].y = sinf(360.0f/sides*i*PHYSAC_DEG2RAD)*radius;
+    }
+
+    // Calculate polygon faces normals
+    for (int i = 0; i < data.vertexCount; i++)
+    {
+        int nextIndex = (((i + 1) < sides) ? (i + 1) : 0);
+        Vector2 face = Vector2Subtract(data.positions[nextIndex], data.positions[i]);
+
+        data.normals[i] = (Vector2){ face.y, -face.x };
+        MathNormalize(&data.normals[i]);
+    }
+
+    return data;
+}
+
+// Creates a rectangle polygon shape based on a min and max positions
+static PolygonData CreateRectanglePolygon(Vector2 pos, Vector2 size)
+{
+    PolygonData data = { 0 };
+    data.vertexCount = 4;
+
+    // Calculate polygon vertices positions
+    data.positions[0] = (Vector2){ pos.x + size.x/2, pos.y - size.y/2 };
+    data.positions[1] = (Vector2){ pos.x + size.x/2, pos.y + size.y/2 };
+    data.positions[2] = (Vector2){ pos.x - size.x/2, pos.y + size.y/2 };
+    data.positions[3] = (Vector2){ pos.x - size.x/2, pos.y - size.y/2 };
+
+    // Calculate polygon faces normals
+    for (int i = 0; i < data.vertexCount; i++)
+    {
+        int nextIndex = (((i + 1) < data.vertexCount) ? (i + 1) : 0);
+        Vector2 face = Vector2Subtract(data.positions[nextIndex], data.positions[i]);
+
+        data.normals[i] = (Vector2){ face.y, -face.x };
+        MathNormalize(&data.normals[i]);
+    }
+
+    return data;
+}
+
+// Physics loop thread function
+static void *PhysicsLoop(void *arg)
+{
+    #if defined(PHYSAC_DEBUG)
+        printf("[PHYSAC] physics thread created successfully\n");
+    #endif
+
+    // Initialize physics loop thread values
+    physicsThreadEnabled = true;
+
+    // Physics update loop
+    while (physicsThreadEnabled)
+    {
+        RunPhysicsStep();
+    }
+
+    return NULL;
+}
+
+// Physics steps calculations (dynamics, collisions and position corrections)
+static void PhysicsStep(void)
+{
+    // Update current steps count
+    stepsCount++;
+
+    // Clear previous generated collisions information
+    for (int i = physicsManifoldsCount - 1; i >= 0; i--)
+    {
+        PhysicsManifold manifold = contacts[i];
+        if (manifold != NULL) DestroyPhysicsManifold(manifold);
+    }
+
+    // Reset physics bodies grounded state
+    for (int i = 0; i < physicsBodiesCount; i++)
+    {
+        PhysicsBody body = bodies[i];
+        body->isGrounded = false;
+    }
+
+    // Generate new collision information
+    for (int i = 0; i < physicsBodiesCount; i++)
+    {
+        PhysicsBody bodyA = bodies[i];
+
+        if (bodyA != NULL)
+        {
+            for (int j = i + 1; j < physicsBodiesCount; j++)
+            {
+                PhysicsBody bodyB = bodies[j];
+
+                if (bodyB != NULL)
+                {
+                    if ((bodyA->inverseMass == 0) && (bodyB->inverseMass == 0)) continue;
+
+                    PhysicsManifold manifold = CreatePhysicsManifold(bodyA, bodyB);
+                    SolvePhysicsManifold(manifold);
+
+                    if (manifold->contactsCount > 0)
+                    {
+                        // Create a new manifold with same information as previously solved manifold and add it to the manifolds pool last slot
+                        PhysicsManifold newManifold = CreatePhysicsManifold(bodyA, bodyB);
+                        newManifold->penetration = manifold->penetration;
+                        newManifold->normal = manifold->normal;
+                        newManifold->contacts[0] = manifold->contacts[0];
+                        newManifold->contacts[1] = manifold->contacts[1];
+                        newManifold->contactsCount = manifold->contactsCount;
+                        newManifold->restitution = manifold->restitution;
+                        newManifold->dynamicFriction = manifold->dynamicFriction;
+                        newManifold->staticFriction = manifold->staticFriction;
+                    }
+                }
+            }
+        }
+    }
+
+    // Integrate forces to physics bodies
+    for (int i = 0; i < physicsBodiesCount; i++)
+    {
+        PhysicsBody body = bodies[i];
+        if (body != NULL) IntegratePhysicsForces(body);
+    }
+
+    // Initialize physics manifolds to solve collisions
+    for (int i = 0; i < physicsManifoldsCount; i++)
+    {
+        PhysicsManifold manifold = contacts[i];
+        if (manifold != NULL) InitializePhysicsManifolds(manifold);
+    }
+
+    // Integrate physics collisions impulses to solve collisions
+    for (int i = 0; i < PHYSAC_COLLISION_ITERATIONS; i++)
+    {
+        for (int j = 0; j < physicsManifoldsCount; j++)
+        {
+            PhysicsManifold manifold = contacts[i];
+            if (manifold != NULL) IntegratePhysicsImpulses(manifold);
+        }
+    }
+
+    // Integrate velocity to physics bodies
+    for (int i = 0; i < physicsBodiesCount; i++)
+    {
+        PhysicsBody body = bodies[i];
+        if (body != NULL) IntegratePhysicsVelocity(body);
+    }
+
+    // Correct physics bodies positions based on manifolds collision information
+    for (int i = 0; i < physicsManifoldsCount; i++)
+    {
+        PhysicsManifold manifold = contacts[i];
+        if (manifold != NULL) CorrectPhysicsPositions(manifold);
+    }
+
+    // Clear physics bodies forces
+    for (int i = 0; i < physicsBodiesCount; i++)
+    {
+        PhysicsBody body = bodies[i];
+        if (body != NULL)
+        {
+            body->force = PHYSAC_VECTOR_ZERO;
+            body->torque = 0.0f;
+        }
+    }
+}
+
+// Wrapper to ensure PhysicsStep is run with at a fixed time step
+PHYSACDEF void RunPhysicsStep(void)
+{
+    // Calculate current time
+    currentTime = GetCurrentTime();
+
+    // Calculate current delta time
+    const double delta = currentTime - startTime;
+
+    // Store the time elapsed since the last frame began
+    accumulator += delta;
+
+    // Fixed time stepping loop
+    while (accumulator >= deltaTime)
+    {
+#ifdef PHYSAC_DEBUG
+        //printf("currentTime %f, startTime %f, accumulator-pre %f, accumulator-post %f, delta %f, deltaTime %f\n",
+        //       currentTime, startTime, accumulator, accumulator-deltaTime, delta, deltaTime);
+#endif
+        PhysicsStep();
+        accumulator -= deltaTime;
+    }
+
+    // Record the starting of this frame
+    startTime = currentTime;
+}
+
+PHYSACDEF void SetPhysicsTimeStep(double delta)
+{
+    deltaTime = delta;
+}
+
+// Finds a valid index for a new manifold initialization
+static int FindAvailableManifoldIndex()
+{
+    int index = -1;
+    for (int i = 0; i < PHYSAC_MAX_MANIFOLDS; i++)
+    {
+        int currentId = i;
+
+        // Check if current id already exist in other physics body
+        for (int k = 0; k < physicsManifoldsCount; k++)
+        {
+            if (contacts[k]->id == currentId)
+            {
+                currentId++;
+                break;
+            }
+        }
+
+        // If it is not used, use it as new physics body id
+        if (currentId == i)
+        {
+            index = i;
+            break;
+        }
+    }
+
+    return index;
+}
+
+// Creates a new physics manifold to solve collision
+static PhysicsManifold CreatePhysicsManifold(PhysicsBody a, PhysicsBody b)
+{
+    PhysicsManifold newManifold = (PhysicsManifold)PHYSAC_MALLOC(sizeof(PhysicsManifoldData));
+    usedMemory += sizeof(PhysicsManifoldData);
+
+    int newId = FindAvailableManifoldIndex();
+    if (newId != -1)
+    {
+        // Initialize new manifold with generic values
+        newManifold->id = newId;
+        newManifold->bodyA = a;
+        newManifold->bodyB = b;
+        newManifold->penetration = 0;
+        newManifold->normal = PHYSAC_VECTOR_ZERO;
+        newManifold->contacts[0] = PHYSAC_VECTOR_ZERO;
+        newManifold->contacts[1] = PHYSAC_VECTOR_ZERO;
+        newManifold->contactsCount = 0;
+        newManifold->restitution = 0.0f;
+        newManifold->dynamicFriction = 0.0f;
+        newManifold->staticFriction = 0.0f;
+
+        // Add new body to bodies pointers array and update bodies count
+        contacts[physicsManifoldsCount] = newManifold;
+        physicsManifoldsCount++;
+    }
+    #if defined(PHYSAC_DEBUG)
+        else printf("[PHYSAC] new physics manifold creation failed because there is any available id to use\n");
+    #endif
+
+    return newManifold;
+}
+
+// Unitializes and destroys a physics manifold
+static void DestroyPhysicsManifold(PhysicsManifold manifold)
+{
+    if (manifold != NULL)
+    {
+        int id = manifold->id;
+        int index = -1;
+
+        for (int i = 0; i < physicsManifoldsCount; i++)
+        {
+            if (contacts[i]->id == id)
+            {
+                index = i;
+                break;
+            }
+        }
+
+        #if defined(PHYSAC_DEBUG)
+            if (index == -1) printf("[PHYSAC] cannot find manifold id %i in pointers array\n", id);
+        #endif
+
+        // Free manifold allocated memory
+        PHYSAC_FREE(manifold);
+        usedMemory -= sizeof(PhysicsManifoldData);
+        contacts[index] = NULL;
+
+        // Reorder physics manifolds pointers array and its catched index
+        for (int i = index; i < physicsManifoldsCount; i++)
+        {
+            if ((i + 1) < physicsManifoldsCount) contacts[i] = contacts[i + 1];
+        }
+
+        // Update physics manifolds count
+        physicsManifoldsCount--;
+    }
+    #if defined(PHYSAC_DEBUG)
+        else printf("[PHYSAC] error trying to destroy a null referenced manifold\n");
+    #endif
+}
+
+// Solves a created physics manifold between two physics bodies
+static void SolvePhysicsManifold(PhysicsManifold manifold)
+{
+    switch (manifold->bodyA->shape.type)
+    {
+        case PHYSICS_CIRCLE:
+        {
+            switch (manifold->bodyB->shape.type)
+            {
+                case PHYSICS_CIRCLE: SolveCircleToCircle(manifold); break;
+                case PHYSICS_POLYGON: SolveCircleToPolygon(manifold); break;
+                default: break;
+            }
+        } break;
+        case PHYSICS_POLYGON:
+        {
+            switch (manifold->bodyB->shape.type)
+            {
+                case PHYSICS_CIRCLE: SolvePolygonToCircle(manifold); break;
+                case PHYSICS_POLYGON: SolvePolygonToPolygon(manifold); break;
+                default: break;
+            }
+        } break;
+        default: break;
+    }
+
+    // Update physics body grounded state if normal direction is down and grounded state is not set yet in previous manifolds
+    if (!manifold->bodyB->isGrounded) manifold->bodyB->isGrounded = (manifold->normal.y < 0);
+}
+
+// Solves collision between two circle shape physics bodies
+static void SolveCircleToCircle(PhysicsManifold manifold)
+{
+    PhysicsBody bodyA = manifold->bodyA;
+    PhysicsBody bodyB = manifold->bodyB;
+
+    if ((bodyA == NULL) || (bodyB == NULL)) return;
+
+    // Calculate translational vector, which is normal
+    Vector2 normal = Vector2Subtract(bodyB->position, bodyA->position);
+
+    float distSqr = MathLenSqr(normal);
+    float radius = bodyA->shape.radius + bodyB->shape.radius;
+
+    // Check if circles are not in contact
+    if (distSqr >= radius*radius)
+    {
+        manifold->contactsCount = 0;
+        return;
+    }
+
+    float distance = sqrtf(distSqr);
+    manifold->contactsCount = 1;
+
+    if (distance == 0.0f)
+    {
+        manifold->penetration = bodyA->shape.radius;
+        manifold->normal = (Vector2){ 1.0f, 0.0f };
+        manifold->contacts[0] = bodyA->position;
+    }
+    else
+    {
+        manifold->penetration = radius - distance;
+        manifold->normal = (Vector2){ normal.x/distance, normal.y/distance }; // Faster than using MathNormalize() due to sqrt is already performed
+        manifold->contacts[0] = (Vector2){ manifold->normal.x*bodyA->shape.radius + bodyA->position.x, manifold->normal.y*bodyA->shape.radius + bodyA->position.y };
+    }
+
+    // Update physics body grounded state if normal direction is down
+    if (!bodyA->isGrounded) bodyA->isGrounded = (manifold->normal.y < 0);
+}
+
+// Solves collision between a circle to a polygon shape physics bodies
+static void SolveCircleToPolygon(PhysicsManifold manifold)
+{
+    PhysicsBody bodyA = manifold->bodyA;
+    PhysicsBody bodyB = manifold->bodyB;
+
+    if ((bodyA == NULL) || (bodyB == NULL)) return;
+
+    manifold->contactsCount = 0;
+
+    // Transform circle center to polygon transform space
+    Vector2 center = bodyA->position;
+    center = Mat2MultiplyVector2(Mat2Transpose(bodyB->shape.transform), Vector2Subtract(center, bodyB->position));
+
+    // Find edge with minimum penetration
+    // It is the same concept as using support points in SolvePolygonToPolygon
+    float separation = -PHYSAC_FLT_MAX;
+    int faceNormal = 0;
+    PolygonData vertexData = bodyB->shape.vertexData;
+
+    for (int i = 0; i < vertexData.vertexCount; i++)
+    {
+        float currentSeparation = MathDot(vertexData.normals[i], Vector2Subtract(center, vertexData.positions[i]));
+
+        if (currentSeparation > bodyA->shape.radius) return;
+
+        if (currentSeparation > separation)
+        {
+            separation = currentSeparation;
+            faceNormal = i;
+        }
+    }
+
+    // Grab face's vertices
+    Vector2 v1 = vertexData.positions[faceNormal];
+    int nextIndex = (((faceNormal + 1) < vertexData.vertexCount) ? (faceNormal + 1) : 0);
+    Vector2 v2 = vertexData.positions[nextIndex];
+
+    // Check to see if center is within polygon
+    if (separation < PHYSAC_EPSILON)
+    {
+        manifold->contactsCount = 1;
+        Vector2 normal = Mat2MultiplyVector2(bodyB->shape.transform, vertexData.normals[faceNormal]);
+        manifold->normal = (Vector2){ -normal.x, -normal.y };
+        manifold->contacts[0] = (Vector2){ manifold->normal.x*bodyA->shape.radius + bodyA->position.x, manifold->normal.y*bodyA->shape.radius + bodyA->position.y };
+        manifold->penetration = bodyA->shape.radius;
+        return;
+    }
+
+    // Determine which voronoi region of the edge center of circle lies within
+    float dot1 = MathDot(Vector2Subtract(center, v1), Vector2Subtract(v2, v1));
+    float dot2 = MathDot(Vector2Subtract(center, v2), Vector2Subtract(v1, v2));
+    manifold->penetration = bodyA->shape.radius - separation;
+
+    if (dot1 <= 0.0f) // Closest to v1
+    {
+        if (DistSqr(center, v1) > bodyA->shape.radius*bodyA->shape.radius) return;
+
+        manifold->contactsCount = 1;
+        Vector2 normal = Vector2Subtract(v1, center);
+        normal = Mat2MultiplyVector2(bodyB->shape.transform, normal);
+        MathNormalize(&normal);
+        manifold->normal = normal;
+        v1 = Mat2MultiplyVector2(bodyB->shape.transform, v1);
+        v1 = Vector2Add(v1, bodyB->position);
+        manifold->contacts[0] = v1;
+    }
+    else if (dot2 <= 0.0f) // Closest to v2
+    {
+        if (DistSqr(center, v2) > bodyA->shape.radius*bodyA->shape.radius) return;
+
+        manifold->contactsCount = 1;
+        Vector2 normal = Vector2Subtract(v2, center);
+        v2 = Mat2MultiplyVector2(bodyB->shape.transform, v2);
+        v2 = Vector2Add(v2, bodyB->position);
+        manifold->contacts[0] = v2;
+        normal = Mat2MultiplyVector2(bodyB->shape.transform, normal);
+        MathNormalize(&normal);
+        manifold->normal = normal;
+    }
+    else // Closest to face
+    {
+        Vector2 normal = vertexData.normals[faceNormal];
+
+        if (MathDot(Vector2Subtract(center, v1), normal) > bodyA->shape.radius) return;
+
+        normal = Mat2MultiplyVector2(bodyB->shape.transform, normal);
+        manifold->normal = (Vector2){ -normal.x, -normal.y };
+        manifold->contacts[0] = (Vector2){ manifold->normal.x*bodyA->shape.radius + bodyA->position.x, manifold->normal.y*bodyA->shape.radius + bodyA->position.y };
+        manifold->contactsCount = 1;
+    }
+}
+
+// Solves collision between a polygon to a circle shape physics bodies
+static void SolvePolygonToCircle(PhysicsManifold manifold)
+{
+    PhysicsBody bodyA = manifold->bodyA;
+    PhysicsBody bodyB = manifold->bodyB;
+
+    if ((bodyA == NULL) || (bodyB == NULL)) return;
+
+    manifold->bodyA = bodyB;
+    manifold->bodyB = bodyA;
+    SolveCircleToPolygon(manifold);
+
+    manifold->normal.x *= -1.0f;
+    manifold->normal.y *= -1.0f;
+}
+
+// Solves collision between two polygons shape physics bodies
+static void SolvePolygonToPolygon(PhysicsManifold manifold)
+{
+    if ((manifold->bodyA == NULL) || (manifold->bodyB == NULL)) return;
+
+    PhysicsShape bodyA = manifold->bodyA->shape;
+    PhysicsShape bodyB = manifold->bodyB->shape;
+    manifold->contactsCount = 0;
+
+    // Check for separating axis with A shape's face planes
+    int faceA = 0;
+    float penetrationA = FindAxisLeastPenetration(&faceA, bodyA, bodyB);
+    if (penetrationA >= 0.0f) return;
+
+    // Check for separating axis with B shape's face planes
+    int faceB = 0;
+    float penetrationB = FindAxisLeastPenetration(&faceB, bodyB, bodyA);
+    if (penetrationB >= 0.0f) return;
+
+    int referenceIndex = 0;
+    bool flip = false;  // Always point from A shape to B shape
+
+    PhysicsShape refPoly; // Reference
+    PhysicsShape incPoly; // Incident
+
+    // Determine which shape contains reference face
+    if (BiasGreaterThan(penetrationA, penetrationB))
+    {
+        refPoly = bodyA;
+        incPoly = bodyB;
+        referenceIndex = faceA;
+    }
+    else
+    {
+        refPoly = bodyB;
+        incPoly = bodyA;
+        referenceIndex = faceB;
+        flip = true;
+    }
+
+    // World space incident face
+    Vector2 incidentFace[2];
+    FindIncidentFace(&incidentFace[0], &incidentFace[1], refPoly, incPoly, referenceIndex);
+
+    // Setup reference face vertices
+    PolygonData refData = refPoly.vertexData;
+    Vector2 v1 = refData.positions[referenceIndex];
+    referenceIndex = (((referenceIndex + 1) < refData.vertexCount) ? (referenceIndex + 1) : 0);
+    Vector2 v2 = refData.positions[referenceIndex];
+
+    // Transform vertices to world space
+    v1 = Mat2MultiplyVector2(refPoly.transform, v1);
+    v1 = Vector2Add(v1, refPoly.body->position);
+    v2 = Mat2MultiplyVector2(refPoly.transform, v2);
+    v2 = Vector2Add(v2, refPoly.body->position);
+
+    // Calculate reference face side normal in world space
+    Vector2 sidePlaneNormal = Vector2Subtract(v2, v1);
+    MathNormalize(&sidePlaneNormal);
+
+    // Orthogonalize
+    Vector2 refFaceNormal = { sidePlaneNormal.y, -sidePlaneNormal.x };
+    float refC = MathDot(refFaceNormal, v1);
+    float negSide = MathDot(sidePlaneNormal, v1)*-1;
+    float posSide = MathDot(sidePlaneNormal, v2);
+
+    // Clip incident face to reference face side planes (due to floating point error, possible to not have required points
+    if (Clip((Vector2){ -sidePlaneNormal.x, -sidePlaneNormal.y }, negSide, &incidentFace[0], &incidentFace[1]) < 2) return;
+    if (Clip(sidePlaneNormal, posSide, &incidentFace[0], &incidentFace[1]) < 2) return;
+
+    // Flip normal if required
+    manifold->normal = (flip ? (Vector2){ -refFaceNormal.x, -refFaceNormal.y } : refFaceNormal);
+
+    // Keep points behind reference face
+    int currentPoint = 0; // Clipped points behind reference face
+    float separation = MathDot(refFaceNormal, incidentFace[0]) - refC;
+    if (separation <= 0.0f)
+    {
+        manifold->contacts[currentPoint] = incidentFace[0];
+        manifold->penetration = -separation;
+        currentPoint++;
+    }
+    else manifold->penetration = 0.0f;
+
+    separation = MathDot(refFaceNormal, incidentFace[1]) - refC;
+
+    if (separation <= 0.0f)
+    {
+        manifold->contacts[currentPoint] = incidentFace[1];
+        manifold->penetration += -separation;
+        currentPoint++;
+
+        // Calculate total penetration average
+        manifold->penetration /= currentPoint;
+    }
+
+    manifold->contactsCount = currentPoint;
+}
+
+// Integrates physics forces into velocity
+static void IntegratePhysicsForces(PhysicsBody body)
+{
+    if ((body == NULL) || (body->inverseMass == 0.0f) || !body->enabled) return;
+
+    body->velocity.x += (body->force.x*body->inverseMass)*(deltaTime/2.0);
+    body->velocity.y += (body->force.y*body->inverseMass)*(deltaTime/2.0);
+
+    if (body->useGravity)
+    {
+        body->velocity.x += gravityForce.x*(deltaTime/1000/2.0);
+        body->velocity.y += gravityForce.y*(deltaTime/1000/2.0);
+    }
+
+    if (!body->freezeOrient) body->angularVelocity += body->torque*body->inverseInertia*(deltaTime/2.0);
+}
+
+// Initializes physics manifolds to solve collisions
+static void InitializePhysicsManifolds(PhysicsManifold manifold)
+{
+    PhysicsBody bodyA = manifold->bodyA;
+    PhysicsBody bodyB = manifold->bodyB;
+
+    if ((bodyA == NULL) || (bodyB == NULL)) return;
+
+    // Calculate average restitution, static and dynamic friction
+    manifold->restitution = sqrtf(bodyA->restitution*bodyB->restitution);
+    manifold->staticFriction = sqrtf(bodyA->staticFriction*bodyB->staticFriction);
+    manifold->dynamicFriction = sqrtf(bodyA->dynamicFriction*bodyB->dynamicFriction);
+
+    for (int i = 0; i < manifold->contactsCount; i++)
+    {
+        // Caculate radius from center of mass to contact
+        Vector2 radiusA = Vector2Subtract(manifold->contacts[i], bodyA->position);
+        Vector2 radiusB = Vector2Subtract(manifold->contacts[i], bodyB->position);
+
+        Vector2 crossA = MathCross(bodyA->angularVelocity, radiusA);
+        Vector2 crossB = MathCross(bodyB->angularVelocity, radiusB);
+
+        Vector2 radiusV = { 0.0f, 0.0f };
+        radiusV.x = bodyB->velocity.x + crossB.x - bodyA->velocity.x - crossA.x;
+        radiusV.y = bodyB->velocity.y + crossB.y - bodyA->velocity.y - crossA.y;
+
+        // Determine if we should perform a resting collision or not;
+        // The idea is if the only thing moving this object is gravity, then the collision should be performed without any restitution
+        if (MathLenSqr(radiusV) < (MathLenSqr((Vector2){ gravityForce.x*deltaTime/1000, gravityForce.y*deltaTime/1000 }) + PHYSAC_EPSILON)) manifold->restitution = 0;
+    }
+}
+
+// Integrates physics collisions impulses to solve collisions
+static void IntegratePhysicsImpulses(PhysicsManifold manifold)
+{
+    PhysicsBody bodyA = manifold->bodyA;
+    PhysicsBody bodyB = manifold->bodyB;
+
+    if ((bodyA == NULL) || (bodyB == NULL)) return;
+
+    // Early out and positional correct if both objects have infinite mass
+    if (fabs(bodyA->inverseMass + bodyB->inverseMass) <= PHYSAC_EPSILON)
+    {
+        bodyA->velocity = PHYSAC_VECTOR_ZERO;
+        bodyB->velocity = PHYSAC_VECTOR_ZERO;
+        return;
+    }
+
+    for (int i = 0; i < manifold->contactsCount; i++)
+    {
+        // Calculate radius from center of mass to contact
+        Vector2 radiusA = Vector2Subtract(manifold->contacts[i], bodyA->position);
+        Vector2 radiusB = Vector2Subtract(manifold->contacts[i], bodyB->position);
+
+        // Calculate relative velocity
+        Vector2 radiusV = { 0.0f, 0.0f };
+        radiusV.x = bodyB->velocity.x + MathCross(bodyB->angularVelocity, radiusB).x - bodyA->velocity.x - MathCross(bodyA->angularVelocity, radiusA).x;
+        radiusV.y = bodyB->velocity.y + MathCross(bodyB->angularVelocity, radiusB).y - bodyA->velocity.y - MathCross(bodyA->angularVelocity, radiusA).y;
+
+        // Relative velocity along the normal
+        float contactVelocity = MathDot(radiusV, manifold->normal);
+
+        // Do not resolve if velocities are separating
+        if (contactVelocity > 0.0f) return;
+
+        float raCrossN = MathCrossVector2(radiusA, manifold->normal);
+        float rbCrossN = MathCrossVector2(radiusB, manifold->normal);
+
+        float inverseMassSum = bodyA->inverseMass + bodyB->inverseMass + (raCrossN*raCrossN)*bodyA->inverseInertia + (rbCrossN*rbCrossN)*bodyB->inverseInertia;
+
+        // Calculate impulse scalar value
+        float impulse = -(1.0f + manifold->restitution)*contactVelocity;
+        impulse /= inverseMassSum;
+        impulse /= (float)manifold->contactsCount;
+
+        // Apply impulse to each physics body
+        Vector2 impulseV = { manifold->normal.x*impulse, manifold->normal.y*impulse };
+
+        if (bodyA->enabled)
+        {
+            bodyA->velocity.x += bodyA->inverseMass*(-impulseV.x);
+            bodyA->velocity.y += bodyA->inverseMass*(-impulseV.y);
+            if (!bodyA->freezeOrient) bodyA->angularVelocity += bodyA->inverseInertia*MathCrossVector2(radiusA, (Vector2){ -impulseV.x, -impulseV.y });
+        }
+
+        if (bodyB->enabled)
+        {
+            bodyB->velocity.x += bodyB->inverseMass*(impulseV.x);
+            bodyB->velocity.y += bodyB->inverseMass*(impulseV.y);
+            if (!bodyB->freezeOrient) bodyB->angularVelocity += bodyB->inverseInertia*MathCrossVector2(radiusB, impulseV);
+        }
+
+        // Apply friction impulse to each physics body
+        radiusV.x = bodyB->velocity.x + MathCross(bodyB->angularVelocity, radiusB).x - bodyA->velocity.x - MathCross(bodyA->angularVelocity, radiusA).x;
+        radiusV.y = bodyB->velocity.y + MathCross(bodyB->angularVelocity, radiusB).y - bodyA->velocity.y - MathCross(bodyA->angularVelocity, radiusA).y;
+
+        Vector2 tangent = { radiusV.x - (manifold->normal.x*MathDot(radiusV, manifold->normal)), radiusV.y - (manifold->normal.y*MathDot(radiusV, manifold->normal)) };
+        MathNormalize(&tangent);
+
+        // Calculate impulse tangent magnitude
+        float impulseTangent = -MathDot(radiusV, tangent);
+        impulseTangent /= inverseMassSum;
+        impulseTangent /= (float)manifold->contactsCount;
+
+        float absImpulseTangent = fabs(impulseTangent);
+
+        // Don't apply tiny friction impulses
+        if (absImpulseTangent <= PHYSAC_EPSILON) return;
+
+        // Apply coulumb's law
+        Vector2 tangentImpulse = { 0.0f, 0.0f };
+        if (absImpulseTangent < impulse*manifold->staticFriction) tangentImpulse = (Vector2){ tangent.x*impulseTangent, tangent.y*impulseTangent };
+        else tangentImpulse = (Vector2){ tangent.x*-impulse*manifold->dynamicFriction, tangent.y*-impulse*manifold->dynamicFriction };
+
+        // Apply friction impulse
+        if (bodyA->enabled)
+        {
+            bodyA->velocity.x += bodyA->inverseMass*(-tangentImpulse.x);
+            bodyA->velocity.y += bodyA->inverseMass*(-tangentImpulse.y);
+
+            if (!bodyA->freezeOrient) bodyA->angularVelocity += bodyA->inverseInertia*MathCrossVector2(radiusA, (Vector2){ -tangentImpulse.x, -tangentImpulse.y });
+        }
+
+        if (bodyB->enabled)
+        {
+            bodyB->velocity.x += bodyB->inverseMass*(tangentImpulse.x);
+            bodyB->velocity.y += bodyB->inverseMass*(tangentImpulse.y);
+
+            if (!bodyB->freezeOrient) bodyB->angularVelocity += bodyB->inverseInertia*MathCrossVector2(radiusB, tangentImpulse);
+        }
+    }
+}
+
+// Integrates physics velocity into position and forces
+static void IntegratePhysicsVelocity(PhysicsBody body)
+{
+    if ((body == NULL) ||!body->enabled) return;
+
+    body->position.x += body->velocity.x*deltaTime;
+    body->position.y += body->velocity.y*deltaTime;
+
+    if (!body->freezeOrient) body->orient += body->angularVelocity*deltaTime;
+    Mat2Set(&body->shape.transform, body->orient);
+
+    IntegratePhysicsForces(body);
+}
+
+// Corrects physics bodies positions based on manifolds collision information
+static void CorrectPhysicsPositions(PhysicsManifold manifold)
+{
+    PhysicsBody bodyA = manifold->bodyA;
+    PhysicsBody bodyB = manifold->bodyB;
+
+    if ((bodyA == NULL) || (bodyB == NULL)) return;
+
+    Vector2 correction = { 0.0f, 0.0f };
+    correction.x = (max(manifold->penetration - PHYSAC_PENETRATION_ALLOWANCE, 0.0f)/(bodyA->inverseMass + bodyB->inverseMass))*manifold->normal.x*PHYSAC_PENETRATION_CORRECTION;
+    correction.y = (max(manifold->penetration - PHYSAC_PENETRATION_ALLOWANCE, 0.0f)/(bodyA->inverseMass + bodyB->inverseMass))*manifold->normal.y*PHYSAC_PENETRATION_CORRECTION;
+
+    if (bodyA->enabled)
+    {
+        bodyA->position.x -= correction.x*bodyA->inverseMass;
+        bodyA->position.y -= correction.y*bodyA->inverseMass;
+    }
+
+    if (bodyB->enabled)
+    {
+        bodyB->position.x += correction.x*bodyB->inverseMass;
+        bodyB->position.y += correction.y*bodyB->inverseMass;
+    }
+}
+
+// Returns the extreme point along a direction within a polygon
+static Vector2 GetSupport(PhysicsShape shape, Vector2 dir)
+{
+    float bestProjection = -PHYSAC_FLT_MAX;
+    Vector2 bestVertex = { 0.0f, 0.0f };
+    PolygonData data = shape.vertexData;
+
+    for (int i = 0; i < data.vertexCount; i++)
+    {
+        Vector2 vertex = data.positions[i];
+        float projection = MathDot(vertex, dir);
+
+        if (projection > bestProjection)
+        {
+            bestVertex = vertex;
+            bestProjection = projection;
+        }
+    }
+
+    return bestVertex;
+}
+
+// Finds polygon shapes axis least penetration
+static float FindAxisLeastPenetration(int *faceIndex, PhysicsShape shapeA, PhysicsShape shapeB)
+{
+    float bestDistance = -PHYSAC_FLT_MAX;
+    int bestIndex = 0;
+
+    PolygonData dataA = shapeA.vertexData;
+    PolygonData dataB = shapeB.vertexData;
+
+    for (int i = 0; i < dataA.vertexCount; i++)
+    {
+        // Retrieve a face normal from A shape
+        Vector2 normal = dataA.normals[i];
+        Vector2 transNormal = Mat2MultiplyVector2(shapeA.transform, normal);
+
+        // Transform face normal into B shape's model space
+        Mat2 buT = Mat2Transpose(shapeB.transform);
+        normal = Mat2MultiplyVector2(buT, transNormal);
+
+        // Retrieve support point from B shape along -n
+        Vector2 support = GetSupport(shapeB, (Vector2){ -normal.x, -normal.y });
+
+        // Retrieve vertex on face from A shape, transform into B shape's model space
+        Vector2 vertex = dataA.positions[i];
+        vertex = Mat2MultiplyVector2(shapeA.transform, vertex);
+        vertex = Vector2Add(vertex, shapeA.body->position);
+        vertex = Vector2Subtract(vertex, shapeB.body->position);
+        vertex = Mat2MultiplyVector2(buT, vertex);
+
+        // Compute penetration distance in B shape's model space
+        float distance = MathDot(normal, Vector2Subtract(support, vertex));
+
+        // Store greatest distance
+        if (distance > bestDistance)
+        {
+            bestDistance = distance;
+            bestIndex = i;
+        }
+    }
+
+    *faceIndex = bestIndex;
+    return bestDistance;
+}
+
+// Finds two polygon shapes incident face
+static void FindIncidentFace(Vector2 *v0, Vector2 *v1, PhysicsShape ref, PhysicsShape inc, int index)
+{
+    PolygonData refData = ref.vertexData;
+    PolygonData incData = inc.vertexData;
+
+    Vector2 referenceNormal = refData.normals[index];
+
+    // Calculate normal in incident's frame of reference
+    referenceNormal = Mat2MultiplyVector2(ref.transform, referenceNormal); // To world space
+    referenceNormal = Mat2MultiplyVector2(Mat2Transpose(inc.transform), referenceNormal); // To incident's model space
+
+    // Find most anti-normal face on polygon
+    int incidentFace = 0;
+    float minDot = PHYSAC_FLT_MAX;
+
+    for (int i = 0; i < incData.vertexCount; i++)
+    {
+        float dot = MathDot(referenceNormal, incData.normals[i]);
+
+        if (dot < minDot)
+        {
+            minDot = dot;
+            incidentFace = i;
+        }
+    }
+
+    // Assign face vertices for incident face
+    *v0 = Mat2MultiplyVector2(inc.transform, incData.positions[incidentFace]);
+    *v0 = Vector2Add(*v0, inc.body->position);
+    incidentFace = (((incidentFace + 1) < incData.vertexCount) ? (incidentFace + 1) : 0);
+    *v1 = Mat2MultiplyVector2(inc.transform, incData.positions[incidentFace]);
+    *v1 = Vector2Add(*v1, inc.body->position);
+}
+
+// Calculates clipping based on a normal and two faces
+static int Clip(Vector2 normal, float clip, Vector2 *faceA, Vector2 *faceB)
+{
+    int sp = 0;
+    Vector2 out[2] = { *faceA, *faceB };
+
+    // Retrieve distances from each endpoint to the line
+    float distanceA = MathDot(normal, *faceA) - clip;
+    float distanceB = MathDot(normal, *faceB) - clip;
+
+    // If negative (behind plane)
+    if (distanceA <= 0.0f) out[sp++] = *faceA;
+    if (distanceB <= 0.0f) out[sp++] = *faceB;
+
+    // If the points are on different sides of the plane
+    if ((distanceA*distanceB) < 0.0f)
+    {
+        // Push intersection point
+        float alpha = distanceA/(distanceA - distanceB);
+        out[sp] = *faceA;
+        Vector2 delta = Vector2Subtract(*faceB, *faceA);
+        delta.x *= alpha;
+        delta.y *= alpha;
+        out[sp] = Vector2Add(out[sp], delta);
+        sp++;
+    }
+
+    // Assign the new converted values
+    *faceA = out[0];
+    *faceB = out[1];
+
+    return sp;
+}
+
+// Check if values are between bias range
+static bool BiasGreaterThan(float valueA, float valueB)
+{
+    return (valueA >= (valueB*0.95f + valueA*0.01f));
+}
+
+// Returns the barycenter of a triangle given by 3 points
+static Vector2 TriangleBarycenter(Vector2 v1, Vector2 v2, Vector2 v3)
+{
+    Vector2 result = { 0.0f, 0.0f };
+
+    result.x = (v1.x + v2.x + v3.x)/3;
+    result.y = (v1.y + v2.y + v3.y)/3;
+
+    return result;
+}
+
+// Initializes hi-resolution MONOTONIC timer
+static void InitTimer(void)
+{
+    srand(time(NULL));              // Initialize random seed
+    
+#if defined(_WIN32)
+    QueryPerformanceFrequency((unsigned long long int *) &frequency);
+#endif
+
+#if defined(__linux__)
+    struct timespec now;
+    if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) frequency = 1000000000;
+#endif
+
+#if defined(__APPLE__)
+    mach_timebase_info_data_t timebase;
+    mach_timebase_info(&timebase);
+    frequency = (timebase.denom*1e9)/timebase.numer;
+#endif
+    
+    baseTime = GetTimeCount();      // Get MONOTONIC clock time offset
+    startTime = GetCurrentTime();   // Get current time
+}
+
+// Get hi-res MONOTONIC time measure in seconds
+static uint64_t GetTimeCount(void)
+{
+    uint64_t value;
+    
+#if defined(_WIN32)
+    QueryPerformanceCounter((unsigned long long int *) &value);
+#endif
+
+#if defined(__linux__)
+    struct timespec now;
+    clock_gettime(CLOCK_MONOTONIC, &now);
+    value = (uint64_t)now.tv_sec*(uint64_t)1000000000 + (uint64_t)now.tv_nsec;
+#endif
+
+#if defined(__APPLE__)
+    value = mach_absolute_time();
+#endif
+
+    return value;
+}
+
+// Get current time in milliseconds
+static double GetCurrentTime(void)
+{
+    return (double)(GetTimeCount() - baseTime)/frequency*1000;
+}
+
+// Returns a random number between min and max (both included)
+static int GetRandomNumber(int min, int max)
+{
+    if (min > max)
+    {
+        int tmp = max;
+        max = min;
+        min = tmp;
+    }
+
+    return (rand()%(abs(max - min) + 1) + min);
+}
+
+// Returns the cross product of a vector and a value
+static inline Vector2 MathCross(float value, Vector2 vector)
+{
+    return (Vector2){ -value*vector.y, value*vector.x };
+}
+
+// Returns the cross product of two vectors
+static inline float MathCrossVector2(Vector2 v1, Vector2 v2)
+{
+    return (v1.x*v2.y - v1.y*v2.x);
+}
+
+// Returns the len square root of a vector
+static inline float MathLenSqr(Vector2 vector)
+{
+    return (vector.x*vector.x + vector.y*vector.y);
+}
+
+// Returns the dot product of two vectors
+static inline float MathDot(Vector2 v1, Vector2 v2)
+{
+    return (v1.x*v2.x + v1.y*v2.y);
+}
+
+// Returns the square root of distance between two vectors
+static inline float DistSqr(Vector2 v1, Vector2 v2)
+{
+    Vector2 dir = Vector2Subtract(v1, v2);
+    return MathDot(dir, dir);
+}
+
+// Returns the normalized values of a vector
+static void MathNormalize(Vector2 *vector)
+{
+    float length, ilength;
+
+    Vector2 aux = *vector;
+    length = sqrtf(aux.x*aux.x + aux.y*aux.y);
+
+    if (length == 0) length = 1.0f;
+
+    ilength = 1.0f/length;
+
+    vector->x *= ilength;
+    vector->y *= ilength;
+}
+
+#if defined(PHYSAC_STANDALONE)
+// Returns the sum of two given vectors
+static inline Vector2 Vector2Add(Vector2 v1, Vector2 v2)
+{
+    return (Vector2){ v1.x + v2.x, v1.y + v2.y };
+}
+
+// Returns the subtract of two given vectors
+static inline Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
+{
+    return (Vector2){ v1.x - v2.x, v1.y - v2.y };
+}
+#endif
+
+// Creates a matrix 2x2 from a given radians value
+static Mat2 Mat2Radians(float radians)
+{
+    float c = cosf(radians);
+    float s = sinf(radians);
+
+    return (Mat2){ c, -s, s, c };
+}
+
+// Set values from radians to a created matrix 2x2
+static void Mat2Set(Mat2 *matrix, float radians)
+{
+    float cos = cosf(radians);
+    float sin = sinf(radians);
+
+    matrix->m00 = cos;
+    matrix->m01 = -sin;
+    matrix->m10 = sin;
+    matrix->m11 = cos;
+}
+
+// Returns the transpose of a given matrix 2x2
+static inline Mat2 Mat2Transpose(Mat2 matrix)
+{
+    return (Mat2){ matrix.m00, matrix.m10, matrix.m01, matrix.m11 };
+}
+
+// Multiplies a vector by a matrix 2x2
+static inline Vector2 Mat2MultiplyVector2(Mat2 matrix, Vector2 vector)
+{
+    return (Vector2){ matrix.m00*vector.x + matrix.m01*vector.y, matrix.m10*vector.x + matrix.m11*vector.y };
+}
+
+#endif  // PHYSAC_IMPLEMENTATION
diff --git a/Generator/raygui.h b/Generator/raygui.h
new file mode 100644
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+/*******************************************************************************************
+*
+*   raygui v2.0-dev - A simple and easy-to-use immedite-mode-gui library
+*
+*   DESCRIPTION:
+*
+*   raygui is a tools-dev-focused immediate-mode-gui library based on raylib but also possible
+*   to be used as a standalone library, as long as input and drawing functions are provided.
+*
+*   Basic controls provided:
+*
+*       - WindowBox
+*       - GroupBox
+*       - Line
+*       - Panel
+*       - Label
+*       - Button
+*       - LabelButton   --> Label
+*       - ImageButton   --> Button
+*       - ImageButtonEx --> Button
+*       - Toggle
+*       - ToggleGroup   --> Toggle
+*       - CheckBox
+*       - ComboBox
+*       - DropdownBox
+*       - TextBox
+*       - TextBoxMulti  --> TextBox
+*       - ValueBox      --> TextBox
+*       - Spinner       --> Button, ValueBox
+*       - Slider
+*       - SliderBar     --> Slider
+*       - ProgressBar
+*       - StatusBar
+*       - ScrollPanel
+*       - ListView      --> ListElement
+*       - ColorPicker   --> ColorPanel, ColorBarHue
+*       - MessageBox
+*       - DummyRec
+*       - Grid
+*
+*   It also provides a set of functions for styling the controls based on its properties (size, color).
+*
+*   CONFIGURATION:
+*
+*   #define RAYGUI_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 RAYGUI_STATIC (defined by default)
+*       The generated implementation will stay private inside implementation file and all
+*       internal symbols and functions will only be visible inside that file.
+*
+*   #define RAYGUI_STANDALONE
+*       Avoid raylib.h header inclusion in this file. Data types defined on raylib are defined
+*       internally in the library and input management and drawing functions must be provided by
+*       the user (check library implementation for further details).
+*
+*   VERSIONS HISTORY:
+*       2.0 (xx-Nov-2018) Complete review of new controls, redesigned style system
+*       1.9 (01-May-2018) Lot of rework and redesign! Lots of new controls!
+*       1.5 (21-Jun-2017) Working in an improved styles system
+*       1.4 (15-Jun-2017) Rewritten all GUI functions (removed useless ones)
+*       1.3 (12-Jun-2017) Redesigned styles system
+*       1.1 (01-Jun-2017) Complete review of the library
+*       1.0 (07-Jun-2016) Converted to header-only by Ramon Santamaria.
+*       0.9 (07-Mar-2016) Reviewed and tested by Albert Martos, Ian Eito, Sergio Martinez and Ramon Santamaria.
+*       0.8 (27-Aug-2015) Initial release. Implemented by Kevin Gato, Daniel Nicolás and Ramon Santamaria.
+*
+*   CONTRIBUTORS:
+*       Ramon Santamaria:   Supervision, review, redesign, update and maintenance...
+*       Sergio Martinez:    Review, testing (2015) and redesign of multiple controls (2018)
+*       Adria Arranz:       Testing and Implementation of additional controls (2018)
+*       Jordi Jorba:        Testing and Implementation of additional controls (2018)
+*       Albert Martos:      Review and testing of the library (2015)
+*       Ian Eito:           Review and testing of the library (2015)
+*       Kevin Gato:         Initial implementation of basic components (2014)
+*       Daniel Nicolas:     Initial implementation of basic components (2014)
+*
+*
+*   LICENSE: zlib/libpng
+*
+*   Copyright (c) 2014-2018 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.
+*
+**********************************************************************************************/
+
+#ifndef RAYGUI_H
+#define RAYGUI_H
+
+#define RAYGUI_VERSION  "2.0-dev"
+
+#if !defined(RAYGUI_STANDALONE)
+    #include "raylib.h"
+#endif
+
+#if defined(RAYGUI_IMPLEMENTATION)
+    #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
+        #define RAYGUIDEF __declspec(dllexport) extern  // We are building raygui as a Win32 shared library (.dll).
+    #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
+        #define RAYGUIDEF __declspec(dllimport)         // We are using raygui as a Win32 shared library (.dll)
+    #else
+        #ifdef __cplusplus
+            #define RAYGUIDEF extern "C"    // Functions visible from other files (no name mangling of functions in C++)
+        #else
+            #define RAYGUIDEF extern        // Functions visible from other files
+        #endif
+    #endif
+#elif defined(RAYGUI_STATIC)
+    #define RAYGUIDEF static                // Functions just visible to module including this file
+#endif
+
+#include <stdlib.h>                         // Required for: atoi()
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#define VALIGN_OFFSET(h)     ((int)h%2)     // Vertical alignment for pixel perfect
+#define LINE_BLINK_FRAMES           20      // Text edit controls cursor blink timming
+
+#define NUM_CONTROLS                12      // Number of standard controls
+#define NUM_PROPS_DEFAULT           16      // Number of standard properties
+#define NUM_PROPS_EXTENDED           8      // Number of extended properties
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+// NOTE: Some types are required for RAYGUI_STANDALONE usage
+//----------------------------------------------------------------------------------
+#if defined(RAYGUI_STANDALONE)
+    #ifndef __cplusplus
+    // Boolean type
+        #ifndef true
+            typedef enum { false, true } bool;
+        #endif
+    #endif
+
+    // Vector2 type
+    typedef struct Vector2 {
+        float x;
+        float y;
+    } Vector2;
+
+    // Vector3 type
+    typedef struct Vector3 {
+        float x;
+        float y;
+        float z;
+    } Vector3;
+
+    // Color type, RGBA (32bit)
+    typedef struct Color {
+        unsigned char r;
+        unsigned char g;
+        unsigned char b;
+        unsigned char a;
+    } Color;
+
+    // Rectangle type
+    typedef struct Rectangle {
+        int x;
+        int y;
+        int width;
+        int height;
+    } Rectangle;
+#endif
+
+// Gui global state enum
+typedef enum {
+    GUI_STATE_NORMAL = 0,
+    GUI_STATE_FOCUSED,
+    GUI_STATE_PRESSED,
+    GUI_STATE_DISABLED,
+} GuiControlState;
+
+// Gui standard controls
+typedef enum {
+    DEFAULT = 0,
+    LABEL,          // LABELBUTTON
+    BUTTON,         // IMAGEBUTTON
+    TOGGLE,         // TOGGLEGROUP
+    SLIDER,         // SLIDERBAR
+    PROGRESSBAR,
+    CHECKBOX,
+    COMBOBOX,
+    DROPDOWNBOX,
+    TEXTBOX,        // VALUEBOX, SPINNER
+    LISTVIEW,
+    COLORPICKER
+} GuiControlStandard;
+
+// Gui default properties for every control
+typedef enum {
+    BORDER_COLOR_NORMAL = 0,
+    BASE_COLOR_NORMAL,
+    TEXT_COLOR_NORMAL,
+    BORDER_COLOR_FOCUSED,
+    BASE_COLOR_FOCUSED,
+    TEXT_COLOR_FOCUSED,
+    BORDER_COLOR_PRESSED,
+    BASE_COLOR_PRESSED,
+    TEXT_COLOR_PRESSED,
+    BORDER_COLOR_DISABLED,
+    BASE_COLOR_DISABLED,
+    TEXT_COLOR_DISABLED,
+    BORDER_WIDTH,
+    INNER_PADDING,
+    RESERVED01,
+    RESERVED02
+} GuiControlProperty;
+
+// Gui extended properties depending on control type
+// NOTE: We reserve a fixed size of additional properties per control (8)
+
+// Default properties
+typedef enum {
+    TEXT_SIZE = 16,
+    TEXT_SPACING,
+    LINES_COLOR,
+    BACKGROUND_COLOR,
+} GuiDefaultProperty;
+
+// Label
+//typedef enum { } GuiLabelProperty;
+
+// Button
+//typedef enum { } GuiButtonProperty;
+
+// Toggle / ToggleGroup
+typedef enum {
+    GROUP_PADDING = 16,
+} GuiToggleProperty;
+
+// Slider / SliderBar
+typedef enum {
+    SLIDER_WIDTH = 16,
+    EX_TEXT_PADDING
+} GuiSliderProperty;
+
+// ProgressBar
+//typedef enum { } GuiProgressBarProperty;
+
+// TextBox / ValueBox / Spinner
+typedef enum {
+    MULTILINE_PADDING = 16,
+    SPINNER_BUTTON_WIDTH,
+    SPINNER_BUTTON_PADDING,
+    SPINNER_BUTTON_BORDER_WIDTH
+} GuiTextBoxProperty;
+
+// CheckBox
+typedef enum { 
+    CHECK_TEXT_PADDING = 16
+} GuiCheckBoxProperty;
+
+// ComboBox
+typedef enum {
+    SELECTOR_WIDTH = 16,
+    SELECTOR_PADDING
+} GuiComboBoxProperty;
+
+// DropdownBox
+typedef enum {
+    ARROW_RIGHT_PADDING = 16,
+} GuiDropdownBoxProperty;
+
+// ColorPicker
+typedef enum {
+    COLOR_SELECTOR_SIZE = 16,
+    BAR_WIDTH,                  // Lateral bar width
+    BAR_PADDING,                // Lateral bar separation from panel
+    BAR_SELECTOR_HEIGHT,        // Lateral bar selector height
+    BAR_SELECTOR_PADDING        // Lateral bar selector outer padding
+} GuiColorPickerProperty;
+
+// ListView
+typedef enum {
+    ELEMENTS_HEIGHT = 16,
+    ELEMENTS_PADDING,
+    SCROLLBAR_WIDTH,
+} GuiListViewProperty;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+
+// Global gui modification functions
+RAYGUIDEF void GuiEnable(void);                                         // Enable gui controls (global state)
+RAYGUIDEF void GuiDisable(void);                                        // Disable gui controls (global state)
+RAYGUIDEF void GuiLock(void);                                           // Lock gui controls (global state)
+RAYGUIDEF void GuiUnlock(void);                                         // Unlock gui controls (global state)
+RAYGUIDEF void GuiState(int state);                                     // Set gui state (global state)
+RAYGUIDEF void GuiFont(Font font);                                      // Set gui custom font (global state)
+RAYGUIDEF void GuiFade(float alpha);                                    // Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f
+
+// Style set/get functions
+RAYGUIDEF void GuiSetStyle(int control, int property, int value);       // Set one style property
+RAYGUIDEF int GuiGetStyle(int control, int property);                   // Get one style property
+
+// Container/separator controls, useful for controls organization
+RAYGUIDEF bool GuiWindowBox(Rectangle bounds, const char *text);                                        // Window Box control, shows a window that can be closed
+RAYGUIDEF void GuiGroupBox(Rectangle bounds, const char *text);                                         // Group Box control with title name
+RAYGUIDEF void GuiLine(Rectangle bounds, int thick);                                                    // Line separator control
+RAYGUIDEF void GuiPanel(Rectangle bounds);                                                              // Panel control, useful to group controls
+RAYGUIDEF Vector2 GuiScrollPanel(Rectangle bounds, Rectangle content, Vector2 viewScroll);              // Scroll Panel control
+
+// Basic controls set
+RAYGUIDEF void GuiLabel(Rectangle bounds, const char *text);                                            // Label control, shows text
+RAYGUIDEF void GuiLabelEx(Rectangle bounds, const char *text, int alignment, int padding);              // Label control extended
+RAYGUIDEF bool GuiButton(Rectangle bounds, const char *text);                                           // Button control, returns true when clicked
+RAYGUIDEF bool GuiLabelButton(Rectangle bounds, const char *text);                                      // Label button control, show true when clicked
+RAYGUIDEF bool GuiImageButton(Rectangle bounds, Texture2D texture);                                     // Image button control, returns true when clicked
+RAYGUIDEF bool GuiImageButtonEx(Rectangle bounds, Texture2D texture, Rectangle texSource, const char *text);        // Image button extended control, returns true when clicked
+RAYGUIDEF bool GuiToggle(Rectangle bounds, const char *text, bool toggle);                              // Toggle Button control, returns true when active
+RAYGUIDEF int GuiToggleGroup(Rectangle bounds, const char **text, int count, int active);               // Toggle Group control, returns toggled button index
+RAYGUIDEF int GuiToggleGroupEx(Rectangle bounds, const char **text, int count, int active, int padding, int columns); // Toggle Group with extended parameters
+RAYGUIDEF bool GuiCheckBox(Rectangle bounds, bool checked);                                             // Check Box control, returns true when active
+RAYGUIDEF bool GuiCheckBoxEx(Rectangle bounds, bool checked, const char *text);                         // Check Box control with text, returns true when active
+RAYGUIDEF int GuiComboBox(Rectangle bounds, const char **text, int count, int active);                  // Combo Box control, returns selected item index
+RAYGUIDEF bool GuiDropdownBox(Rectangle bounds, const char **text, int count, int *active, bool editMode);          // Dropdown Box control, returns selected item
+RAYGUIDEF bool GuiSpinner(Rectangle bounds, int *value, int minValue, int maxValue, int btnWidth, bool editMode);   // Spinner control, returns selected value
+RAYGUIDEF bool GuiValueBox(Rectangle bounds, int *value, int minValue, int maxValue, bool editMode);                // Value Box control, updates input text with numbers
+RAYGUIDEF bool GuiTextBox(Rectangle bounds, char *text, int textSize, bool freeEdit);                   // Text Box control, updates input text
+RAYGUIDEF bool GuiTextBoxMulti(Rectangle bounds, char *text, int textSize, bool editMode);              // Text Box control with multiple lines
+RAYGUIDEF float GuiSlider(Rectangle bounds, float value, float minValue, float maxValue);               // Slider control, returns selected value
+RAYGUIDEF float GuiSliderEx(Rectangle bounds, float value, float minValue, float maxValue, const char *text, bool showValue);       // Slider control, returns selected value
+RAYGUIDEF float GuiSliderBar(Rectangle bounds, float value, float minValue, float maxValue);            // Slider Bar control, returns selected value
+RAYGUIDEF float GuiSliderBarEx(Rectangle bounds, float value, float minValue, float maxValue, const char *text, bool showValue);    // Slider Bar control, returns selected value
+RAYGUIDEF float GuiProgressBar(Rectangle bounds, float value, float minValue, float maxValue);          // Progress Bar control, shows current progress value
+RAYGUIDEF float GuiProgressBarEx(Rectangle bounds, float value, float minValue, float maxValue, bool showValue);                    // Progress Bar control, shows current progress value
+RAYGUIDEF void GuiStatusBar(Rectangle bounds, const char *text, int offsetX);                           // Status Bar control, shows info text
+RAYGUIDEF void GuiDummyRec(Rectangle bounds, const char *text);                                         // Dummy control for placeholders
+
+// Advance controls set
+RAYGUIDEF bool GuiListView(Rectangle bounds, const char **text, int count, int *scrollIndex, int *active, bool editMode);           // List View control, returns selected list element index
+RAYGUIDEF bool GuiListViewEx(Rectangle bounds, const char **text, int *enabledElements, int count, int *scrollIndex, int *active, int *focus, bool editMode); // with List View extended parameters
+RAYGUIDEF Color GuiColorPicker(Rectangle bounds, Color color);                                          // Color Picker control
+RAYGUIDEF bool GuiMessageBox(Rectangle bounds, const char *windowTitle, const char *message);           // Message Box control, displays a message
+
+// Styles loading functions
+RAYGUIDEF void GuiLoadStyle(const char *fileName);              // Load style file (.rgs)
+RAYGUIDEF void GuiLoadStyleProps(const int *props, int count);  // Load style from a color palette array (14 values required)
+RAYGUIDEF void GuiLoadStyleDefault(void);                       // Load style default over global style
+RAYGUIDEF void GuiUpdateStyleComplete(void);                    // Updates full style properties set with default values
+
+/*
+typedef GuiStyle (unsigned int *)
+RAYGUIDEF GuiStyle LoadGuiStyle(const char *fileName);          // Load style from file (.rgs)
+RAYGUIDEF void UnloadGuiStyle(GuiStyle style);                  // Unload style
+*/
+
+#endif // RAYGUI_H
+
+
+/***********************************************************************************
+*
+*   RAYGUI IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(RAYGUI_IMPLEMENTATION)
+
+#include <stdio.h>          // Required for: FILE, fopen(), fclose(), fprintf(), feof(), fscanf(), vsprintf()
+#include <string.h>         // Required for: strlen() on GuiTextBox()
+
+#if defined(RAYGUI_STANDALONE)
+    #include <stdarg.h>     // Required for: va_list, va_start(), vfprintf(), va_end()
+#endif
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+//...
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+//...
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static GuiControlState guiState = GUI_STATE_NORMAL;
+
+static Font guiFont = { 0 };            // NOTE: Highly coupled to raylib
+static bool guiLocked = false;
+static float guiAlpha = 1.0f;
+
+// Global gui style array (allocated on heap by default)
+// NOTE: In raygui we manage a single int array with all the possible style properties.
+// When a new style is loaded, it loads over the global style... but default gui style
+// could always be recovered with GuiLoadStyleDefault()
+static unsigned int guiStyle[NUM_CONTROLS*(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED)] = { 0 };
+static bool guiStyleLoaded = false;
+
+//----------------------------------------------------------------------------------
+// Standalone Mode Functions Declaration
+//----------------------------------------------------------------------------------
+#if defined(RAYGUI_STANDALONE)
+
+#define KEY_RIGHT           262
+#define KEY_LEFT            263
+#define KEY_DOWN            264
+#define KEY_UP              265
+#define KEY_BACKSPACE       259
+#define MOUSE_LEFT_BUTTON     0
+
+#ifdef __cplusplus
+    #define CLITERAL
+#else
+    #define CLITERAL    (Color)
+#endif
+
+#define WHITE      CLITERAL{ 255, 255, 255, 255 }   // White
+#define BLACK      CLITERAL{ 0, 0, 0, 255 }         // Black
+#define RAYWHITE   CLITERAL{ 245, 245, 245, 255 }   // My own White (raylib logo)
+
+// This functions are directly implemented in raygui
+static Color GetColor(int hexValue);            // Returns a Color struct from hexadecimal value
+static int ColorToInt(Color color);            // Returns hexadecimal value for a Color
+static Color Fade(Color color, float alpha);    // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
+static bool CheckCollisionPointRec(Vector2 point, Rectangle rec);  // Check if point is inside rectangle
+static const char *FormatText(const char *text, ...);   // Formatting of text with variables to 'embed'
+
+// raygui depend on some raylib input and drawing functions
+// NOTE: To use raygui as standalone library, below functions must be defined by the user
+
+static Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing) { }    // Measure string size for Font
+static void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint) { 0 } // Draw text using font and additional parameters
+
+static void DrawRectangle(int x, int y, int width, int height, Color color) { /* TODO */ }
+static void DrawRectangleRec(Rectangle rec, Color color) { DrawRectangle(rec.x, rec.y, rec.width, rec.height, color); }
+
+// Input related functions
+static Vector2 GetMousePosition(void) { return (Vector2){ 0, 0 }; }
+static bool IsMouseButtonDown(int button);
+static bool IsMouseButtonReleased(int button);
+
+static int GetKeyPressed(void);                     // -- GuiTextBox()
+static bool IsKeyPressed(int key);                  // -- GuiTextBox()
+static bool IsKeyDown(int key);                     // -- GuiTextBox()
+
+// Control specific functions
+static void DrawRectangleLines(int x, int y, int width, int height, Color color) { /* TODO */ }            // -- GuiColorPicker()
+static void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // -- GuiColorPicker()
+static void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // -- GuiColorPicker()
+static void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4);        // -- GuiColorPicker()
+
+static void DrawTextureRec(Texture2D texture, int posX, int posY, Color tint);  // -- GuiImageButtonEx()
+
+#endif      // RAYGUI_STANDALONE
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+
+// List Element control, returns element state
+static bool GuiListElement(Rectangle bounds, const char *text, bool active, bool editMode);
+
+static Vector3 ConvertHSVtoRGB(Vector3 hsv);        // Convert color data from HSV to RGB
+static Vector3 ConvertRGBtoHSV(Vector3 rgb);        // Convert color data from RGB to HSV
+
+// Gui draw text using default font
+static void GuiDrawText(const char *text, int posX, int posY, Color tint)
+{
+    if (guiFont.texture.id == 0) guiFont = GetFontDefault();
+
+    DrawTextEx(guiFont, text, (Vector2){ posX, posY }, GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SPACING), tint);
+}
+
+// Gui get text width using default font
+static int GuiTextWidth(const char *text)
+{
+    if (guiFont.texture.id == 0) guiFont = GetFontDefault();
+
+    Vector2 size = MeasureTextEx(guiFont, text, GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SPACING));
+
+    return (int)size.x;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// Enable gui global state
+RAYGUIDEF void GuiEnable(void) { guiState = GUI_STATE_NORMAL; }
+
+// Disable gui global state
+RAYGUIDEF void GuiDisable(void) { guiState = GUI_STATE_DISABLED; }
+
+// Lock gui global state
+RAYGUIDEF void GuiLock(void) { guiLocked = true; }
+
+// Unlock gui global state
+RAYGUIDEF void GuiUnlock(void) { guiLocked = false; }
+
+// Set gui state (global state)
+RAYGUIDEF void GuiState(int state) { guiState = (GuiControlState)state; }
+
+// Define custom gui font
+RAYGUIDEF void GuiFont(Font font)
+{
+    if (font.texture.id > 0)
+    {
+        guiFont = font;
+        GuiSetStyle(DEFAULT, TEXT_SIZE, font.baseSize);
+        
+        // Populate all controls with new font size 
+        for (int i = 1; i < NUM_CONTROLS; i++) GuiSetStyle(i, TEXT_SIZE, GuiGetStyle(DEFAULT, TEXT_SIZE));
+        
+        // NOTE: Loaded font spacing must be set manually
+        //GuiSetStyle(DEFAULT, TEXT_SPACING, 1);
+    }
+}
+
+// Set gui controls alpha global state
+RAYGUIDEF void GuiFade(float alpha)
+{
+    if (alpha < 0.0f) alpha = 0.0f;
+    else if (alpha > 1.0f) alpha = 1.0f;
+
+    guiAlpha = alpha;
+}
+
+// Set control style property value
+RAYGUIDEF void GuiSetStyle(int control, int property, int value)
+{
+    if (!guiStyleLoaded) GuiLoadStyleDefault();
+    guiStyle[control*(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED) + property] = value;
+}
+
+// Get control style property value
+RAYGUIDEF int GuiGetStyle(int control, int property)
+{
+    if (!guiStyleLoaded) GuiLoadStyleDefault();
+    return guiStyle[control*(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED) + property];
+}
+
+// Window Box control
+RAYGUIDEF bool GuiWindowBox(Rectangle bounds, const char *text)
+{
+    #define WINDOW_CLOSE_BUTTON_PADDING    2
+    #define WINDOW_SATUSBAR_HEIGHT        24
+
+    GuiControlState state = guiState;
+    bool clicked = false;
+    
+    int offsetX = 10;
+    int textWidth = GuiTextWidth(text);
+    //int textHeight = GuiGetStyle(DEFAULT, TEXT_SIZE);
+
+    if (bounds.width < textWidth + offsetX*2 + 16) bounds.width = textWidth + offsetX*2 + 16;
+    Rectangle statusBar = { bounds.x, bounds.y, bounds.width, WINDOW_SATUSBAR_HEIGHT };
+    if (bounds.height < WINDOW_SATUSBAR_HEIGHT*2) bounds.height = WINDOW_SATUSBAR_HEIGHT*2;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        // Check button state
+        if (CheckCollisionPointRec(mousePoint, (Rectangle){ statusBar.x + statusBar.width - WINDOW_SATUSBAR_HEIGHT, statusBar.y, 20, statusBar.height }))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+            else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) clicked = true;
+            else state = GUI_STATE_FOCUSED;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL)), guiAlpha));
+            DrawRectangleRec((Rectangle){ bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2, bounds.height - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2 }, Fade(GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)), guiAlpha));
+            GuiStatusBar(statusBar, text, offsetX);
+            DrawRectangleRec((Rectangle){statusBar.x + statusBar.width - 27 + WINDOW_CLOSE_BUTTON_PADDING*2, statusBar.y + 1 + WINDOW_CLOSE_BUTTON_PADDING, 25 - WINDOW_CLOSE_BUTTON_PADDING*3, statusBar.height - 2 - WINDOW_CLOSE_BUTTON_PADDING*2}, Fade(GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_NORMAL)), guiAlpha));
+            GuiDrawText("x", statusBar.x + statusBar.width - 16, statusBar.y + statusBar.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2, Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_NORMAL)), guiAlpha));
+        } break;
+        case GUI_STATE_FOCUSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL)), guiAlpha));
+            DrawRectangleRec((Rectangle){ bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2, bounds.height - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2 }, Fade(GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)), guiAlpha));
+            GuiStatusBar(statusBar, text, offsetX);
+            DrawRectangleRec((Rectangle){statusBar.x + statusBar.width - 27 + WINDOW_CLOSE_BUTTON_PADDING*2, statusBar.y + 1 + WINDOW_CLOSE_BUTTON_PADDING, 25 - WINDOW_CLOSE_BUTTON_PADDING*3, statusBar.height - 2 - WINDOW_CLOSE_BUTTON_PADDING*2}, Fade(GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_FOCUSED)), guiAlpha));
+            GuiDrawText("x", statusBar.x + statusBar.width - 16, statusBar.y + statusBar.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2, Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_FOCUSED)), guiAlpha));
+        } break;
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL)), guiAlpha));
+            DrawRectangleRec((Rectangle){ bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2, bounds.height - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2 }, Fade(GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)), guiAlpha));
+            GuiStatusBar(statusBar, text, offsetX);
+            DrawRectangleRec((Rectangle){statusBar.x + statusBar.width - 27 + WINDOW_CLOSE_BUTTON_PADDING*2, statusBar.y + 1 + WINDOW_CLOSE_BUTTON_PADDING, 25 - WINDOW_CLOSE_BUTTON_PADDING*3, statusBar.height - 2 - WINDOW_CLOSE_BUTTON_PADDING*2}, Fade(GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_PRESSED)), guiAlpha));
+            GuiDrawText("x", statusBar.x + statusBar.width - 16, statusBar.y + statusBar.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2, Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_PRESSED)), guiAlpha));
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED)), guiAlpha));
+            DrawRectangleRec((Rectangle){ bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2, bounds.height - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2 }, Fade(GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)), guiAlpha));
+            GuiStatusBar(statusBar, text, offsetX);
+            DrawRectangleRec((Rectangle){statusBar.x + statusBar.width - 27 + WINDOW_CLOSE_BUTTON_PADDING*2, statusBar.y + 1 + WINDOW_CLOSE_BUTTON_PADDING, 25 - WINDOW_CLOSE_BUTTON_PADDING*3, statusBar.height - 2 - WINDOW_CLOSE_BUTTON_PADDING*2}, Fade(GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_DISABLED)), guiAlpha));
+            GuiDrawText("x", statusBar.x + statusBar.width - 16, statusBar.y + statusBar.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2, Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_DISABLED)), guiAlpha));
+       } break;
+        default: break;
+    }
+
+    //--------------------------------------------------------------------
+    return clicked;
+}
+
+// Group Box control with title name
+RAYGUIDEF void GuiGroupBox(Rectangle bounds, const char *text)
+{
+    #define GROUPBOX_LINE_THICK     1
+    #define GROUPBOX_TEXT_PADDING  10
+    #define GROUPBOX_PADDING        2
+
+    GuiControlState state = guiState;
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        case GUI_STATE_FOCUSED:
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangle(bounds.x, bounds.y, GROUPBOX_LINE_THICK, bounds.height, Fade(GetColor(GuiGetStyle(DEFAULT, LINES_COLOR)), guiAlpha));
+            DrawRectangle(bounds.x, bounds.y + bounds.height - 1, bounds.width, GROUPBOX_LINE_THICK, Fade(GetColor(GuiGetStyle(DEFAULT, LINES_COLOR)), guiAlpha));
+            DrawRectangle(bounds.x + bounds.width - 1, bounds.y, GROUPBOX_LINE_THICK, bounds.height, Fade(GetColor(GuiGetStyle(DEFAULT, LINES_COLOR)), guiAlpha));
+            if ((text == NULL) || (text[0] == '\0')) DrawRectangle(bounds.x, bounds.y, bounds.width, GROUPBOX_LINE_THICK, Fade(GetColor(GuiGetStyle(DEFAULT, LINES_COLOR)), guiAlpha));
+            else
+            {
+                DrawRectangle(bounds.x, bounds.y, GROUPBOX_TEXT_PADDING, GROUPBOX_LINE_THICK, Fade(GetColor(GuiGetStyle(DEFAULT, LINES_COLOR)), guiAlpha));
+                DrawRectangle(bounds.x + 2*GROUPBOX_TEXT_PADDING + GuiTextWidth(text), bounds.y, bounds.width - 2*GROUPBOX_TEXT_PADDING - GuiTextWidth(text), GROUPBOX_LINE_THICK, Fade(GetColor(GuiGetStyle(DEFAULT, LINES_COLOR)), guiAlpha));
+                GuiDrawText(text, bounds.x + GROUPBOX_TEXT_PADDING + 2*GROUPBOX_PADDING, bounds.y - 2*GROUPBOX_PADDING - GROUPBOX_LINE_THICK, Fade(GetColor(GuiGetStyle(LABEL, TEXT_COLOR_NORMAL)), guiAlpha));
+            }
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangle(bounds.x, bounds.y, GROUPBOX_LINE_THICK, bounds.height, Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED)), guiAlpha));
+            DrawRectangle(bounds.x, bounds.y + bounds.height - 1, bounds.width, GROUPBOX_LINE_THICK, Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED)), guiAlpha));
+            DrawRectangle(bounds.x + bounds.width - 1, bounds.y, GROUPBOX_LINE_THICK, bounds.height, Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED)), guiAlpha));
+            if ((text == NULL) || (text[0] == '\0')) DrawRectangle(bounds.x, bounds.y, bounds.width, GROUPBOX_LINE_THICK, Fade(GetColor(GuiGetStyle(DEFAULT, LINES_COLOR)), guiAlpha));
+            else
+            {
+                DrawRectangle(bounds.x, bounds.y, GROUPBOX_TEXT_PADDING, GROUPBOX_LINE_THICK, Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED)), guiAlpha));
+                DrawRectangle(bounds.x + 2*GROUPBOX_TEXT_PADDING + GuiTextWidth(text), bounds.y, bounds.width - 2*GROUPBOX_TEXT_PADDING - GuiTextWidth(text), GROUPBOX_LINE_THICK, Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED)), guiAlpha));
+                GuiDrawText(text, bounds.x + GROUPBOX_TEXT_PADDING + 2*GROUPBOX_PADDING, bounds.y - 2*GROUPBOX_PADDING - GROUPBOX_LINE_THICK, Fade(GetColor(GuiGetStyle(LABEL, TEXT_COLOR_DISABLED)), guiAlpha));
+            }
+        } break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+}
+
+// Line control
+RAYGUIDEF void GuiLine(Rectangle bounds, int thick)
+{
+    GuiControlState state = guiState;
+
+    Rectangle line = { bounds.x, bounds.y + bounds.height/2 - thick/2, bounds.width, thick };
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        case GUI_STATE_FOCUSED:
+        case GUI_STATE_PRESSED: DrawRectangleLinesEx(line, thick, Fade(GetColor(GuiGetStyle(DEFAULT, LINES_COLOR)), guiAlpha)); break;
+        case GUI_STATE_DISABLED: DrawRectangleLinesEx(line, thick, Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED)), guiAlpha)); break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+}
+
+// Panel control
+RAYGUIDEF void GuiPanel(Rectangle bounds)
+{
+    #define PANEL_BORDER_WIDTH   1
+
+    GuiControlState state = guiState;
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        case GUI_STATE_FOCUSED:
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangleRec(bounds, Fade(GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)), guiAlpha));
+            DrawRectangleLinesEx(bounds, PANEL_BORDER_WIDTH, Fade(GetColor(GuiGetStyle(DEFAULT, LINES_COLOR)), guiAlpha));
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangleRec(bounds, Fade(GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_DISABLED)), guiAlpha));
+            DrawRectangleLinesEx(bounds, PANEL_BORDER_WIDTH, Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED)), guiAlpha));
+        } break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+}
+
+// Scroll Panel control
+// NOTE: bounds define the view area, content defines size of internal data
+RAYGUIDEF Vector2 GuiScrollPanel(Rectangle bounds, Rectangle content, Vector2 viewScroll)
+{
+    // TODO: Implement scroll panel control
+
+    return viewScroll;
+}
+
+// Label control
+RAYGUIDEF void GuiLabel(Rectangle bounds, const char *text)
+{
+    GuiLabelEx(bounds, text, 0, 0);    // Left-alignment, no-padding
+}
+
+// Label control extended
+// NOTE: Alignment and padding are just considered on horizontal
+RAYGUIDEF void GuiLabelEx(Rectangle bounds, const char *text, int alignment, int padding)
+{
+    GuiControlState state = guiState;
+
+    int textWidth = GuiTextWidth(text);
+    int textHeight = GuiGetStyle(DEFAULT, TEXT_SIZE);
+
+    if (bounds.width < textWidth) bounds.width = textWidth;
+    if (bounds.height < textHeight) bounds.height = textHeight;
+    
+    Vector2 textPosition = { bounds.x + padding, bounds.y + bounds.height/2 - textHeight/2 + VALIGN_OFFSET(bounds.height) };   // Left alignment
+    
+    if (alignment == 1) textPosition.x = bounds.x + bounds.width/2 - textWidth/2 + padding;     // Middle-alignment
+    else if (alignment == 2) textPosition.x = bounds.x + bounds.width - textWidth + padding;    // Right alignment
+
+    // Update control
+    //--------------------------------------------------------------------
+    // ...
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        case GUI_STATE_FOCUSED:
+        case GUI_STATE_PRESSED: GuiDrawText(text, textPosition.x, textPosition.y, Fade(GetColor(GuiGetStyle(LABEL, TEXT_COLOR_NORMAL)), guiAlpha)); break;
+        case GUI_STATE_DISABLED: GuiDrawText(text, textPosition.x, textPosition.y, Fade(GetColor(GuiGetStyle(LABEL, TEXT_COLOR_DISABLED)), guiAlpha)); break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+}
+
+// Button control, returns true when clicked
+RAYGUIDEF bool GuiButton(Rectangle bounds, const char *text)
+{
+    GuiControlState state = guiState;
+    bool pressed = false;
+
+    int textWidth = GuiTextWidth(text);
+    int textHeight = GuiGetStyle(DEFAULT, TEXT_SIZE);
+
+    if (bounds.width < textWidth) bounds.width = textWidth;
+    if (bounds.height < textHeight) bounds.height = textHeight;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        // Check button state
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+            else state = GUI_STATE_FOCUSED;
+
+            if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) pressed = true;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BORDER_COLOR_NORMAL)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.y + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BASE_COLOR_NORMAL)), guiAlpha));
+            GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - textHeight/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(BUTTON, TEXT_COLOR_NORMAL)), guiAlpha));
+        } break;
+        case GUI_STATE_FOCUSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BORDER_COLOR_FOCUSED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.y + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BASE_COLOR_FOCUSED)), guiAlpha));
+            GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - textHeight/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(BUTTON, TEXT_COLOR_FOCUSED)), guiAlpha));
+        } break;
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BORDER_COLOR_PRESSED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.y + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BASE_COLOR_PRESSED)), guiAlpha));
+            GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - textHeight/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(BUTTON, TEXT_COLOR_PRESSED)), guiAlpha));
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BORDER_COLOR_DISABLED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.y + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BASE_COLOR_DISABLED)), guiAlpha));
+            GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - textHeight/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(BUTTON, TEXT_COLOR_DISABLED)), guiAlpha));
+        } break;
+        default: break;
+    }
+    //------------------------------------------------------------------
+
+    return pressed;
+}
+
+// Label button control
+RAYGUIDEF bool GuiLabelButton(Rectangle bounds, const char *text)
+{
+    GuiControlState state = guiState;
+    bool pressed = false;
+
+    int textWidth = GuiTextWidth(text);
+    int textHeight = GuiGetStyle(DEFAULT, TEXT_SIZE);
+
+    if (bounds.width < textWidth) bounds.width = textWidth;
+    if (bounds.height < textHeight) bounds.height = textHeight;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        // Check checkbox state
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+            else state = GUI_STATE_FOCUSED;
+
+            if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) pressed = true;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL: GuiDrawText(text, bounds.x, bounds.y + bounds.height/2 - textHeight/2, Fade(GetColor(GuiGetStyle(LABEL, TEXT_COLOR_NORMAL)), guiAlpha)); break;
+        case GUI_STATE_FOCUSED: GuiDrawText(text, bounds.x, bounds.y + bounds.height/2 - textHeight/2, Fade(GetColor(GuiGetStyle(LABEL, TEXT_COLOR_FOCUSED)), guiAlpha)); break;
+        case GUI_STATE_PRESSED: GuiDrawText(text, bounds.x, bounds.y + bounds.height/2 - textHeight/2, Fade(GetColor(GuiGetStyle(LABEL, TEXT_COLOR_PRESSED)), guiAlpha)); break;
+        case GUI_STATE_DISABLED: GuiDrawText(text, bounds.x, bounds.y + bounds.height/2 - textHeight/2, Fade(GetColor(GuiGetStyle(LABEL, TEXT_COLOR_DISABLED)), guiAlpha)); break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+
+    return pressed;
+}
+
+// Image button control, returns true when clicked
+RAYGUIDEF bool GuiImageButton(Rectangle bounds, Texture2D texture)
+{
+    return GuiImageButtonEx(bounds, texture, (Rectangle){ 0, 0, texture.width, texture.height }, NULL);
+}
+
+// Image button control, returns true when clicked
+RAYGUIDEF bool GuiImageButtonEx(Rectangle bounds, Texture2D texture, Rectangle texSource, const char *text)
+{
+    GuiControlState state = guiState;
+    bool clicked = false;
+    int textWidth = 0;
+    int textHeight = 0;
+
+    if (bounds.width < texSource.width) bounds.width = texSource.width;
+    if (bounds.height < texSource.height) bounds.height = texSource.height;
+
+    if (text != NULL)
+    {
+        textWidth = GuiTextWidth(text);
+        textHeight = GuiGetStyle(DEFAULT, TEXT_SIZE);
+
+        if (bounds.width < textWidth + texSource.width) bounds.width = textWidth + texSource.width + GuiGetStyle(BUTTON, INNER_PADDING);
+        if (bounds.height < textHeight) bounds.height = textHeight;
+    }
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        // Check button state
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+            else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) clicked = true;
+            else state = GUI_STATE_FOCUSED;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BORDER_COLOR_NORMAL)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.y + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BASE_COLOR_NORMAL)), guiAlpha));
+            if (text != NULL) GuiDrawText(text, (bounds.x + bounds.width/2 - (texSource.width + GuiGetStyle(BUTTON, INNER_PADDING) + textWidth)/2) + texSource.width, bounds.y + bounds.height/2 - textHeight/2, Fade(GetColor(GuiGetStyle(BUTTON, TEXT_COLOR_NORMAL)), guiAlpha));
+            if (texture.id > 0) DrawTextureRec(texture, texSource, (Vector2){ bounds.x + bounds.width/2 - (texSource.width + GuiGetStyle(BUTTON, INNER_PADDING)/2 + textWidth)/2, bounds.y + bounds.height/2 - texSource.height/2 }, Fade(GetColor(GuiGetStyle(BUTTON, TEXT_COLOR_NORMAL)), guiAlpha));
+        } break;
+        case GUI_STATE_FOCUSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BORDER_COLOR_FOCUSED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.y + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BASE_COLOR_FOCUSED)), guiAlpha));
+            if (text != NULL) GuiDrawText(text, (bounds.x + bounds.width/2 - (texSource.width + GuiGetStyle(BUTTON, INNER_PADDING) + textWidth)/2) + texSource.width, bounds.y + bounds.height/2 - textHeight/2, Fade(GetColor(GuiGetStyle(BUTTON, TEXT_COLOR_FOCUSED)), guiAlpha));
+            if (texture.id > 0) DrawTextureRec(texture, texSource, (Vector2){ bounds.x + bounds.width/2 - (texSource.width + GuiGetStyle(BUTTON, INNER_PADDING)/2 + textWidth)/2, bounds.y + bounds.height/2 - texSource.height/2 }, Fade(GetColor(GuiGetStyle(BUTTON, TEXT_COLOR_FOCUSED)), guiAlpha));
+        } break;
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BORDER_COLOR_PRESSED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.y + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BASE_COLOR_PRESSED)), guiAlpha));
+            if (text != NULL) GuiDrawText(text, (bounds.x + bounds.width/2 - (texSource.width + GuiGetStyle(BUTTON, INNER_PADDING) + textWidth)/2) + texSource.width, bounds.y + bounds.height/2 - textHeight/2, Fade(GetColor(GuiGetStyle(BUTTON, TEXT_COLOR_PRESSED)), guiAlpha));
+            if (texture.id > 0) DrawTextureRec(texture, texSource, (Vector2){ bounds.x + bounds.width/2 - (texSource.width + GuiGetStyle(BUTTON, INNER_PADDING)/2 + textWidth)/2, bounds.y + bounds.height/2 - texSource.height/2 }, Fade(GetColor(GuiGetStyle(BUTTON, TEXT_COLOR_PRESSED)), guiAlpha));
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BORDER_COLOR_DISABLED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.y + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BASE_COLOR_DISABLED)), guiAlpha));
+            if (text != NULL) GuiDrawText(text, (bounds.x + bounds.width/2 - (texSource.width + GuiGetStyle(BUTTON, INNER_PADDING) + textWidth)/2) + texSource.width, bounds.y + bounds.height/2 - textHeight/2, Fade(GetColor(GuiGetStyle(BUTTON, TEXT_COLOR_DISABLED)), guiAlpha));
+            if (texture.id > 0) DrawTextureRec(texture, texSource, (Vector2){ bounds.x + bounds.width/2 - (texSource.width + GuiGetStyle(BUTTON, INNER_PADDING)/2 + textWidth)/2, bounds.y + bounds.height/2 - texSource.height/2 }, Fade(GetColor(GuiGetStyle(BUTTON, TEXT_COLOR_DISABLED)), guiAlpha));
+        } break;
+        default: break;
+    }
+    //------------------------------------------------------------------
+
+    return clicked;
+}
+
+// Toggle Button control, returns true when active
+RAYGUIDEF bool GuiToggle(Rectangle bounds, const char *text, bool active)
+{
+    GuiControlState state = guiState;
+
+    int textWidth = GuiTextWidth(text);
+    int textHeight = GuiGetStyle(DEFAULT, TEXT_SIZE);
+
+    if (bounds.width < textWidth) bounds.width = textWidth;
+    if (bounds.height < textHeight) bounds.height = textHeight;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        // Check toggle button state
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+            else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
+            {
+                state = GUI_STATE_NORMAL;
+                active = !active;
+            }
+            else state = GUI_STATE_FOCUSED;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            if (active)
+            {
+                DrawRectangleLinesEx(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, BORDER_COLOR_PRESSED)), guiAlpha));
+                DrawRectangle(bounds.x + GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.y + GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, BASE_COLOR_PRESSED)), guiAlpha));
+                GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - textHeight/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(TOGGLE, TEXT_COLOR_PRESSED)), guiAlpha));
+            }
+            else
+            {
+                DrawRectangleLinesEx(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, BORDER_COLOR_NORMAL)), guiAlpha));
+                DrawRectangle(bounds.x + GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.y + GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, BASE_COLOR_NORMAL)), guiAlpha));
+                GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - textHeight/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(TOGGLE, TEXT_COLOR_NORMAL)), guiAlpha));
+            }
+        } break;
+        case GUI_STATE_FOCUSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, BORDER_COLOR_FOCUSED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.y + GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, BASE_COLOR_FOCUSED)), guiAlpha));
+            GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - textHeight/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(TOGGLE, TEXT_COLOR_FOCUSED)), guiAlpha));
+        } break;
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, BORDER_COLOR_PRESSED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.y + GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, BASE_COLOR_PRESSED)), guiAlpha));
+            GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - textHeight/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(TOGGLE, TEXT_COLOR_PRESSED)), guiAlpha));
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, BORDER_COLOR_DISABLED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.y + GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, BASE_COLOR_DISABLED)), guiAlpha));
+            GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - textHeight/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(TOGGLE, TEXT_COLOR_DISABLED)), guiAlpha));
+        } break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+
+    return active;
+}
+
+// Toggle Group control, returns toggled button index
+RAYGUIDEF int GuiToggleGroup(Rectangle bounds, const char **text, int count, int active)
+{
+    return GuiToggleGroupEx(bounds, text, count, active, GuiGetStyle(TOGGLE, GROUP_PADDING), 512);
+}
+
+// Toggle Group with pro parameters, returns toggled button index
+// NOTE: bounds refer to an individual toggle size, spacing refers to toggles separation and columns defines number of columns
+RAYGUIDEF int GuiToggleGroupEx(Rectangle bounds, const char **text, int count, int active, int padding, int columns)
+{
+    float initBoundsX = bounds.x;
+    int currentColumn = 0;
+    
+    for (int i = 0; i < count; i++)
+    {
+        if (i == active) GuiToggle(bounds, text[i], true);
+        else if (GuiToggle(bounds, text[i], false) == true) active = i;
+
+        bounds.x += (bounds.width + padding);
+        currentColumn++;
+        
+        if ((currentColumn + 1) > columns)
+        {
+            currentColumn = 0;
+            bounds.y += (bounds.height + padding);
+            bounds.x = initBoundsX;
+        }
+    }
+
+    return active;
+}
+
+// Check Box control, returns true when active
+RAYGUIDEF bool GuiCheckBox(Rectangle bounds, bool checked)
+{
+    return GuiCheckBoxEx(bounds, checked, NULL);
+}
+
+// Check Box extended control, returns true when active
+// TODO: Focus check box when text selected!
+RAYGUIDEF bool GuiCheckBoxEx(Rectangle bounds, bool checked, const char *text)
+{
+    GuiControlState state = guiState;
+    int textWidth = (text == NULL) ? 0 : GuiTextWidth(text);
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        // Check checkbox state
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+            else state = GUI_STATE_FOCUSED;
+
+            if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) checked = !checked;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    if (text != NULL) if (GuiLabelButton((Rectangle){ bounds.x + bounds.width + GuiGetStyle(CHECKBOX, CHECK_TEXT_PADDING), bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2, textWidth, GuiGetStyle(DEFAULT, TEXT_SIZE) }, text)) checked = !checked;
+
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(CHECKBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(CHECKBOX, BORDER_COLOR_NORMAL)), guiAlpha));
+            if (checked) DrawRectangle(bounds.x + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING),
+                                       bounds.y + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING),
+                                       bounds.width - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING)),
+                                       bounds.height - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING)), Fade(GetColor(GuiGetStyle(CHECKBOX, TEXT_COLOR_PRESSED)), guiAlpha));
+        } break;
+        case GUI_STATE_FOCUSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(CHECKBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(CHECKBOX, BORDER_COLOR_FOCUSED)), guiAlpha));
+            if (checked) DrawRectangle(bounds.x + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING),
+                                       bounds.y + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING),
+                                       bounds.width - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING)),
+                                       bounds.height - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING)), Fade(GetColor(GuiGetStyle(CHECKBOX, TEXT_COLOR_FOCUSED)), guiAlpha));
+        } break;
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(CHECKBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(CHECKBOX, BORDER_COLOR_PRESSED)), guiAlpha));
+            if (checked) DrawRectangle(bounds.x + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING),
+                                       bounds.y + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING),
+                                       bounds.width - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING)),
+                                       bounds.height - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING)), Fade(GetColor(GuiGetStyle(CHECKBOX, TEXT_COLOR_PRESSED)), guiAlpha));
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(CHECKBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED)), guiAlpha));
+            if (checked) DrawRectangle(bounds.x + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING),
+                                       bounds.y + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING),
+                                       bounds.width - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING)),
+                                       bounds.height - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING)), Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_DISABLED)), guiAlpha));
+        } break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+
+    return checked;
+}
+
+// Combo Box control, returns selected item index
+RAYGUIDEF int GuiComboBox(Rectangle bounds, const char **text, int count, int active)
+{
+    GuiControlState state = guiState;
+
+    bounds.width -= (GuiGetStyle(COMBOBOX, SELECTOR_WIDTH) + GuiGetStyle(COMBOBOX, SELECTOR_PADDING));
+
+    Rectangle selector = { bounds.x + bounds.width + GuiGetStyle(COMBOBOX, SELECTOR_PADDING),
+                           bounds.y, GuiGetStyle(COMBOBOX, SELECTOR_WIDTH), bounds.height };
+
+    if (active < 0) active = 0;
+    else if (active > count - 1) active = count - 1;
+
+    int textWidth = GuiTextWidth(text[active]);
+    int textHeight = GuiGetStyle(DEFAULT, TEXT_SIZE);
+
+    if (bounds.width < textWidth) bounds.width = textWidth;
+    if (bounds.height < textHeight) bounds.height = textHeight;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (CheckCollisionPointRec(mousePoint, bounds) ||
+            CheckCollisionPointRec(mousePoint, selector))
+        {
+            if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+            {
+                active += 1;
+                if (active >= count) active = 0;
+            }
+
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+            else state = GUI_STATE_FOCUSED;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            // Draw combo box main
+            DrawRectangleLinesEx(bounds, GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BORDER_COLOR_NORMAL)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(COMBOBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(COMBOBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BASE_COLOR_NORMAL)), guiAlpha));
+
+            // Draw selector
+            DrawRectangleLinesEx(selector, GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BORDER_COLOR_NORMAL)), guiAlpha));
+            DrawRectangle(selector.x + GuiGetStyle(COMBOBOX, BORDER_WIDTH), selector.y + GuiGetStyle(COMBOBOX, BORDER_WIDTH), selector.width - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), selector.height - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BASE_COLOR_NORMAL)), guiAlpha));
+
+            GuiDrawText(text[active], bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(COMBOBOX, TEXT_COLOR_NORMAL)), guiAlpha));
+            GuiDrawText(FormatText("%i/%i", active + 1, count), selector.x + selector.width/2 - GuiTextWidth(FormatText("%i/%i", active + 1, count))/2, selector.y + selector.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(COMBOBOX, TEXT_COLOR_NORMAL)), guiAlpha));
+        } break;
+        case GUI_STATE_FOCUSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BORDER_COLOR_FOCUSED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(COMBOBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(COMBOBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BASE_COLOR_FOCUSED)), guiAlpha));
+
+            DrawRectangleLinesEx(selector, GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BORDER_COLOR_FOCUSED)), guiAlpha));
+            DrawRectangle(selector.x + GuiGetStyle(COMBOBOX, BORDER_WIDTH), selector.y + GuiGetStyle(COMBOBOX, BORDER_WIDTH), selector.width - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), selector.height - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BASE_COLOR_FOCUSED)), guiAlpha));
+
+            GuiDrawText(text[active], bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(COMBOBOX, TEXT_COLOR_FOCUSED)), guiAlpha));
+            GuiDrawText(FormatText("%i/%i", active + 1, count), selector.x + selector.width/2 - GuiTextWidth(FormatText("%i/%i", active + 1, count))/2, selector.y + selector.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(COMBOBOX, TEXT_COLOR_FOCUSED)), guiAlpha));
+        } break;
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BORDER_COLOR_PRESSED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(COMBOBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(COMBOBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BASE_COLOR_PRESSED)), guiAlpha));
+
+            DrawRectangleLinesEx(selector, GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BORDER_COLOR_PRESSED)), guiAlpha));
+            DrawRectangle(selector.x + GuiGetStyle(COMBOBOX, BORDER_WIDTH), selector.y + GuiGetStyle(COMBOBOX, BORDER_WIDTH), selector.width - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), selector.height - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BASE_COLOR_PRESSED)), guiAlpha));
+
+            GuiDrawText(text[active], bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(COMBOBOX, TEXT_COLOR_PRESSED)), guiAlpha));
+            GuiDrawText(FormatText("%i/%i", active + 1, count), selector.x + selector.width/2 - GuiTextWidth(FormatText("%i/%i", active + 1, count))/2, selector.y + selector.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(COMBOBOX, TEXT_COLOR_PRESSED)), guiAlpha));
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BORDER_COLOR_DISABLED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(COMBOBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(COMBOBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BASE_COLOR_DISABLED)), guiAlpha));
+
+            DrawRectangleLinesEx(selector, GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BORDER_COLOR_DISABLED)), guiAlpha));
+            DrawRectangle(selector.x + GuiGetStyle(COMBOBOX, BORDER_WIDTH), selector.y + GuiGetStyle(COMBOBOX, BORDER_WIDTH), selector.width - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), selector.height - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BASE_COLOR_DISABLED)), guiAlpha));
+
+            GuiDrawText(text[active], bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(COMBOBOX, TEXT_COLOR_DISABLED)), guiAlpha));
+            GuiDrawText(FormatText("%i/%i", active + 1, count), selector.x + selector.width/2 - GuiTextWidth(FormatText("%i/%i", active + 1, count))/2, selector.y + selector.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(COMBOBOX, TEXT_COLOR_DISABLED)), guiAlpha));
+        } break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+
+    return active;
+}
+
+// Dropdown Box control, returns selected item
+RAYGUIDEF bool GuiDropdownBox(Rectangle bounds, const char **text, int count, int *active, bool editMode)
+{
+    GuiControlState state = guiState;
+    bool pressed = false;
+    int auxActive = *active;
+    int textWidth = GuiTextWidth(text[auxActive]);
+    int textHeight = GuiGetStyle(DEFAULT, TEXT_SIZE);
+
+    if (bounds.width < textWidth) bounds.width = textWidth;
+    if (bounds.height < textHeight) bounds.height = textHeight;
+
+    Rectangle closeBounds = bounds;
+    Rectangle openBounds = bounds;
+    openBounds.height *= (count + 1);
+
+    // Update control
+    //--------------------------------------------------------------------
+    if (guiLocked && editMode) guiLocked = false;
+
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (editMode) state = GUI_STATE_PRESSED;
+
+        if (!editMode)
+        {
+            if (CheckCollisionPointRec(mousePoint, closeBounds))
+            {
+                if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+
+                if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pressed = true;
+                else state = GUI_STATE_FOCUSED;
+            }
+        }
+        else
+        {
+            if (CheckCollisionPointRec(mousePoint, closeBounds))
+            {
+                 if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pressed = true;
+            }
+            else if (!CheckCollisionPointRec(mousePoint, openBounds))
+            {
+                if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) pressed = true;
+            }
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_NORMAL)), guiAlpha));
+            DrawRectangleLinesEx(bounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_NORMAL)), guiAlpha));
+            GuiListElement((Rectangle){ bounds.x, bounds.y, bounds.width, bounds.height }, text[auxActive], false, false);
+
+            DrawTriangle((Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING), bounds.y + bounds.height/2 - 2 },
+                         (Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING) + 5, bounds.y + bounds.height/2 - 2 + 5 },
+                         (Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING) + 10, bounds.y + bounds.height/2 - 2 }, Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_NORMAL)), guiAlpha));
+        } break;
+        case GUI_STATE_FOCUSED:
+        {
+            GuiListElement((Rectangle){ bounds.x, bounds.y, bounds.width, bounds.height }, text[auxActive], false, editMode);
+
+            DrawTriangle((Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING), bounds.y + bounds.height/2 - 2 },
+                         (Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING) + 5, bounds.y + bounds.height/2 - 2 + 5 },
+                         (Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING) + 10, bounds.y + bounds.height/2 - 2 }, Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_FOCUSED)), guiAlpha));
+        } break;
+        case GUI_STATE_PRESSED:
+        {
+
+            if (!editMode) GuiListElement((Rectangle){ bounds.x, bounds.y, bounds.width, bounds.height }, text[auxActive], true, true);
+            if (editMode)
+            {
+                GuiPanel(openBounds);
+
+                GuiListElement((Rectangle){ bounds.x, bounds.y, bounds.width, bounds.height }, text[auxActive], true, true);
+
+                for (int i = 0; i < count; i++)
+                {
+                    if (i == auxActive && editMode)
+                    {
+                        if (GuiListElement((Rectangle){ bounds.x, bounds.y + bounds.height*(i+1) + GuiGetStyle(DROPDOWNBOX, INNER_PADDING), bounds.width, bounds.height - GuiGetStyle(DROPDOWNBOX, INNER_PADDING) }, text[i], true, true) == false) pressed = true; //auxActive = i;
+                    }
+                    else
+                    {
+                        if (GuiListElement((Rectangle){ bounds.x, bounds.y + bounds.height*(i+1) + GuiGetStyle(DROPDOWNBOX, INNER_PADDING), bounds.width, bounds.height - GuiGetStyle(DROPDOWNBOX, INNER_PADDING) }, text[i], false, true))
+                        {
+                            auxActive = i;
+                            pressed = true;
+                        }
+                    }
+                }
+            }
+
+            DrawTriangle((Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING), bounds.y + bounds.height/2 - 2 },
+                         (Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING) + 5, bounds.y + bounds.height/2 - 2 + 5 },
+                         (Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING) + 10, bounds.y + bounds.height/2 - 2 }, Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_PRESSED)), guiAlpha));
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_DISABLED)), guiAlpha));
+            DrawRectangleLinesEx(bounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_DISABLED)), guiAlpha));
+            GuiListElement((Rectangle){ bounds.x, bounds.y, bounds.width, bounds.height }, text[auxActive], false, false);
+
+            DrawTriangle((Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING), bounds.y + bounds.height/2 - 2 },
+                         (Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING) + 5, bounds.y + bounds.height/2 - 2 + 5 },
+                         (Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING) + 10, bounds.y + bounds.height/2 - 2 }, Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_DISABLED)), guiAlpha));
+        } break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+
+    *active = auxActive;
+    return pressed;
+}
+
+// Spinner control, returns selected value
+// NOTE: Requires static variables: framesCounter, valueSpeed - ERROR!
+RAYGUIDEF bool GuiSpinner(Rectangle bounds, int *value, int minValue, int maxValue, int btnWidth, bool editMode)
+{
+    bool pressed = false;
+    int tempValue = *value;
+    int tempBorderWidth = GuiGetStyle(BUTTON, BORDER_WIDTH);
+
+    Rectangle spinner = { bounds.x + btnWidth + GuiGetStyle(TEXTBOX, SPINNER_BUTTON_PADDING), bounds.y, bounds.width - 2*(btnWidth + GuiGetStyle(TEXTBOX, SPINNER_BUTTON_PADDING)), bounds.height };
+    Rectangle leftButtonBound = { bounds.x, bounds.y, btnWidth, bounds.height };
+    Rectangle rightButtonBound = { bounds.x + bounds.width - btnWidth, bounds.y, btnWidth, bounds.height };
+
+    int textWidth = GuiTextWidth(FormatText("%i", tempValue));
+    int textHeight = GuiGetStyle(DEFAULT, TEXT_SIZE);
+
+    if (bounds.width < textWidth) bounds.width = textWidth;
+    if (bounds.height < textHeight) bounds.height = textHeight;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if (!editMode)
+    {
+        if (tempValue < minValue) tempValue = minValue;
+        if (tempValue > maxValue) tempValue = maxValue;
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    pressed = GuiValueBox(spinner, &tempValue, minValue, maxValue, editMode);
+
+    GuiSetStyle(BUTTON, BORDER_WIDTH, GuiGetStyle(TEXTBOX, SPINNER_BUTTON_BORDER_WIDTH));
+    if (GuiButton(leftButtonBound, "<")) tempValue--;
+    if (GuiButton(rightButtonBound, ">")) tempValue++;
+    GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth);
+    //--------------------------------------------------------------------
+    
+    *value = tempValue;
+    return pressed;
+}
+
+// Value Box control, updates input text with numbers
+// NOTE: Requires static variables: framesCounter
+RAYGUIDEF bool GuiValueBox(Rectangle bounds, int *value, int minValue, int maxValue, bool editMode)
+{
+    #define MAX_VALUE_CHARS          32
+    
+    static int framesCounter = 0;           // Required for blinking cursor
+    
+    GuiControlState state = guiState;
+    bool pressed = false;
+    
+    char text[MAX_VALUE_CHARS + 1] = "\0";
+    sprintf(text, "%i", *value);
+    int textWidth = GuiTextWidth(text);
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        bool valueHasChanged = false;
+
+        if (editMode)
+        {
+            state = GUI_STATE_PRESSED;
+
+            framesCounter++;
+
+            int keyCount = strlen(text);
+
+            // Only allow keys in range [48..57]
+            if (keyCount < MAX_VALUE_CHARS)
+            {
+                int maxWidth = (bounds.width - (GuiGetStyle(DEFAULT, INNER_PADDING)*2));
+                if (GuiTextWidth(text) < maxWidth)
+                {
+                    int key = GetKeyPressed();
+                    if ((key >= 48) && (key <= 57))
+                    {
+                        text[keyCount] = (char)key;
+                        keyCount++;
+                        valueHasChanged = true;
+                    }
+                }
+            }
+
+            // Delete text
+            if (keyCount > 0)
+            {
+                if (IsKeyPressed(KEY_BACKSPACE))
+                {
+                    keyCount--;
+                    text[keyCount] = '\0';
+                    framesCounter = 0;
+                    if (keyCount < 0) keyCount = 0;
+                    valueHasChanged = true;
+                }
+                else if (IsKeyDown(KEY_BACKSPACE))
+                {
+                    if ((framesCounter > LINE_BLINK_FRAMES) && (framesCounter%2) == 0) keyCount--;
+                    text[keyCount] = '\0';
+                    if (keyCount < 0) keyCount = 0;
+                    valueHasChanged = true;
+                }
+            }
+            
+            if (valueHasChanged) *value = atoi(text);
+        }
+        else
+        {
+            if (*value > maxValue) *value = maxValue;
+            else if (*value < minValue) *value = minValue;
+        }
+
+        if (!editMode)
+        {
+            if (CheckCollisionPointRec(mousePoint, bounds))
+            {
+                state = GUI_STATE_FOCUSED;
+                if (IsMouseButtonPressed(0)) pressed = true;
+            }
+        }
+        else
+        {
+            if (IsKeyPressed(KEY_ENTER) || (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(0))) pressed = true;
+        }
+
+        if (pressed) framesCounter = 0;
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_NORMAL)), guiAlpha));
+            GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT_COLOR_NORMAL)), guiAlpha));
+        } break;
+        case GUI_STATE_FOCUSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_FOCUSED)), guiAlpha));
+            GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT_COLOR_FOCUSED)), guiAlpha));
+        } break;
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_PRESSED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_FOCUSED)), guiAlpha));
+            GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT_COLOR_PRESSED)), guiAlpha));
+
+            if (editMode && ((framesCounter/20)%2 == 0)) DrawRectangle(bounds.x + GuiTextWidth(text)/2 + bounds.width/2 + 2, bounds.y + GuiGetStyle(TEXTBOX, INNER_PADDING), 1, bounds.height - GuiGetStyle(TEXTBOX, INNER_PADDING)*2, Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_FOCUSED)), guiAlpha));
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_DISABLED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_DISABLED)), guiAlpha));
+            GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + VALIGN_OFFSET(bounds.height), Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT_COLOR_DISABLED)), guiAlpha));
+        } break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+
+    return pressed;
+}
+
+// Text Box control, updates input text
+// NOTE 1: Requires static variables: framesCounter
+// NOTE 2: Returns if KEY_ENTER pressed (useful for data validation)
+RAYGUIDEF bool GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode)
+{
+    static int framesCounter = 0;           // Required for blinking cursor
+    
+    GuiControlState state = guiState;
+    bool pressed = false;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (editMode)
+        {
+            state = GUI_STATE_PRESSED;
+
+            framesCounter++;
+
+            int key = GetKeyPressed();
+            int keyCount = strlen(text);
+
+            // Only allow keys in range [32..125]
+            if (keyCount < (textSize - 1))
+            {
+                int maxWidth = (bounds.width - (GuiGetStyle(DEFAULT, INNER_PADDING)*2));
+                if (GuiTextWidth(text) < (maxWidth - GuiGetStyle(DEFAULT, TEXT_SIZE)))
+                {
+                    if ((key >= 32) && (key <= 125))
+                    {
+                        text[keyCount] = (char)key;
+                        keyCount++;
+                    }
+                }
+            }
+
+            // Delete text
+            if (keyCount > 0)
+            {
+                if (IsKeyPressed(KEY_BACKSPACE))
+                {
+                    keyCount--;
+                    text[keyCount] = '\0';
+                    framesCounter = 0;
+                    if (keyCount < 0) keyCount = 0;
+                }
+                else if (IsKeyDown(KEY_BACKSPACE))
+                {
+                    if ((framesCounter > LINE_BLINK_FRAMES) && (framesCounter%2) == 0) keyCount--;
+                    text[keyCount] = '\0';
+                    if (keyCount < 0) keyCount = 0;
+                }
+            }
+        }
+
+        if (!editMode)
+        {
+            if (CheckCollisionPointRec(mousePoint, bounds))
+            {
+                state = GUI_STATE_FOCUSED;
+                if (IsMouseButtonPressed(0)) pressed = true;
+            }
+        }
+        else
+        {
+            if (IsKeyPressed(KEY_ENTER) || (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(0))) pressed = true;
+        }
+
+        if (pressed) framesCounter = 0;
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_NORMAL)), guiAlpha));
+            GuiDrawText(text, bounds.x + GuiGetStyle(TEXTBOX, INNER_PADDING), bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2, Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT_COLOR_NORMAL)), guiAlpha));
+        } break;
+        case GUI_STATE_FOCUSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_FOCUSED)), guiAlpha));
+            GuiDrawText(text, bounds.x + GuiGetStyle(TEXTBOX, INNER_PADDING), bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2, Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT_COLOR_FOCUSED)), guiAlpha));
+        } break;
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_PRESSED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_FOCUSED)), guiAlpha));
+            GuiDrawText(text, bounds.x + GuiGetStyle(TEXTBOX, INNER_PADDING), bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2, Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT_COLOR_PRESSED)), guiAlpha));
+
+            if (editMode && ((framesCounter/20)%2 == 0)) DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, INNER_PADDING) + GuiTextWidth(text) + 2, bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE), 1, GuiGetStyle(DEFAULT, TEXT_SIZE)*2, Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_PRESSED)), guiAlpha));
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_DISABLED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_DISABLED)), guiAlpha));
+            GuiDrawText(text, bounds.x + GuiGetStyle(TEXTBOX, INNER_PADDING), bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2, Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT_COLOR_DISABLED)), guiAlpha));
+        } break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+
+    return pressed;
+}
+
+// Text Box control with multiple lines
+RAYGUIDEF bool GuiTextBoxMulti(Rectangle bounds, char *text, int textSize, bool editMode)
+{
+    static int framesCounter = 0;           // Required for blinking cursor
+ 
+    GuiControlState state = guiState;
+    bool pressed = false;
+    
+    bool textHasChange = false;
+    int currentLine = 0;
+    const char *numChars = "";
+
+    // Security check because font is used directly in this control
+    if (guiFont.texture.id == 0) guiFont = GetFontDefault();
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (editMode)
+        {
+            state = GUI_STATE_PRESSED;
+
+            framesCounter++;
+
+            int keyCount = strlen(text);
+            int maxWidth = (bounds.width - (GuiGetStyle(TEXTBOX, INNER_PADDING)*2));
+            int maxHeight = (bounds.height - (GuiGetStyle(TEXTBOX, INNER_PADDING)*2));
+
+            numChars = FormatText("%i/%i", keyCount, textSize - 1);
+
+            // Only allow keys in range [32..125]
+            if (keyCount < (textSize - 1))
+            {
+                int key = GetKeyPressed();
+
+                if (MeasureTextEx(guiFont, text, GuiGetStyle(DEFAULT, TEXT_SIZE), 1).y < (maxHeight - GuiGetStyle(DEFAULT, TEXT_SIZE)))
+                {
+                    if (IsKeyPressed(KEY_ENTER))
+                    {
+                        text[keyCount] = '\n';
+                        keyCount++;
+                    }
+                    else if ((key >= 32) && (key <= 125))
+                    {
+                        text[keyCount] = (char)key;
+                        keyCount++;
+                        textHasChange = true;
+                    }
+                }
+                else if (GuiTextWidth(strrchr(text, '\n')) < (maxWidth - GuiGetStyle(DEFAULT, TEXT_SIZE)))
+                {
+                    if ((key >= 32) && (key <= 125))
+                    {
+                        text[keyCount] = (char)key;
+                        keyCount++;
+                        textHasChange = true;
+                    }
+                }
+            }
+
+            // Delete text
+            if (keyCount > 0)
+            {
+                if (IsKeyPressed(KEY_BACKSPACE))
+                {
+                    keyCount--;
+                    text[keyCount] = '\0';
+                    framesCounter = 0;
+                    if (keyCount < 0) keyCount = 0;
+                    textHasChange = true;
+                }
+                else if (IsKeyDown(KEY_BACKSPACE))
+                {
+                    if ((framesCounter > LINE_BLINK_FRAMES) && (framesCounter%2) == 0) keyCount--;
+                    text[keyCount] = '\0';
+                    if (keyCount < 0) keyCount = 0;
+                    textHasChange = true;
+                }
+            }
+
+            // Introduce automatic new line if necessary
+            if (textHasChange)
+            {
+                textHasChange = false;
+
+                char *lastLine = strrchr(text, '\n');
+                int maxWidth = (bounds.width - (GuiGetStyle(TEXTBOX, INNER_PADDING)*2));
+
+                if (lastLine != NULL)
+                {
+                    if (GuiTextWidth(lastLine) > maxWidth)
+                    {
+                        int firstIndex = lastLine - text;
+
+                        char *lastSpace = strrchr(lastLine, 32);
+
+                        if (lastSpace != NULL)
+                        {
+                            int secondIndex = lastSpace - lastLine;
+                            text[firstIndex + secondIndex] = '\n';
+                        }
+                        else
+                        {
+                            int len = (lastLine != NULL) ? strlen(lastLine) : 0;
+                            char lastChar = lastLine[len - 1];
+                            lastLine[len - 1] = '\n';
+                            lastLine[len] = lastChar;
+                            lastLine[len + 1] = '\0';
+                            keyCount++;
+                        }
+                    }
+                }
+                else
+                {
+                    if (GuiTextWidth(text) > maxWidth)
+                    {
+                        char *lastSpace = strrchr(text, 32);
+                        
+                        if (lastSpace != NULL)
+                        {
+                            int index = lastSpace - text;
+                            text[index] = '\n';
+                        }
+                        else
+                        {
+                            int len = (lastLine != NULL) ? strlen(lastLine) : 0;
+                            char lastChar = lastLine[len - 1];
+                            lastLine[len - 1] = '\n';
+                            lastLine[len] = lastChar;
+                            lastLine[len + 1] = '\0';
+                            keyCount++;
+                        }
+                    }
+                }
+            }
+
+            // Counting how many new lines
+            for (int i = 0; i < keyCount; i++)
+            {
+                if (text[i] == '\n') currentLine++;
+            }
+        }
+
+        // Changing edit mode
+        if (!editMode)
+        {
+            if (CheckCollisionPointRec(mousePoint, bounds))
+            {
+                state = GUI_STATE_FOCUSED;
+                if (IsMouseButtonPressed(0)) pressed = true;
+            }
+        }
+        else
+        {
+            if (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(0)) pressed = true;
+        }
+
+        if (pressed) framesCounter = 0;
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_NORMAL)), guiAlpha));
+            GuiDrawText(text, bounds.x + GuiGetStyle(TEXTBOX, INNER_PADDING), bounds.y + GuiGetStyle(TEXTBOX, INNER_PADDING), Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT_COLOR_NORMAL)), guiAlpha));
+        } break;
+        case GUI_STATE_FOCUSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_FOCUSED)), guiAlpha));
+            GuiDrawText(text, bounds.x + GuiGetStyle(TEXTBOX, INNER_PADDING), bounds.y + GuiGetStyle(TEXTBOX, INNER_PADDING), Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT_COLOR_FOCUSED)), guiAlpha));
+        } break;
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_PRESSED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_FOCUSED)), guiAlpha));
+            GuiDrawText(text, bounds.x + GuiGetStyle(TEXTBOX, INNER_PADDING), bounds.y + GuiGetStyle(TEXTBOX, INNER_PADDING), Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT_COLOR_PRESSED)), guiAlpha));
+
+            if (editMode)
+            {
+                if ((framesCounter/20)%2 == 0)
+                {
+                    char *line = NULL;
+                    if (currentLine > 0) line = strrchr(text, '\n');
+                    else line = text;
+
+                    DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH) + GuiGetStyle(TEXTBOX, INNER_PADDING) + GuiTextWidth(line), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH) + GuiGetStyle(TEXTBOX, INNER_PADDING)/2 + ((GuiGetStyle(DEFAULT, TEXT_SIZE) + GuiGetStyle(TEXTBOX, INNER_PADDING))*currentLine), 1, GuiGetStyle(DEFAULT, TEXT_SIZE) + GuiGetStyle(TEXTBOX, INNER_PADDING), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_FOCUSED)), guiAlpha));
+                }
+
+                GuiDrawText(numChars, bounds.x + bounds.width - GuiTextWidth(numChars) - GuiGetStyle(TEXTBOX, INNER_PADDING), bounds.y + bounds.height - GuiGetStyle(DEFAULT, TEXT_SIZE) - GuiGetStyle(TEXTBOX, INNER_PADDING), Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT_COLOR_PRESSED)), guiAlpha/2));
+            }
+
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_DISABLED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_DISABLED)), guiAlpha));
+            GuiDrawText(text, bounds.x + GuiGetStyle(TEXTBOX, INNER_PADDING), bounds.y + GuiGetStyle(TEXTBOX, INNER_PADDING), Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT_COLOR_DISABLED)), guiAlpha));
+        } break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+
+    return pressed;
+}
+
+// Slider control with pro parameters
+// NOTE: Other GuiSlider*() controls use this one
+RAYGUIDEF float GuiSliderPro(Rectangle bounds, float value, float minValue, float maxValue, int sliderWidth, const char *text, bool showValue)
+{
+    GuiControlState state = guiState;
+
+    int textWidth = (text == NULL) ? 0: GuiTextWidth(text);
+    int sliderValue = (int)(((value - minValue)/(maxValue - minValue))*(bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH)));
+
+    Rectangle slider = { bounds.x, bounds.y + GuiGetStyle(SLIDER, BORDER_WIDTH) + GuiGetStyle(SLIDER, INNER_PADDING), 
+                         0, bounds.height - 2*GuiGetStyle(SLIDER, BORDER_WIDTH) - 2*GuiGetStyle(SLIDER, INNER_PADDING) };
+    
+    if (sliderWidth > 0)        // Slider
+    {
+        slider.x += (sliderValue - sliderWidth/2);
+        slider.width = sliderWidth;
+    }
+    else if (sliderWidth == 0)  // SliderBar
+    {
+        slider.x += GuiGetStyle(SLIDER, BORDER_WIDTH);
+        slider.width = sliderValue;
+    }
+    
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+            {
+                state = GUI_STATE_PRESSED;
+
+                // Get equivalent value and slider position from mousePoint.x
+                value = ((maxValue - minValue)*(mousePoint.x - (float)(bounds.x + sliderWidth/2)))/(float)(bounds.width - sliderWidth) + minValue;
+
+                if (sliderWidth > 0) slider.x = mousePoint.x - slider.width/2;  // Slider
+                else if (sliderWidth == 0) slider.width = sliderValue;          // SliderBar
+            }
+            else state = GUI_STATE_FOCUSED;
+        }
+
+        if (value > maxValue) value = maxValue;
+        else if (value < minValue) value = minValue;
+        
+        // Bar limits check
+        if (sliderWidth > 0)        // Slider
+        {
+            if (slider.x <= (bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH))) slider.x = bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH);
+            else if ((slider.x + slider.width) >= (bounds.x + bounds.width)) slider.x = bounds.x + bounds.width - slider.width - GuiGetStyle(SLIDER, BORDER_WIDTH);
+        }
+        else if (sliderWidth == 0)  // SliderBar
+        {
+            if (slider.width > bounds.width) slider.width = bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH);
+        }
+    }
+    //--------------------------------------------------------------------
+    
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(SLIDER, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(SLIDER, BORDER_COLOR_NORMAL)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH), bounds.y + GuiGetStyle(SLIDER, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(SLIDER, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(SLIDER, BASE_COLOR_NORMAL)), guiAlpha));
+            DrawRectangleRec(slider, Fade(GetColor(GuiGetStyle(SLIDER, BASE_COLOR_PRESSED)), guiAlpha));
+            if (text != NULL) GuiDrawText(text, bounds.x - GuiGetStyle(SLIDER, EX_TEXT_PADDING) - textWidth, bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + GuiGetStyle(SLIDER, INNER_PADDING), Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_NORMAL)), guiAlpha));
+            if (showValue) GuiDrawText(FormatText("%.02f", value), bounds.x + bounds.width + GuiGetStyle(SLIDER, EX_TEXT_PADDING), bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + GuiGetStyle(SLIDER, INNER_PADDING), Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_NORMAL)), guiAlpha));
+        } break;
+        case GUI_STATE_FOCUSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(SLIDER, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(SLIDER, BORDER_COLOR_FOCUSED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH), bounds.y + GuiGetStyle(SLIDER, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(SLIDER, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(SLIDER, BASE_COLOR_NORMAL)), guiAlpha));
+            DrawRectangleRec(slider, Fade(GetColor(GuiGetStyle(SLIDER, BASE_COLOR_FOCUSED)), guiAlpha));
+            if (text != NULL) GuiDrawText(text, bounds.x - GuiGetStyle(SLIDER, EX_TEXT_PADDING) - textWidth, bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + GuiGetStyle(SLIDER, INNER_PADDING), Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_FOCUSED)), guiAlpha));
+            if (showValue) GuiDrawText(FormatText("%.02f", value), bounds.x + bounds.width + GuiGetStyle(SLIDER, EX_TEXT_PADDING), bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + GuiGetStyle(SLIDER, INNER_PADDING), Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_FOCUSED)), guiAlpha));
+        } break;
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(SLIDER, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(SLIDER, BORDER_COLOR_PRESSED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH), bounds.y + GuiGetStyle(SLIDER, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(SLIDER, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(SLIDER, BASE_COLOR_NORMAL)), guiAlpha));
+            DrawRectangleRec(slider, Fade(GetColor(GuiGetStyle(SLIDER, BASE_COLOR_PRESSED)), guiAlpha));
+            if (text != NULL) GuiDrawText(text, bounds.x - GuiGetStyle(SLIDER, EX_TEXT_PADDING) - textWidth, bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + GuiGetStyle(SLIDER, INNER_PADDING), Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_PRESSED)), guiAlpha));
+            if (showValue) GuiDrawText(FormatText("%.02f", value), bounds.x + bounds.width + GuiGetStyle(SLIDER, EX_TEXT_PADDING), bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + GuiGetStyle(SLIDER, INNER_PADDING), Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_PRESSED)), guiAlpha));
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(SLIDER, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(SLIDER, BORDER_COLOR_DISABLED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH), bounds.y + GuiGetStyle(SLIDER, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(SLIDER, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(SLIDER, BASE_COLOR_DISABLED)), guiAlpha));
+            DrawRectangleRec(slider, Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_DISABLED)), guiAlpha));
+            if (text != NULL) GuiDrawText(text, bounds.x - GuiGetStyle(SLIDER, EX_TEXT_PADDING) - textWidth, bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + GuiGetStyle(SLIDER, INNER_PADDING), Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_DISABLED)), guiAlpha));
+            if (showValue) GuiDrawText(FormatText("%.02f", value), bounds.x + bounds.width + GuiGetStyle(SLIDER, EX_TEXT_PADDING), bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + GuiGetStyle(SLIDER, INNER_PADDING), Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_DISABLED)), guiAlpha));
+        } break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+
+    return value;
+}
+
+// Slider control, returns selected value
+RAYGUIDEF float GuiSlider(Rectangle bounds, float value, float minValue, float maxValue)
+{
+    return GuiSliderPro(bounds, value, minValue, maxValue, GuiGetStyle(SLIDER, SLIDER_WIDTH), NULL, false);
+}
+
+// Slider control extended, returns selected value and has text
+RAYGUIDEF float GuiSliderEx(Rectangle bounds, float value, float minValue, float maxValue, const char *text, bool showValue)
+{
+    return GuiSliderPro(bounds, value, minValue, maxValue, GuiGetStyle(SLIDER, SLIDER_WIDTH), text, showValue);
+}
+
+// Slider Bar control, returns selected value
+RAYGUIDEF float GuiSliderBar(Rectangle bounds, float value, float minValue, float maxValue)
+{
+    return GuiSliderPro(bounds, value, minValue, maxValue, 0, NULL, false);
+}
+
+// Slider Bar control extended, returns selected value
+RAYGUIDEF float GuiSliderBarEx(Rectangle bounds, float value, float minValue, float maxValue, const char *text, bool showValue)
+{
+    return GuiSliderPro(bounds, value, minValue, maxValue, 0, text, showValue);
+}
+
+// Progress Bar control, shows current progress value
+RAYGUIDEF float GuiProgressBar(Rectangle bounds, float value, float minValue, float maxValue)
+{
+    return GuiProgressBarEx(bounds, value, minValue, maxValue, false);
+}
+
+// Progress Bar control extended, shows current progress value
+RAYGUIDEF float GuiProgressBarEx(Rectangle bounds, float value, float minValue, float maxValue, bool showValue)
+{
+    GuiControlState state = guiState;
+
+    Rectangle progress = { bounds.x + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH),
+                           bounds.y + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) + GuiGetStyle(PROGRESSBAR, INNER_PADDING), 0,
+                           bounds.height - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) - 2*GuiGetStyle(PROGRESSBAR, INNER_PADDING) };
+
+    // Update control
+    //--------------------------------------------------------------------
+    if (state != GUI_STATE_DISABLED) progress.width = (int)(value/(maxValue - minValue)*(float)(bounds.width - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH)));
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    if (showValue) GuiLabel((Rectangle){ bounds.x + bounds.width + GuiGetStyle(SLIDER, EX_TEXT_PADDING), bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + GuiGetStyle(SLIDER, INNER_PADDING), GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SIZE) }, FormatText("%.02f", value));
+
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        case GUI_STATE_FOCUSED:
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_NORMAL)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.y + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)), guiAlpha));
+            DrawRectangleRec(progress, Fade(GetColor(GuiGetStyle(PROGRESSBAR, BASE_COLOR_NORMAL)), guiAlpha));
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_DISABLED)), guiAlpha));
+            DrawRectangle(bounds.x + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.y + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)), guiAlpha));
+            DrawRectangleRec(progress, Fade(GetColor(GuiGetStyle(PROGRESSBAR, BASE_COLOR_DISABLED)), guiAlpha));
+        } break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+
+    return value;
+}
+
+// Status Bar control
+RAYGUIDEF void GuiStatusBar(Rectangle bounds, const char *text, int offsetX)
+{
+    GuiControlState state = guiState;
+
+    int textWidth = GuiTextWidth(text);
+    int textHeight = GuiGetStyle(DEFAULT, TEXT_SIZE);
+
+    if (bounds.width < textWidth + offsetX) bounds.width = textWidth + offsetX;
+    if (bounds.height < textHeight) bounds.height = textHeight;
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        case GUI_STATE_FOCUSED:
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL)), guiAlpha));
+            DrawRectangleRec((Rectangle){ bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2, bounds.height - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2 }, Fade(GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_NORMAL)), guiAlpha));
+            GuiDrawText(text, bounds.x + offsetX, bounds.y + bounds.height/2 - textHeight/2, Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_NORMAL)), guiAlpha));
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED)), guiAlpha));
+            DrawRectangleRec((Rectangle){ bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2, bounds.height - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2 }, Fade(GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_DISABLED)), guiAlpha));
+            GuiDrawText(text, bounds.x + offsetX, bounds.y + bounds.height/2 - textHeight/2, Fade(GetColor(GuiGetStyle(DEFAULT, TEXT_COLOR_DISABLED)), guiAlpha));
+        } break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+}
+
+// Dummy rectangle control, intended for placeholding
+RAYGUIDEF void GuiDummyRec(Rectangle bounds, const char *text)
+{
+    GuiControlState state = guiState;
+
+    int textWidth = GuiTextWidth(text);
+    int textHeight = GuiGetStyle(DEFAULT, TEXT_SIZE);
+
+    if (bounds.width < textWidth) bounds.width = textWidth;
+    if (bounds.height < textHeight) bounds.height = textHeight;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        // Check button state
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+            else state = GUI_STATE_FOCUSED;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        case GUI_STATE_FOCUSED:
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangleRec(bounds, Fade(GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_NORMAL)), guiAlpha));
+            GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - textHeight/2, Fade(GetColor(GuiGetStyle(BUTTON, TEXT_COLOR_NORMAL)), guiAlpha));
+
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangleRec(bounds, Fade(GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_DISABLED)), guiAlpha));
+            GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - textHeight/2, Fade(GetColor(GuiGetStyle(BUTTON, TEXT_COLOR_DISABLED)), guiAlpha));
+        } break;
+        default: break;
+    }
+    //------------------------------------------------------------------
+}
+
+// List Element control, returns element state
+static bool GuiListElement(Rectangle bounds, const char *text, bool active, bool editMode)
+{
+    GuiControlState state = guiState;
+
+    int textWidth = GuiTextWidth(text);
+    int textHeight = GuiGetStyle(DEFAULT, TEXT_SIZE);
+
+    if (!guiLocked && editMode) state = GUI_STATE_NORMAL;
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        if (bounds.width < textWidth)
+        {
+            // TODO: Remove/edit character if they dont fit inside bounds
+        }
+
+        Vector2 mousePoint = GetMousePosition();
+
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            if (!active)
+            {
+                if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+                else state = GUI_STATE_FOCUSED;
+            }
+
+            if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) active = !active;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            if (active)
+            {
+                DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_PRESSED)), guiAlpha));
+                DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_PRESSED)), guiAlpha));
+                GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - textHeight/2, Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_PRESSED)), guiAlpha));
+            }
+            else
+            {
+                GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - textHeight/2, Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_NORMAL)), guiAlpha));
+            }
+        } break;
+        case GUI_STATE_FOCUSED:
+        {
+            DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_FOCUSED)), guiAlpha));
+            DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_FOCUSED)), guiAlpha));
+            GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - textHeight/2, Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_FOCUSED)), guiAlpha));
+        } break;
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_PRESSED)), guiAlpha));
+            DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_PRESSED)), guiAlpha));
+            GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - textHeight/2, Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_PRESSED)), guiAlpha));
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            if (active)
+            {
+                DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_DISABLED)), guiAlpha));
+                DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_NORMAL)), guiAlpha));
+                GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - textHeight/2, Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_NORMAL)), guiAlpha));
+
+            }
+            else GuiDrawText(text, bounds.x + bounds.width/2 - textWidth/2, bounds.y + bounds.height/2 - textHeight/2, Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_DISABLED)), guiAlpha));
+        } break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+
+    return active;
+}
+
+// List View control
+RAYGUIDEF bool GuiListView(Rectangle bounds, const char **text, int count, int *scrollIndex, int *active, bool editMode)
+{
+    return GuiListViewEx(bounds, text, NULL, count, scrollIndex, active, NULL, editMode);
+}
+
+// List View control extended parameters
+RAYGUIDEF bool GuiListViewEx(Rectangle bounds, const char **text, int *enabledElements, int count, int *scrollIndex, int *active, int *focus, bool editMode)
+{
+    GuiControlState state = guiState;
+    bool pressed = false;
+    
+    int focusElement = -1;
+    int startIndex = (scrollIndex == NULL) ? 0 : *scrollIndex;
+    bool useScrollBar = true;
+    bool pressedKey = false;
+
+    int visibleElements = bounds.height/(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING));
+    if ((startIndex < 0) || (startIndex > count - visibleElements)) startIndex = 0;
+    int endIndex = startIndex + visibleElements;
+
+    int auxActive = *active;
+
+    float barHeight = bounds.height;
+    float minBarHeight = 10;
+    float barPosY = 0;
+
+    // Update control
+    //--------------------------------------------------------------------
+
+    // All the elements fit inside ListView and dont need scrollbar.
+    if (visibleElements >= count)
+    {
+        useScrollBar = false;
+        startIndex = 0;
+        endIndex = count;
+    }
+
+    // Calculate position X and width to draw each element.
+    int posX = bounds.x + GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH)  + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING);
+    int elementWidth = bounds.width - GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH) - 2*GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) - GuiGetStyle(DEFAULT, BORDER_WIDTH);
+    
+    if (!useScrollBar)
+    {
+        posX = bounds.x + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING);
+        elementWidth = bounds.width - 2*GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) - GuiGetStyle(DEFAULT, BORDER_WIDTH);
+    }
+
+    if ((state != GUI_STATE_DISABLED) && !guiLocked) // && !guiLocked
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (editMode)
+        {
+            state = GUI_STATE_PRESSED;
+
+            // Change active with keys
+            if (IsKeyPressed(KEY_UP))
+            {
+                if (auxActive > 0)
+                {
+                    auxActive--;
+                    if ((useScrollBar) && (auxActive < startIndex)) startIndex--;
+                }
+                pressedKey = true;
+            }
+            else if (IsKeyPressed(KEY_DOWN))
+            {
+                if (auxActive < count - 1)
+                {
+                    auxActive++;
+                    if ((useScrollBar) && (auxActive >= endIndex)) startIndex++;
+                }
+                pressedKey = true;
+            }
+
+            if (useScrollBar && CheckCollisionPointRec(mousePoint, bounds))
+            {
+                endIndex = startIndex + visibleElements;
+                int wheel = GetMouseWheelMove();
+
+                if (wheel < 0 && endIndex < count) startIndex -= wheel;
+                else if (wheel > 0 && startIndex > 0)  startIndex -= wheel;
+
+                if (pressedKey)
+                {
+                    pressedKey = false;
+                    if ((auxActive < startIndex) || (auxActive  >= endIndex)) startIndex = auxActive;
+                }
+
+                if (startIndex < 0) startIndex = 0;
+                else if (startIndex > (count - (endIndex - startIndex)))
+                {
+                    startIndex = count - (endIndex - startIndex);
+                }
+
+                endIndex = startIndex + visibleElements;
+                if (endIndex > count) endIndex = count;
+            }
+        }
+
+        if (!editMode)
+        {
+            if (CheckCollisionPointRec(mousePoint, bounds))
+            {
+                state = GUI_STATE_FOCUSED;
+                if (IsMouseButtonPressed(0)) pressed = true;
+
+                int wheel = GetMouseWheelMove();
+                if (wheel)
+                {
+                    startIndex -= wheel;
+                    if (startIndex < 0) startIndex = 0;
+                    else if (startIndex > (count - (endIndex - startIndex)))
+                    {
+                        startIndex = count - (endIndex - startIndex);
+                    }
+                    pressed = true;
+                }
+            }
+        }
+        else
+        {
+            if (!CheckCollisionPointRec(mousePoint, bounds))
+            {
+                if (IsMouseButtonPressed(0) || GetMouseWheelMove() != 0) pressed = true;
+            }
+        }
+
+        // Get focused element
+        for (int i = startIndex; i < endIndex; i++)
+        {
+            if (CheckCollisionPointRec(mousePoint, (Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }))
+            {
+                focusElement = i;
+            }
+        }
+    }
+
+    // Calculate percentage of visible elements and apply same percentage to scrollbar
+    if (useScrollBar)
+    {
+        float percentVisible = (endIndex - startIndex)*100/count;
+        barHeight *= percentVisible/100;
+
+        if (barHeight < minBarHeight) barHeight = minBarHeight;
+        else if (barHeight > bounds.height) barHeight = bounds.height;
+
+        barPosY = bounds.y + startIndex*((bounds.height - barHeight)/(count - (endIndex - startIndex)));
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    DrawRectangleRec(bounds, GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)));        // Draw background
+
+    // Draw scrollBar background
+    if (useScrollBar) DrawRectangle(bounds.x, bounds.y, GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH), bounds.height, Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED)), guiAlpha));
+
+    // Draw ListView states
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            if (useScrollBar) DrawRectangle(bounds.x, barPosY, GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH), barHeight, Fade(GetColor(GuiGetStyle(SLIDER, BORDER_COLOR_NORMAL)), guiAlpha));
+            DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_NORMAL)), guiAlpha));
+
+            for (int i = startIndex; i < endIndex; i++)
+            {
+                if ((enabledElements != NULL) && (enabledElements[i] == 0))
+                {
+                    GuiDisable();
+                    GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, false);
+                    GuiEnable();
+                }
+                else if (i == auxActive)
+                {
+                    GuiDisable();
+                    GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], true, false);
+                    GuiEnable();
+                }
+                else GuiListElement((Rectangle){ posX, bounds.y  + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, false);
+            }
+        } break;
+        case GUI_STATE_FOCUSED:
+        {
+            if (useScrollBar) DrawRectangle(bounds.x, barPosY, GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH), barHeight, Fade(GetColor(GuiGetStyle(SLIDER, BASE_COLOR_FOCUSED)), guiAlpha));
+            DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_FOCUSED)), guiAlpha));
+
+            for (int i = startIndex; i < endIndex; i++)
+            {
+                if ((enabledElements != NULL) && (enabledElements[i] == 0))
+                {
+                    GuiDisable();
+                    GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, false);
+                    GuiEnable();
+                }
+                else if (i == auxActive) GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], true, false);
+                else GuiListElement((Rectangle){ posX, bounds.y  + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, false);
+            }
+        } break;
+        case GUI_STATE_PRESSED:
+        {
+            if (useScrollBar) DrawRectangle(bounds.x, barPosY, GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH), barHeight, Fade(GetColor(GuiGetStyle(SLIDER, BASE_COLOR_PRESSED)), guiAlpha));
+            DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_PRESSED)), guiAlpha));
+
+            for (int i = startIndex; i < endIndex; i++)
+            {
+                if ((enabledElements != NULL) && (enabledElements[i] == 0))
+                {
+                    GuiDisable();
+                    GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, false);
+                    GuiEnable();
+                }
+                else if ((i == auxActive) && editMode)
+                {
+                    if (GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], true, true) == false) auxActive = -1;
+                }
+                else
+                {
+                    if (GuiListElement((Rectangle){ posX, bounds.y  + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, true) == true) auxActive = i;
+                }
+            }
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            if (useScrollBar) DrawRectangle(bounds.x, barPosY, GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH), barHeight, Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_DISABLED)), guiAlpha));
+
+            DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_DISABLED)), guiAlpha));
+
+            for (int i = startIndex; i < endIndex; i++)
+            {
+                if (i == auxActive) GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], true, false);
+                else GuiListElement((Rectangle){ posX, bounds.y  + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, false);
+            }
+        } break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+    
+    if (scrollIndex != NULL) *scrollIndex = startIndex;
+    if (focus != NULL) *focus = focusElement;
+    *active = auxActive;
+    
+    return pressed;
+}
+
+// Color Panel control
+RAYGUIDEF Color GuiColorPanel(Rectangle bounds, Color color)
+{
+    GuiControlState state = guiState;
+    Vector2 pickerSelector = { 0 };
+
+    Vector3 vcolor = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f };
+    Vector3 hsv = ConvertRGBtoHSV(vcolor);
+
+    pickerSelector.x = bounds.x + (float)hsv.y*bounds.width;            // HSV: Saturation
+    pickerSelector.y = bounds.y + (1.0f - (float)hsv.z)*bounds.height;  // HSV: Value
+
+    Vector3 maxHue = { hsv.x, 1.0f, 1.0f };
+    Vector3 rgbHue = ConvertHSVtoRGB(maxHue);
+    Color maxHueCol = { (unsigned char)(255.0f*rgbHue.x),
+                      (unsigned char)(255.0f*rgbHue.y),
+                      (unsigned char)(255.0f*rgbHue.z), 255 };
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+            {
+                state = GUI_STATE_PRESSED;
+                pickerSelector = mousePoint;
+
+                // Calculate color from picker
+                Vector2 colorPick = { pickerSelector.x - bounds.x, pickerSelector.y - bounds.y };
+
+                colorPick.x /= (float)bounds.width;     // Get normalized value on x
+                colorPick.y /= (float)bounds.height;    // Get normalized value on y
+
+                hsv.y = colorPick.x;
+                hsv.z = 1.0f - colorPick.y;
+
+                Vector3 rgb = ConvertHSVtoRGB(hsv);
+
+                // NOTE: Vector3ToColor() only available on raylib 1.8.1
+                color = (Color){ (unsigned char)(255.0f*rgb.x),
+                                 (unsigned char)(255.0f*rgb.y),
+                                 (unsigned char)(255.0f*rgb.z),
+                                 (unsigned char)(255.0f*(float)color.a/255.0f) };
+
+            }
+            else state = GUI_STATE_FOCUSED;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    if (state != GUI_STATE_DISABLED)
+    {
+        DrawRectangleGradientEx(bounds, Fade(WHITE, guiAlpha), Fade(WHITE, guiAlpha), Fade(maxHueCol, guiAlpha), Fade(maxHueCol, guiAlpha));
+        DrawRectangleGradientEx(bounds, Fade(BLACK, 0), Fade(BLACK, guiAlpha), Fade(BLACK, guiAlpha), Fade(BLACK, 0));
+
+        // Draw color picker: selector
+        DrawRectangle(pickerSelector.x - GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE)/2, pickerSelector.y - GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE)/2, GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE), GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE), Fade(WHITE, guiAlpha));
+    }
+    else
+    {
+        DrawRectangleGradientEx(bounds, Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), guiAlpha), Fade(Fade(BLACK, 0.6f), guiAlpha), Fade(Fade(BLACK, 0.6f), guiAlpha), Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), 0.6f), guiAlpha));
+    }
+
+    switch (state)
+    {
+        case GUI_STATE_NORMAL: DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_NORMAL)), guiAlpha)); break;
+        case GUI_STATE_FOCUSED: DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_FOCUSED)), guiAlpha)); break;
+        case GUI_STATE_PRESSED: DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_PRESSED)), guiAlpha)); break;
+        case GUI_STATE_DISABLED: DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha)); break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+
+    return color;
+}
+
+// Color Bar Alpha control
+// NOTE: Returns alpha value normalized [0..1]
+RAYGUIDEF float GuiColorBarAlpha(Rectangle bounds, float alpha)
+{
+    #define BACK_CHECKER_SIZE          10
+
+    GuiControlState state = guiState;
+    Rectangle selector = { bounds.x + alpha*bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), bounds.y - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), GuiGetStyle(COLORPICKER, BAR_SELECTOR_HEIGHT), bounds.height + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)*2 };
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (CheckCollisionPointRec(mousePoint, bounds) ||
+            CheckCollisionPointRec(mousePoint, selector))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+            {
+                state = GUI_STATE_PRESSED;
+                selector.x = mousePoint.x - selector.width/2;
+
+                alpha = (mousePoint.x - bounds.x)/bounds.width;
+                if (alpha <= 0.0f) alpha = 0.0f;
+                if (alpha >= 1.0f) alpha = 1.0f;
+                //selector.x = bounds.x + (int)(((alpha - 0)/(100 - 0))*(bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH))) - selector.width/2;
+            }
+            else state = GUI_STATE_FOCUSED;
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    // Draw alpha bar: checked background
+    if (state != GUI_STATE_DISABLED)
+    {
+        for (int i = 0; i < bounds.width/BACK_CHECKER_SIZE; i++) DrawRectangle(bounds.x + BACK_CHECKER_SIZE*(i%((int)bounds.width/BACK_CHECKER_SIZE)), bounds.y, bounds.width/(bounds.width/BACK_CHECKER_SIZE), BACK_CHECKER_SIZE, (i%2) ? Fade(Fade(GRAY, 0.4f), guiAlpha) : Fade(Fade(RAYWHITE, 0.4f), guiAlpha));
+        for (int i = 0; i < bounds.width/BACK_CHECKER_SIZE; i++) DrawRectangle(bounds.x + BACK_CHECKER_SIZE*(i%((int)bounds.width/BACK_CHECKER_SIZE)), bounds.y + BACK_CHECKER_SIZE, bounds.width/(bounds.width/BACK_CHECKER_SIZE), BACK_CHECKER_SIZE, (i%2) ? Fade(Fade(RAYWHITE, 0.4f), guiAlpha) : Fade(Fade(GRAY, 0.4f), guiAlpha));
+        DrawRectangleGradientH(bounds.x, bounds.y, bounds.width, bounds.height, Fade((Color){ 255,255,255,0 }, guiAlpha), Fade((Color){ 0,0,0,255 }, guiAlpha));
+    }
+    else DrawRectangleGradientH(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha));
+
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_NORMAL)), guiAlpha));
+            DrawRectangle(selector.x , selector.y, selector.width, selector.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_PRESSED)), guiAlpha));
+        } break;
+        case GUI_STATE_FOCUSED:
+        {
+            DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_FOCUSED)), guiAlpha));
+            DrawRectangle(selector.x, selector.y, selector.width, selector.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_FOCUSED)), guiAlpha));
+        } break;
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_PRESSED)), guiAlpha));
+            DrawRectangle(selector.x, selector.y, selector.width, selector.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_PRESSED)), guiAlpha));
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha));
+            DrawRectangleRec(selector, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha));
+        } break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+
+    return alpha;
+}
+
+// Color Bar Hue control
+// NOTE: Returns hue value normalized [0..1]
+RAYGUIDEF float GuiColorBarHue(Rectangle bounds, float hue)
+{
+    GuiControlState state = guiState;
+    Rectangle selector = { bounds.x - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), bounds.y + hue/360.0f*bounds.height - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), bounds.width + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)*2, GuiGetStyle(COLORPICKER, BAR_SELECTOR_HEIGHT) };
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        Vector2 mousePoint = GetMousePosition();
+
+        if (CheckCollisionPointRec(mousePoint, bounds) ||
+            CheckCollisionPointRec(mousePoint, selector))
+        {
+            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+            {
+                state = GUI_STATE_PRESSED;
+                selector.y = mousePoint.y - selector.height/2;
+
+                hue = (mousePoint.y - bounds.y)*360/bounds.height;
+                if (hue <= 0.0f) hue = 0.0f;
+                if (hue >= 359.0f) hue = 359.0f;
+
+            }
+            else state = GUI_STATE_FOCUSED;
+
+            /*if (IsKeyDown(KEY_UP))
+            {
+                hue -= 2.0f;
+                if (hue <= 0.0f) hue = 0.0f;
+            }
+            else if (IsKeyDown(KEY_DOWN))
+            {
+                hue += 2.0f;
+                if (hue >= 360.0f) hue = 360.0f;
+            }*/
+        }
+    }
+    //--------------------------------------------------------------------
+    
+    // Draw control
+    //--------------------------------------------------------------------
+    if (state != GUI_STATE_DISABLED)
+    {
+        // Draw hue bar:color bars
+        DrawRectangleGradientV(bounds.x + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.y + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), (int)bounds.height/6, Fade((Color){ 255,0,0,255 }, guiAlpha), Fade((Color){ 255,255,0,255 }, guiAlpha));
+        DrawRectangleGradientV(bounds.x + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.y + (int)bounds.height/6 + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), (int)bounds.height/6, Fade((Color){ 255,255,0,255 }, guiAlpha), Fade((Color){ 0,255,0,255 }, guiAlpha));
+        DrawRectangleGradientV(bounds.x + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.y + 2*((int)bounds.height/6) + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), (int)bounds.height/6, Fade((Color){ 0,255,0,255 }, guiAlpha), Fade((Color){ 0,255,255,255 }, guiAlpha));
+        DrawRectangleGradientV(bounds.x + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.y + 3*((int)bounds.height/6) + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), (int)bounds.height/6, Fade((Color){ 0,255,255,255 }, guiAlpha), Fade((Color){ 0,0,255,255 }, guiAlpha));
+        DrawRectangleGradientV(bounds.x + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.y + 4*((int)bounds.height/6) + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), (int)bounds.height/6, Fade((Color){ 0,0,255,255 }, guiAlpha), Fade((Color){ 255,0,255,255 }, guiAlpha));
+        DrawRectangleGradientV(bounds.x + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.y + 5*((int)bounds.height/6) + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), (int)bounds.height/6 - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), Fade((Color){ 255,0,255,255 }, guiAlpha), Fade((Color){ 255,0,0,255 }, guiAlpha));
+    }
+    else
+    {
+        DrawRectangleGradientV(bounds.x, bounds.y, bounds.width, bounds.height, Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), guiAlpha), Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha));
+    }
+
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            // Draw hue bar: selector
+            DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_NORMAL)), guiAlpha));
+            DrawRectangle(selector.x, selector.y, selector.width, selector.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_PRESSED)), guiAlpha));
+        } break;
+        case GUI_STATE_FOCUSED:
+        {
+            DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_FOCUSED)), guiAlpha));
+            DrawRectangle(selector.x, selector.y , selector.width, selector.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_FOCUSED)), guiAlpha));
+        } break;
+        case GUI_STATE_PRESSED:
+        {
+            DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_PRESSED)), guiAlpha));
+            DrawRectangle(selector.x, selector.y, selector.width, selector.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_PRESSED)), guiAlpha));
+        } break;
+        case GUI_STATE_DISABLED:
+        {
+            DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha));
+            DrawRectangle(selector.x, selector.y, selector.width, selector.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha));
+        } break;
+        default: break;
+    }
+    //--------------------------------------------------------------------
+
+    return hue;
+}
+
+// TODO: Color GuiColorBarSat() [WHITE->color]
+// TODO: Color GuiColorBarValue() [BLACK->color], HSV / HSL
+// TODO: float GuiColorBarLuminance() [BLACK->WHITE]
+
+// Color Picker control
+// NOTE: It's divided in multiple controls:
+//      Color GuiColorPanel() - Color select panel
+//      float GuiColorBarAlpha(Rectangle bounds, float alpha)
+//      float GuiColorBarHue(Rectangle bounds, float value)
+// NOTE: bounds define GuiColorPanel() size
+RAYGUIDEF Color GuiColorPicker(Rectangle bounds, Color color)
+{
+    color = GuiColorPanel(bounds, color);
+
+    Rectangle boundsHue = { bounds.x + bounds.width + GuiGetStyle(COLORPICKER, BAR_PADDING), bounds.y, GuiGetStyle(COLORPICKER, BAR_WIDTH), bounds.height };
+    //Rectangle boundsAlpha = { bounds.x, bounds.y + bounds.height + GuiGetStyle(COLORPICKER, BARS_PADDING), bounds.width, GuiGetStyle(COLORPICKER, BARS_THICK) };
+
+    Vector3 hsv = ConvertRGBtoHSV((Vector3){ color.r/255.0f, color.g/255.0f, color.b/255.0f });
+    hsv.x = GuiColorBarHue(boundsHue, hsv.x);
+    //color.a = (unsigned char)(GuiColorBarAlpha(boundsAlpha, (float)color.a/255.0f)*255.0f);
+    Vector3 rgb = ConvertHSVtoRGB(hsv);
+    color = (Color){ (unsigned char)(rgb.x*255.0f), (unsigned char)(rgb.y*255.0f), (unsigned char)(rgb.z*255.0f), color.a };
+
+    return color;
+}
+
+// Message Box control
+RAYGUIDEF bool GuiMessageBox(Rectangle bounds, const char *windowTitle, const char *message)
+{
+    #define MESSAGEBOX_BUTTON_HEIGHT            26
+    #define MESSAGEBOX_BUTTON_PADDING           10
+    #define MESSAGEBOX_STATUSBAR_BUTTON_SIZE    16
+    #define MESSAGEBOX_STATUSBAR_HEIGHT         24
+
+    bool clicked = false;
+
+    int textWidth = GuiTextWidth(windowTitle);
+    int offsetX = 20;
+
+    if (bounds.width < textWidth + offsetX + MESSAGEBOX_STATUSBAR_BUTTON_SIZE) bounds.width = textWidth + offsetX + MESSAGEBOX_STATUSBAR_BUTTON_SIZE;
+
+    Vector2 textSize = MeasureTextEx(GetFontDefault(), message, GuiGetStyle(DEFAULT, TEXT_SIZE), 1);
+    if (bounds.width < textSize.x + offsetX) bounds.width = textSize.x + offsetX;
+    if (bounds.height < (MESSAGEBOX_BUTTON_HEIGHT + MESSAGEBOX_BUTTON_PADDING*2 + MESSAGEBOX_STATUSBAR_HEIGHT + MESSAGEBOX_STATUSBAR_BUTTON_SIZE + textSize.y)) 
+    {
+        bounds.height = (MESSAGEBOX_BUTTON_HEIGHT + MESSAGEBOX_BUTTON_PADDING*2 + MESSAGEBOX_STATUSBAR_HEIGHT + MESSAGEBOX_STATUSBAR_BUTTON_SIZE + textSize.y);
+    }
+
+    Rectangle buttonBounds = { bounds.x + MESSAGEBOX_BUTTON_PADDING, bounds.y + bounds.height - MESSAGEBOX_BUTTON_PADDING - MESSAGEBOX_BUTTON_HEIGHT, bounds.width - MESSAGEBOX_BUTTON_PADDING*2, MESSAGEBOX_BUTTON_HEIGHT };
+
+    // Draw control
+    //--------------------------------------------------------------------
+    clicked = GuiWindowBox(bounds, windowTitle);
+    GuiLabel((Rectangle){ bounds.x + bounds.width/2 - textSize.x/2, bounds.y + (MESSAGEBOX_STATUSBAR_HEIGHT - MESSAGEBOX_BUTTON_HEIGHT - MESSAGEBOX_BUTTON_PADDING)/2 + bounds.height/2 - textSize.y/2, 0, 0 }, message);
+
+    clicked = GuiButton(buttonBounds, "OK");
+    //--------------------------------------------------------------------
+
+    return clicked;
+}
+
+// Grid control
+// NOTE: Returns grid mouse-hover selected cell
+RAYGUIDEF Vector2 GuiGrid(Rectangle bounds, int spacing, int subdivs)
+{
+    #define GRID_COLOR_ALPHA    0.15f           // Grid lines alpha amount
+
+    GuiControlState state = guiState;
+    Vector2 mousePoint = GetMousePosition();
+    Vector2 currentCell = { -1, -1 };
+
+    // Update control
+    //--------------------------------------------------------------------
+    if ((state != GUI_STATE_DISABLED) && !guiLocked)
+    {
+        if (CheckCollisionPointRec(mousePoint, bounds))
+        {
+            currentCell.x = (int)((mousePoint.x - bounds.x)/spacing);
+            currentCell.y = (int)((mousePoint.y - bounds.y)/spacing);
+        }
+    }
+    //--------------------------------------------------------------------
+
+    // Draw control
+    //--------------------------------------------------------------------
+    switch (state)
+    {
+        case GUI_STATE_NORMAL:
+        {
+            // Draw vertical grid lines
+            for (int i = 0; i < (bounds.width/spacing + 1)*subdivs; i++)
+            {
+                DrawRectangle(bounds.x + spacing*i, bounds.y, 1, bounds.height, ((i%subdivs) == 0) ? Fade(GetColor(GuiGetStyle(DEFAULT, LINES_COLOR)), GRID_COLOR_ALPHA*4) : Fade(GetColor(GuiGetStyle(DEFAULT, LINES_COLOR)), GRID_COLOR_ALPHA));
+            }
+
+            // Draw horizontal grid lines
+            for (int i = 0; i < (bounds.height/spacing + 1)*subdivs; i++)
+            {
+                DrawRectangle(bounds.x, bounds.y + spacing*i, bounds.width, 1, ((i%subdivs) == 0) ? Fade(GetColor(GuiGetStyle(DEFAULT, LINES_COLOR)), GRID_COLOR_ALPHA*4) : Fade(GetColor(GuiGetStyle(DEFAULT, LINES_COLOR)), GRID_COLOR_ALPHA));
+            }
+
+        } break;
+        default: break;
+    }
+
+    return currentCell;
+}
+
+// Load raygui style file (.rgs)
+RAYGUIDEF void GuiLoadStyle(const char *fileName)
+{
+    FILE *rgsFile = fopen(fileName, "rb");
+
+    if (rgsFile != NULL)
+    {
+        unsigned int value = 0;
+
+        char signature[5] = "";
+        short version = 0;
+        short numControls = 0;
+        short numPropsDefault = 0;
+        short numPropsExtended = 0;
+
+        fread(signature, 1, 4, rgsFile);
+        fread(&version, 1, sizeof(short), rgsFile);
+        fread(&numControls, 1, sizeof(short), rgsFile);
+        fread(&numPropsDefault, 1, sizeof(short), rgsFile);
+        fread(&numPropsExtended, 1, sizeof(short), rgsFile);
+
+        if ((signature[0] == 'r') &&
+            (signature[1] == 'G') &&
+            (signature[2] == 'S') &&
+            (signature[3] == ' '))
+        {
+            for (int i = 0; i < NUM_CONTROLS; i++)
+            {
+                for (int j = 0; j < NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED; j++)
+                {
+                    fread(&value, 1, sizeof(unsigned int), rgsFile);
+                    GuiSetStyle(i, j, value);
+                }
+            }
+            
+            // Load custom font if available
+            int fontDataSize = 0;
+            fwrite(&fontDataSize, 1, sizeof(int), rgsFile);
+            
+            if (fontDataSize > 0)
+            {
+                Font font = { 0 };
+                int fontType = 0;   // 0-Normal, 1-SDF
+                Rectangle whiteRec = { 0 };
+                
+                fread(&font.baseSize, 1, sizeof(int), rgsFile);
+                fread(&font.charsCount, 1, sizeof(int), rgsFile);
+                fread(&fontType, 1, sizeof(int), rgsFile);
+                
+                // Load font white rectangle
+                fread(&whiteRec, 1, sizeof(Rectangle), rgsFile);
+                
+                // Load font image parameters
+                int fontImageSize = 0;
+                fread(&fontImageSize, 1, sizeof(int), rgsFile);
+                
+                if (fontImageSize > 0)
+                {
+                    Image imFont = { 0 };
+                    imFont.mipmaps = 1;
+                    fread(&imFont.width, 1, sizeof(int), rgsFile);
+                    fread(&imFont.height, 1, sizeof(int), rgsFile);
+                    fread(&imFont.format, 1, sizeof(int), rgsFile);
+                    fread(&imFont.data, 1, fontImageSize, rgsFile);
+                    
+                    font.texture = LoadTextureFromImage(imFont);
+                    UnloadImage(imFont);
+                }
+                
+                // Load font chars data
+                font.chars = (CharInfo *)calloc(font.charsCount, sizeof(CharInfo));
+                for (int i = 0; i < font.charsCount; i++)
+                {
+                    fread(&font.chars[i].rec, 1, sizeof(Rectangle), rgsFile);
+                    fread(&font.chars[i].value, 1, sizeof(int), rgsFile);
+                    fread(&font.chars[i].offsetX, 1, sizeof(int), rgsFile);
+                    fread(&font.chars[i].offsetY, 1, sizeof(int), rgsFile);
+                    fread(&font.chars[i].advanceX, 1, sizeof(int), rgsFile);
+                }
+                
+                GuiFont(font);
+                
+                // Set font texture source rectangle to be used as white texture to draw shapes
+                // NOTE: This way, all gui can be draw using a single draw call
+                if ((whiteRec.width != 0) && (whiteRec.height != 0)) SetShapesTexture(font.texture, whiteRec);
+            }
+        }
+        else TraceLog(LOG_WARNING, "[raygui] Invalid style properties file");
+
+        fclose(rgsFile);
+    }
+}
+
+// Load style from a palette values array
+RAYGUIDEF void GuiLoadStyleProps(const int *props, int count)
+{
+    int completeSets = count/(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED);
+    int uncompleteSetProps = count%(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED);
+    
+    // Load style palette values from array (complete property sets)
+    for (int i = 0; i < completeSets; i++)
+    {
+        for (int j = 0; j < (NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED); i++) GuiSetStyle(i, j, props[i]);
+    }
+    
+    // Load style palette values from array (uncomplete property set)
+    for (int k = 0; k < uncompleteSetProps; k++) GuiSetStyle(completeSets, k, props[completeSets*(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED) + k]);
+}
+
+// Load style default over global style
+RAYGUIDEF void GuiLoadStyleDefault(void)
+{
+    // We set this variable first to avoid cyclic function calls
+    // when calling GuiSetStyle() and GuiGetStyle()
+    guiStyleLoaded = true;
+    
+    // Initialize default LIGHT style property values
+    GuiSetStyle(DEFAULT, BORDER_COLOR_NORMAL, 0x838383ff);
+    GuiSetStyle(DEFAULT, BASE_COLOR_NORMAL, 0xc9c9c9ff);
+    GuiSetStyle(DEFAULT, TEXT_COLOR_NORMAL, 0x686868ff);
+    GuiSetStyle(DEFAULT, BORDER_COLOR_FOCUSED, 0x5bb2d9ff);
+    GuiSetStyle(DEFAULT, BASE_COLOR_FOCUSED, 0xc9effeff);
+    GuiSetStyle(DEFAULT, TEXT_COLOR_FOCUSED, 0x6c9bbcff);
+    GuiSetStyle(DEFAULT, BORDER_COLOR_PRESSED, 0x0492c7ff);
+    GuiSetStyle(DEFAULT, BASE_COLOR_PRESSED, 0x97e8ffff);
+    GuiSetStyle(DEFAULT, TEXT_COLOR_PRESSED, 0x368bafff);
+    GuiSetStyle(DEFAULT, BORDER_COLOR_DISABLED, 0xb5c1c2ff);
+    GuiSetStyle(DEFAULT, BASE_COLOR_DISABLED, 0xe6e9e9ff);
+    GuiSetStyle(DEFAULT, TEXT_COLOR_DISABLED, 0xaeb7b8ff);
+    GuiSetStyle(DEFAULT, BORDER_WIDTH, 1);
+    GuiSetStyle(DEFAULT, INNER_PADDING, 1);
+           
+    // Populate all controls with default style 
+    for (int i = 1; i < NUM_CONTROLS; i++)
+    {
+        for (int j = 0; j < NUM_PROPS_DEFAULT; j++) GuiSetStyle(i, j, GuiGetStyle(DEFAULT, j));
+    }
+
+    // Initialize extended property values
+    // NOTE: By default, extended property values are initialized to 0
+    GuiSetStyle(DEFAULT, TEXT_SIZE, 10);
+    GuiSetStyle(DEFAULT, TEXT_SPACING, 1);
+    GuiSetStyle(DEFAULT, LINES_COLOR, 0x90abb5ff);          // DEFAULT specific property
+    GuiSetStyle(DEFAULT, BACKGROUND_COLOR, 0xf5f5f5ff);     // DEFAULT specific property
+    
+    GuiSetStyle(BUTTON, BORDER_WIDTH, 2);
+    GuiSetStyle(TOGGLE, GROUP_PADDING, 2);
+    GuiSetStyle(SLIDER, SLIDER_WIDTH, 15);
+    GuiSetStyle(SLIDER, EX_TEXT_PADDING, 5);
+    GuiSetStyle(CHECKBOX, CHECK_TEXT_PADDING, 5);
+    GuiSetStyle(COMBOBOX, SELECTOR_WIDTH, 30);
+    GuiSetStyle(COMBOBOX, SELECTOR_PADDING, 2);
+    GuiSetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING, 16);
+    GuiSetStyle(TEXTBOX, INNER_PADDING, 4);
+    GuiSetStyle(TEXTBOX, MULTILINE_PADDING, 5);
+    GuiSetStyle(TEXTBOX, SPINNER_BUTTON_PADDING, 20);       // SPINNER specific property
+    GuiSetStyle(TEXTBOX, SPINNER_BUTTON_PADDING, 2);        // SPINNER specific property
+    GuiSetStyle(TEXTBOX, SPINNER_BUTTON_BORDER_WIDTH, 1);   // SPINNER specific property
+    GuiSetStyle(COLORPICKER, COLOR_SELECTOR_SIZE, 6);
+    GuiSetStyle(COLORPICKER, BAR_WIDTH, 0x14);
+    GuiSetStyle(COLORPICKER, BAR_PADDING, 0xa);
+    GuiSetStyle(COLORPICKER, BAR_SELECTOR_HEIGHT, 6);
+    GuiSetStyle(COLORPICKER, BAR_SELECTOR_PADDING, 2);
+    GuiSetStyle(LISTVIEW, ELEMENTS_HEIGHT, 0x1e);
+    GuiSetStyle(LISTVIEW, ELEMENTS_PADDING, 2);
+    GuiSetStyle(LISTVIEW, SCROLLBAR_WIDTH, 10);
+}
+
+// Updates controls style with default values
+RAYGUIDEF void GuiUpdateStyleComplete(void)
+{
+    // Populate all controls with default style 
+    // NOTE: Extended style properties are ignored
+    for (int i = 1; i < NUM_CONTROLS; i++)
+    {
+        for (int j = 0; j < NUM_PROPS_DEFAULT; j++) GuiSetStyle(i, j, GuiGetStyle(DEFAULT, j));
+    }
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+// Convert color data from RGB to HSV
+// NOTE: Color data should be passed normalized
+static Vector3 ConvertRGBtoHSV(Vector3 rgb)
+{
+    Vector3 hsv = { 0.0f };
+    float min = 0.0f;
+    float max = 0.0f;
+    float delta = 0.0f;
+
+    min = (rgb.x < rgb.y) ? rgb.x : rgb.y;
+    min = (min < rgb.z) ? min  : rgb.z;
+
+    max = (rgb.x > rgb.y) ? rgb.x : rgb.y;
+    max = (max > rgb.z) ? max  : rgb.z;
+
+    hsv.z = max;            // Value
+    delta = max - min;
+
+    if (delta < 0.00001f)
+    {
+        hsv.y = 0.0f;
+        hsv.x = 0.0f;       // Undefined, maybe NAN?
+        return hsv;
+    }
+
+    if (max > 0.0f)
+    {
+        // NOTE: If max is 0, this divide would cause a crash
+        hsv.y = (delta/max);    // Saturation
+    }
+    else
+    {
+        // NOTE: If max is 0, then r = g = b = 0, s = 0, h is undefined
+        hsv.y = 0.0f;
+        hsv.x = 0.0f;        // Undefined, maybe NAN?
+        return hsv;
+    }
+
+    // NOTE: Comparing float values could not work properly
+    if (rgb.x >= max) hsv.x = (rgb.y - rgb.z)/delta;    // Between yellow & magenta
+    else
+    {
+        if (rgb.y >= max) hsv.x = 2.0f + (rgb.z - rgb.x)/delta;  // Between cyan & yellow
+        else hsv.x = 4.0f + (rgb.x - rgb.y)/delta;      // Between magenta & cyan
+    }
+
+    hsv.x *= 60.0f;     // Convert to degrees
+
+    if (hsv.x < 0.0f) hsv.x += 360.0f;
+
+    return hsv;
+}
+
+// Convert color data from HSV to RGB
+// NOTE: Color data should be passed normalized
+static Vector3 ConvertHSVtoRGB(Vector3 hsv)
+{
+    Vector3 rgb = { 0.0f };
+    float hh = 0.0f, p = 0.0f, q = 0.0f, t = 0.0f, ff = 0.0f;
+    long i = 0;
+
+    // NOTE: Comparing float values could not work properly
+    if (hsv.y <= 0.0f)
+    {
+        rgb.x = hsv.z;
+        rgb.y = hsv.z;
+        rgb.z = hsv.z;
+        return rgb;
+    }
+
+    hh = hsv.x;
+    if (hh >= 360.0f) hh = 0.0f;
+    hh /= 60.0f;
+
+    i = (long)hh;
+    ff = hh - i;
+    p = hsv.z*(1.0f - hsv.y);
+    q = hsv.z*(1.0f - (hsv.y*ff));
+    t = hsv.z*(1.0f - (hsv.y*(1.0f - ff)));
+
+    switch (i)
+    {
+        case 0:
+        {
+            rgb.x = hsv.z;
+            rgb.y = t;
+            rgb.z = p;
+        } break;
+        case 1:
+        {
+            rgb.x = q;
+            rgb.y = hsv.z;
+            rgb.z = p;
+        } break;
+        case 2:
+        {
+            rgb.x = p;
+            rgb.y = hsv.z;
+            rgb.z = t;
+        } break;
+        case 3:
+        {
+            rgb.x = p;
+            rgb.y = q;
+            rgb.z = hsv.z;
+        } break;
+        case 4:
+        {
+            rgb.x = t;
+            rgb.y = p;
+            rgb.z = hsv.z;
+        } break;
+        case 5:
+        default:
+        {
+            rgb.x = hsv.z;
+            rgb.y = p;
+            rgb.z = q;
+        } break;
+    }
+
+    return rgb;
+}
+
+#if defined(RAYGUI_STANDALONE)
+// Returns a Color struct from hexadecimal value
+static Color GetColor(int hexValue)
+{
+    Color color;
+
+    color.r = (unsigned char)(hexValue >> 24) & 0xFF;
+    color.g = (unsigned char)(hexValue >> 16) & 0xFF;
+    color.b = (unsigned char)(hexValue >> 8) & 0xFF;
+    color.a = (unsigned char)hexValue & 0xFF;
+
+    return color;
+}
+
+// Returns hexadecimal value for a Color
+static int ColorToInt(Color color)
+{
+    return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
+}
+
+// Check if point is inside rectangle
+static bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
+{
+    bool collision = false;
+
+    if ((point.x >= rec.x) && (point.x <= (rec.x + rec.width)) &&
+        (point.y >= rec.y) && (point.y <= (rec.y + rec.height))) collision = true;
+
+    return collision;
+}
+
+// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
+Color Fade(Color color, float alpha)
+{
+    if (alpha < 0.0f) alpha = 0.0f;
+    else if (alpha > 1.0f) alpha = 1.0f;
+
+    return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
+}
+
+// Formatting of text with variables to 'embed'
+static const char *FormatText(const char *text, ...)
+{
+    #define MAX_FORMATTEXT_LENGTH   64
+
+    static char buffer[MAX_FORMATTEXT_LENGTH];
+
+    va_list args;
+    va_start(args, text);
+    vsprintf(buffer, text, args);
+    va_end(args);
+
+    return buffer;
+}
+#endif      // RAYGUI_STANDALONE
+
+#endif      // RAYGUI_IMPLEMENTATION
diff --git a/Generator/raylib.h b/Generator/raylib.h
new file mode 100644
index 0000000..aa5bd16
--- /dev/null
+++ b/Generator/raylib.h
@@ -0,0 +1,1284 @@
+/**********************************************************************************************
+*
+*   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
+*       - Multiple platforms support: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5.
+*       - Written in plain C code (C99) in PascalCase/camelCase notation
+*       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
+*       - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+*       - Powerful fonts module with Fonts support (XNA fonts, AngelCode fonts, TTF)
+*       - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
+*       - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
+*       - Flexible Materials system, supporting classic maps and PBR maps
+*       - 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
+*       - Complete bindings to LUA (raylib-lua) and Go (raylib-go)
+*
+*   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):
+*       rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP) [core]
+*       glad (github.com/Dav1dde/glad) for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
+*       mini_al (github.com/dr-soft/mini_al) for audio device/context management [audio]
+*
+*   OPTIONAL DEPENDENCIES (included):
+*       stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) [textures]
+*       stb_image_resize (Sean Barret) for image resizing algorythms [textures]
+*       stb_image_write (Sean Barret) for image writting (PNG) [utils]
+*       stb_truetype (Sean Barret) for ttf fonts loading [text]
+*       stb_rect_pack (Sean Barret) for rectangles packing [text]
+*       stb_vorbis (Sean Barret) for OGG audio loading [audio]
+*       stb_perlin (Sean Barret) for Perlin noise image generation [textures]
+*       par_shapes (Philip Rideout) for parametric 3d shapes generation [models]
+*       jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
+*       jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
+*       dr_flac (David Reid) for FLAC audio file loading [audio]
+*       dr_mp3 (David Reid) for MP3 audio file loading [audio]
+*       rgif (Charlie Tangora, Ramon Santamaria) for GIF recording [core]
+*
+*
+*   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) 2013-2018 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.
+*
+**********************************************************************************************/
+
+#ifndef RAYLIB_H
+#define RAYLIB_H
+
+#include <stdarg.h>                             // Required for: va_list - Only used by TraceLogCallback
+
+#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
+    #define RLAPI __declspec(dllexport)         // We are building raylib as a Win32 shared library (.dll)
+#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
+    #define RLAPI __declspec(dllimport)         // We are using raylib as a Win32 shared library (.dll)
+#else
+    #define RLAPI   // We are building or using raylib as a static library (or Linux shared library)
+#endif
+
+//----------------------------------------------------------------------------------
+// Some basic Defines
+//----------------------------------------------------------------------------------
+#ifndef PI
+    #define PI 3.14159265358979323846f
+#endif
+
+#define DEG2RAD (PI/180.0f)
+#define RAD2DEG (180.0f/PI)
+
+// raylib Config Flags
+#define FLAG_SHOW_LOGO              1       // Set to show raylib logo at startup
+#define FLAG_FULLSCREEN_MODE        2       // Set to run program in fullscreen
+#define FLAG_WINDOW_RESIZABLE       4       // Set to allow resizable window
+#define FLAG_WINDOW_UNDECORATED     8       // Set to disable window decoration (frame and buttons)
+#define FLAG_WINDOW_TRANSPARENT    16       // Set to allow transparent window
+#define FLAG_MSAA_4X_HINT          32       // Set to try enabling MSAA 4X
+#define FLAG_VSYNC_HINT            64       // Set to try enabling V-Sync on GPU
+
+// Keyboard Function Keys
+#define KEY_SPACE            32
+#define KEY_ESCAPE          256
+#define KEY_ENTER           257
+#define KEY_TAB             258
+#define KEY_BACKSPACE       259
+#define KEY_INSERT          260
+#define KEY_DELETE          261
+#define KEY_RIGHT           262
+#define KEY_LEFT            263
+#define KEY_DOWN            264
+#define KEY_UP              265
+#define KEY_PAGE_UP         266
+#define KEY_PAGE_DOWN       267
+#define KEY_HOME            268
+#define KEY_END             269
+#define KEY_CAPS_LOCK       280
+#define KEY_SCROLL_LOCK     281
+#define KEY_NUM_LOCK        282
+#define KEY_PRINT_SCREEN    283
+#define KEY_PAUSE           284
+#define KEY_F1              290
+#define KEY_F2              291
+#define KEY_F3              292
+#define KEY_F4              293
+#define KEY_F5              294
+#define KEY_F6              295
+#define KEY_F7              296
+#define KEY_F8              297
+#define KEY_F9              298
+#define KEY_F10             299
+#define KEY_F11             300
+#define KEY_F12             301
+#define KEY_LEFT_SHIFT      340
+#define KEY_LEFT_CONTROL    341
+#define KEY_LEFT_ALT        342
+#define KEY_LEFT_SUPER      343
+#define KEY_RIGHT_SHIFT     344
+#define KEY_RIGHT_CONTROL   345
+#define KEY_RIGHT_ALT       346
+#define KEY_RIGHT_SUPER     347
+#define KEY_KB_MENU         348
+#define KEY_LEFT_BRACKET     91
+#define KEY_BACKSLASH        92
+#define KEY_RIGHT_BRACKET    93
+#define KEY_GRAVE            96
+
+// Keyboard Number Pad Keys
+#define KEY_KP_0            320
+#define KEY_KP_1            321
+#define KEY_KP_2            322
+#define KEY_KP_3            323
+#define KEY_KP_4            324
+#define KEY_KP_5            325
+#define KEY_KP_6            326
+#define KEY_KP_7            327
+#define KEY_KP_8            328
+#define KEY_KP_9            329
+#define KEY_KP_DECIMAL      330
+#define KEY_KP_DIVIDE       331
+#define KEY_KP_MULTIPLY     332
+#define KEY_KP_SUBTRACT     333
+#define KEY_KP_ADD          334
+#define KEY_KP_ENTER        335
+#define KEY_KP_EQUAL        336
+
+// Keyboard Alpha Numeric Keys
+#define KEY_APOSTROPHE       39
+#define KEY_COMMA            44
+#define KEY_MINUS            45
+#define KEY_PERIOD           46
+#define KEY_SLASH            47
+#define KEY_ZERO             48
+#define KEY_ONE              49
+#define KEY_TWO              50
+#define KEY_THREE            51
+#define KEY_FOUR             52
+#define KEY_FIVE             53
+#define KEY_SIX              54
+#define KEY_SEVEN            55
+#define KEY_EIGHT            56
+#define KEY_NINE             57
+#define KEY_SEMICOLON        59
+#define KEY_EQUAL            61
+#define KEY_A                65
+#define KEY_B                66
+#define KEY_C                67
+#define KEY_D                68
+#define KEY_E                69
+#define KEY_F                70
+#define KEY_G                71
+#define KEY_H                72
+#define KEY_I                73
+#define KEY_J                74
+#define KEY_K                75
+#define KEY_L                76
+#define KEY_M                77
+#define KEY_N                78
+#define KEY_O                79
+#define KEY_P                80
+#define KEY_Q                81
+#define KEY_R                82
+#define KEY_S                83
+#define KEY_T                84
+#define KEY_U                85
+#define KEY_V                86
+#define KEY_W                87
+#define KEY_X                88
+#define KEY_Y                89
+#define KEY_Z                90
+
+// Android Physical Buttons
+#define KEY_BACK              4
+#define KEY_MENU             82
+#define KEY_VOLUME_UP        24
+#define KEY_VOLUME_DOWN      25
+
+// Mouse Buttons
+#define MOUSE_LEFT_BUTTON     0
+#define MOUSE_RIGHT_BUTTON    1
+#define MOUSE_MIDDLE_BUTTON   2
+
+// Touch points registered
+#define MAX_TOUCH_POINTS      2
+
+// Gamepad Number
+#define GAMEPAD_PLAYER1       0
+#define GAMEPAD_PLAYER2       1
+#define GAMEPAD_PLAYER3       2
+#define GAMEPAD_PLAYER4       3
+
+// Gamepad Buttons/Axis
+
+// PS3 USB Controller Buttons
+#define GAMEPAD_PS3_BUTTON_TRIANGLE 0
+#define GAMEPAD_PS3_BUTTON_CIRCLE   1
+#define GAMEPAD_PS3_BUTTON_CROSS    2
+#define GAMEPAD_PS3_BUTTON_SQUARE   3
+#define GAMEPAD_PS3_BUTTON_L1       6
+#define GAMEPAD_PS3_BUTTON_R1       7
+#define GAMEPAD_PS3_BUTTON_L2       4
+#define GAMEPAD_PS3_BUTTON_R2       5
+#define GAMEPAD_PS3_BUTTON_START    8
+#define GAMEPAD_PS3_BUTTON_SELECT   9
+#define GAMEPAD_PS3_BUTTON_UP      24
+#define GAMEPAD_PS3_BUTTON_RIGHT   25
+#define GAMEPAD_PS3_BUTTON_DOWN    26
+#define GAMEPAD_PS3_BUTTON_LEFT    27
+#define GAMEPAD_PS3_BUTTON_PS      12
+
+// PS3 USB Controller Axis
+#define GAMEPAD_PS3_AXIS_LEFT_X     0
+#define GAMEPAD_PS3_AXIS_LEFT_Y     1
+#define GAMEPAD_PS3_AXIS_RIGHT_X    2
+#define GAMEPAD_PS3_AXIS_RIGHT_Y    5
+#define GAMEPAD_PS3_AXIS_L2         3       // [1..-1] (pressure-level)
+#define GAMEPAD_PS3_AXIS_R2         4       // [1..-1] (pressure-level)
+
+// Xbox360 USB Controller Buttons
+#define GAMEPAD_XBOX_BUTTON_A       0
+#define GAMEPAD_XBOX_BUTTON_B       1
+#define GAMEPAD_XBOX_BUTTON_X       2
+#define GAMEPAD_XBOX_BUTTON_Y       3
+#define GAMEPAD_XBOX_BUTTON_LB      4
+#define GAMEPAD_XBOX_BUTTON_RB      5
+#define GAMEPAD_XBOX_BUTTON_SELECT  6
+#define GAMEPAD_XBOX_BUTTON_START   7
+#define GAMEPAD_XBOX_BUTTON_UP      10
+#define GAMEPAD_XBOX_BUTTON_RIGHT   11
+#define GAMEPAD_XBOX_BUTTON_DOWN    12
+#define GAMEPAD_XBOX_BUTTON_LEFT    13
+#define GAMEPAD_XBOX_BUTTON_HOME    8
+
+// Android Gamepad Controller (SNES CLASSIC)
+#define GAMEPAD_ANDROID_DPAD_UP        19
+#define GAMEPAD_ANDROID_DPAD_DOWN      20
+#define GAMEPAD_ANDROID_DPAD_LEFT      21
+#define GAMEPAD_ANDROID_DPAD_RIGHT     22
+#define GAMEPAD_ANDROID_DPAD_CENTER    23
+
+#define GAMEPAD_ANDROID_BUTTON_A       96
+#define GAMEPAD_ANDROID_BUTTON_B       97
+#define GAMEPAD_ANDROID_BUTTON_C       98
+#define GAMEPAD_ANDROID_BUTTON_X       99
+#define GAMEPAD_ANDROID_BUTTON_Y       100
+#define GAMEPAD_ANDROID_BUTTON_Z       101
+#define GAMEPAD_ANDROID_BUTTON_L1      102
+#define GAMEPAD_ANDROID_BUTTON_R1      103
+#define GAMEPAD_ANDROID_BUTTON_L2      104
+#define GAMEPAD_ANDROID_BUTTON_R2      105
+
+// Xbox360 USB Controller Axis
+// NOTE: For Raspberry Pi, axis must be reconfigured
+#if defined(PLATFORM_RPI)
+    #define GAMEPAD_XBOX_AXIS_LEFT_X    0   // [-1..1] (left->right)
+    #define GAMEPAD_XBOX_AXIS_LEFT_Y    1   // [-1..1] (up->down)
+    #define GAMEPAD_XBOX_AXIS_RIGHT_X   3   // [-1..1] (left->right)
+    #define GAMEPAD_XBOX_AXIS_RIGHT_Y   4   // [-1..1] (up->down)
+    #define GAMEPAD_XBOX_AXIS_LT        2   // [-1..1] (pressure-level)
+    #define GAMEPAD_XBOX_AXIS_RT        5   // [-1..1] (pressure-level)
+#else
+    #define GAMEPAD_XBOX_AXIS_LEFT_X    0   // [-1..1] (left->right)
+    #define GAMEPAD_XBOX_AXIS_LEFT_Y    1   // [1..-1] (up->down)
+    #define GAMEPAD_XBOX_AXIS_RIGHT_X   2   // [-1..1] (left->right)
+    #define GAMEPAD_XBOX_AXIS_RIGHT_Y   3   // [1..-1] (up->down)
+    #define GAMEPAD_XBOX_AXIS_LT        4   // [-1..1] (pressure-level)
+    #define GAMEPAD_XBOX_AXIS_RT        5   // [-1..1] (pressure-level)
+#endif
+
+// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
+// Plain structures in C++ (without constructors) can be initialized from { } initializers.
+#if defined(__cplusplus)
+    #define CLITERAL
+#else
+    #define CLITERAL    (Color)
+#endif
+
+// Some Basic Colors
+// NOTE: Custom raylib color palette for amazing visuals on WHITE background
+#define LIGHTGRAY  CLITERAL{ 200, 200, 200, 255 }   // Light Gray
+#define GRAY       CLITERAL{ 130, 130, 130, 255 }   // Gray
+#define DARKGRAY   CLITERAL{ 80, 80, 80, 255 }      // Dark Gray
+#define YELLOW     CLITERAL{ 253, 249, 0, 255 }     // Yellow
+#define GOLD       CLITERAL{ 255, 203, 0, 255 }     // Gold
+#define ORANGE     CLITERAL{ 255, 161, 0, 255 }     // Orange
+#define PINK       CLITERAL{ 255, 109, 194, 255 }   // Pink
+#define RED        CLITERAL{ 230, 41, 55, 255 }     // Red
+#define MAROON     CLITERAL{ 190, 33, 55, 255 }     // Maroon
+#define GREEN      CLITERAL{ 0, 228, 48, 255 }      // Green
+#define LIME       CLITERAL{ 0, 158, 47, 255 }      // Lime
+#define DARKGREEN  CLITERAL{ 0, 117, 44, 255 }      // Dark Green
+#define SKYBLUE    CLITERAL{ 102, 191, 255, 255 }   // Sky Blue
+#define BLUE       CLITERAL{ 0, 121, 241, 255 }     // Blue
+#define DARKBLUE   CLITERAL{ 0, 82, 172, 255 }      // Dark Blue
+#define PURPLE     CLITERAL{ 200, 122, 255, 255 }   // Purple
+#define VIOLET     CLITERAL{ 135, 60, 190, 255 }    // Violet
+#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 }    // Dark Purple
+#define BEIGE      CLITERAL{ 211, 176, 131, 255 }   // Beige
+#define BROWN      CLITERAL{ 127, 106, 79, 255 }    // Brown
+#define DARKBROWN  CLITERAL{ 76, 63, 47, 255 }      // Dark Brown
+
+#define WHITE      CLITERAL{ 255, 255, 255, 255 }   // White
+#define BLACK      CLITERAL{ 0, 0, 0, 255 }         // Black
+#define BLANK      CLITERAL{ 0, 0, 0, 0 }           // Blank (Transparent)
+#define MAGENTA    CLITERAL{ 255, 0, 255, 255 }     // Magenta
+#define RAYWHITE   CLITERAL{ 245, 245, 245, 255 }   // My own White (raylib logo)
+
+// Shader and material limits
+#define MAX_SHADER_LOCATIONS        32      // Maximum number of predefined locations stored in shader struct
+#define MAX_MATERIAL_MAPS           12      // Maximum number of texture maps stored in shader struct
+
+//----------------------------------------------------------------------------------
+// Structures Definition
+//----------------------------------------------------------------------------------
+// Boolean type
+#if defined(__STDC__) && __STDC_VERSION__ >= 199901L
+    #include <stdbool.h>
+#elif !defined(__cplusplus) && !defined(bool)
+    typedef enum { false, true } bool;
+#endif
+
+// Vector2 type
+typedef struct Vector2 {
+    float x;
+    float y;
+} Vector2;
+
+// Vector3 type
+typedef struct Vector3 {
+    float x;
+    float y;
+    float z;
+} Vector3;
+
+// Vector4 type
+typedef struct Vector4 {
+    float x;
+    float y;
+    float z;
+    float w;
+} Vector4;
+
+// Quaternion type, same as Vector4
+typedef Vector4 Quaternion;
+
+// Matrix type (OpenGL style 4x4 - right handed, column major)
+typedef struct Matrix {
+    float m0, m4, m8, m12;
+    float m1, m5, m9, m13;
+    float m2, m6, m10, m14;
+    float m3, m7, m11, m15;
+} Matrix;
+
+// Color type, RGBA (32bit)
+typedef struct Color {
+    unsigned char r;
+    unsigned char g;
+    unsigned char b;
+    unsigned char a;
+} Color;
+
+// Rectangle type
+typedef struct Rectangle {
+    float x;
+    float y;
+    float width;
+    float height;
+} Rectangle;
+
+// Image type, bpp always RGBA (32bit)
+// NOTE: Data stored in CPU memory (RAM)
+typedef 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)
+} Image;
+
+// Texture2D type
+// NOTE: Data stored in GPU memory
+typedef struct Texture2D {
+    unsigned int 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)
+} Texture2D;
+
+// Texture type, same as Texture2D
+typedef Texture2D Texture;
+
+// RenderTexture2D type, for texture rendering
+typedef struct RenderTexture2D {
+    unsigned int id;        // OpenGL Framebuffer Object (FBO) id
+    Texture2D texture;      // Color buffer attachment texture
+    Texture2D depth;        // Depth buffer attachment texture
+} RenderTexture2D;
+
+// RenderTexture type, same as RenderTexture2D
+typedef RenderTexture2D RenderTexture;
+
+// N-Patch layout info
+typedef 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
+} NPatchInfo;
+
+// Font character info
+typedef struct CharInfo {
+    int value;              // Character value (Unicode)
+    Rectangle rec;          // Character rectangle in sprite font
+    int offsetX;            // Character offset X when drawing
+    int offsetY;            // Character offset Y when drawing
+    int advanceX;           // Character advance position X
+    unsigned char *data;    // Character pixel data (grayscale)
+} CharInfo;
+
+// Font type, includes texture and charSet array data
+typedef struct Font {
+    Texture2D texture;      // Font texture
+    int baseSize;           // Base size (default chars height)
+    int charsCount;         // Number of characters
+    CharInfo *chars;        // Characters info data
+} Font;
+
+#define SpriteFont Font     // SpriteFont type fallback, defaults to Font
+
+// Camera type, defines a camera position/orientation in 3d space
+typedef struct Camera3D {
+    Vector3 position;       // Camera position
+    Vector3 target;         // Camera target it looks-at
+    Vector3 up;             // Camera up vector (rotation over its axis)
+    float fovy;             // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
+    int type;               // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
+} Camera3D;
+
+#define Camera Camera3D     // Camera type fallback, defaults to Camera3D
+
+// Camera2D type, defines a 2d camera
+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
+} Camera2D;
+
+// Bounding box type
+typedef struct BoundingBox {
+    Vector3 min;            // Minimum vertex box-corner
+    Vector3 max;            // Maximum vertex box-corner
+} BoundingBox;
+
+// Vertex data definning a mesh
+// NOTE: Data stored in CPU memory (and GPU)
+typedef 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)
+    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
+    float *baseVertices;    // Vertex base position (required to apply bones transformations)
+    float *baseNormals;     // Vertex base normals (required to apply bones transformations)
+    float *weightBias;      // Vertex weight bias
+    int *weightId;          // Vertex weight id
+
+    // OpenGL identifiers
+    unsigned int vaoId;     // OpenGL Vertex Array Object id
+    unsigned int vboId[7];  // OpenGL Vertex Buffer Objects id (default vertex data)
+} Mesh;
+
+// Shader type (generic)
+typedef struct Shader {
+    unsigned int id;                // Shader program id
+    int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
+} Shader;
+
+// Material texture map
+typedef struct MaterialMap {
+    Texture2D texture;      // Material map texture
+    Color color;            // Material map color
+    float value;            // Material map value
+} MaterialMap;
+
+// Material type (generic)
+typedef struct Material {
+    Shader shader;          // Material shader
+    MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
+    float *params;          // Material generic parameters (if required)
+} Material;
+
+// Model type
+typedef struct Model {
+    Mesh mesh;              // Vertex data buffers (RAM and VRAM)
+    Matrix transform;       // Local transform matrix
+    Material material;      // Shader and textures data
+} Model;
+
+// Ray type (useful for raycast)
+typedef struct Ray {
+    Vector3 position;       // Ray position (origin)
+    Vector3 direction;      // Ray direction
+} Ray;
+
+// Raycast hit information
+typedef 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
+} RayHitInfo;
+
+// Wave type, defines audio wave data
+typedef struct Wave {
+    unsigned int sampleCount;   // Number of samples
+    unsigned int sampleRate;    // Frequency (samples per second)
+    unsigned int sampleSize;    // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+    unsigned int channels;      // Number of channels (1-mono, 2-stereo)
+    void *data;                 // Buffer data pointer
+} Wave;
+
+// Sound source type
+typedef struct Sound {
+    void *audioBuffer;      // Pointer to internal data used by the audio system
+
+    unsigned int source;    // Audio source id
+    unsigned int buffer;    // Audio buffer id
+    int format;             // Audio format specifier
+} Sound;
+
+// Music type (file streaming from memory)
+// NOTE: Anything longer than ~10 seconds should be streamed
+typedef struct MusicData *Music;
+
+// Audio stream type
+// NOTE: Useful to create custom audio streams not bound to a specific file
+typedef struct AudioStream {
+    unsigned int sampleRate;    // Frequency (samples per second)
+    unsigned int sampleSize;    // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+    unsigned int channels;      // Number of channels (1-mono, 2-stereo)
+
+    void *audioBuffer;          // Pointer to internal data used by the audio system.
+
+    int format;                 // Audio format specifier
+    unsigned int source;        // Audio source id
+    unsigned int buffers[2];    // Audio buffers (double buffering)
+} AudioStream;
+
+// Head-Mounted-Display device parameters
+typedef 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 lensDistortionValues[4];  // HMD lens distortion constant parameters
+    float chromaAbCorrection[4];    // HMD chromatic aberration correction parameters
+} VrDeviceInfo;
+
+//----------------------------------------------------------------------------------
+// Enumerators Definition
+//----------------------------------------------------------------------------------
+// Trace log type
+typedef enum {
+    LOG_INFO    = 1,
+    LOG_WARNING = 2,
+    LOG_ERROR   = 4,
+    LOG_DEBUG   = 8,
+    LOG_OTHER   = 16
+} LogType;
+
+// Shader location point type
+typedef enum {
+    LOC_VERTEX_POSITION = 0,
+    LOC_VERTEX_TEXCOORD01,
+    LOC_VERTEX_TEXCOORD02,
+    LOC_VERTEX_NORMAL,
+    LOC_VERTEX_TANGENT,
+    LOC_VERTEX_COLOR,
+    LOC_MATRIX_MVP,
+    LOC_MATRIX_MODEL,
+    LOC_MATRIX_VIEW,
+    LOC_MATRIX_PROJECTION,
+    LOC_VECTOR_VIEW,
+    LOC_COLOR_DIFFUSE,
+    LOC_COLOR_SPECULAR,
+    LOC_COLOR_AMBIENT,
+    LOC_MAP_ALBEDO,          // LOC_MAP_DIFFUSE
+    LOC_MAP_METALNESS,       // LOC_MAP_SPECULAR
+    LOC_MAP_NORMAL,
+    LOC_MAP_ROUGHNESS,
+    LOC_MAP_OCCLUSION,
+    LOC_MAP_EMISSION,
+    LOC_MAP_HEIGHT,
+    LOC_MAP_CUBEMAP,
+    LOC_MAP_IRRADIANCE,
+    LOC_MAP_PREFILTER,
+    LOC_MAP_BRDF
+} ShaderLocationIndex;
+
+#define LOC_MAP_DIFFUSE      LOC_MAP_ALBEDO
+#define LOC_MAP_SPECULAR     LOC_MAP_METALNESS
+
+// Material map type
+typedef enum {
+    MAP_ALBEDO    = 0,       // MAP_DIFFUSE
+    MAP_METALNESS = 1,       // MAP_SPECULAR
+    MAP_NORMAL    = 2,
+    MAP_ROUGHNESS = 3,
+    MAP_OCCLUSION,
+    MAP_EMISSION,
+    MAP_HEIGHT,
+    MAP_CUBEMAP,             // NOTE: Uses GL_TEXTURE_CUBE_MAP
+    MAP_IRRADIANCE,          // NOTE: Uses GL_TEXTURE_CUBE_MAP
+    MAP_PREFILTER,           // NOTE: Uses GL_TEXTURE_CUBE_MAP
+    MAP_BRDF
+} TexmapIndex;
+
+#define MAP_DIFFUSE      MAP_ALBEDO
+#define MAP_SPECULAR     MAP_METALNESS
+
+// Pixel formats
+// NOTE: Support depends on OpenGL version and platform
+typedef enum {
+    UNCOMPRESSED_GRAYSCALE = 1,     // 8 bit per pixel (no alpha)
+    UNCOMPRESSED_GRAY_ALPHA,        // 8*2 bpp (2 channels)
+    UNCOMPRESSED_R5G6B5,            // 16 bpp
+    UNCOMPRESSED_R8G8B8,            // 24 bpp
+    UNCOMPRESSED_R5G5B5A1,          // 16 bpp (1 bit alpha)
+    UNCOMPRESSED_R4G4B4A4,          // 16 bpp (4 bit alpha)
+    UNCOMPRESSED_R8G8B8A8,          // 32 bpp
+    UNCOMPRESSED_R32,               // 32 bpp (1 channel - float)
+    UNCOMPRESSED_R32G32B32,         // 32*3 bpp (3 channels - float)
+    UNCOMPRESSED_R32G32B32A32,      // 32*4 bpp (4 channels - float)
+    COMPRESSED_DXT1_RGB,            // 4 bpp (no alpha)
+    COMPRESSED_DXT1_RGBA,           // 4 bpp (1 bit alpha)
+    COMPRESSED_DXT3_RGBA,           // 8 bpp
+    COMPRESSED_DXT5_RGBA,           // 8 bpp
+    COMPRESSED_ETC1_RGB,            // 4 bpp
+    COMPRESSED_ETC2_RGB,            // 4 bpp
+    COMPRESSED_ETC2_EAC_RGBA,       // 8 bpp
+    COMPRESSED_PVRT_RGB,            // 4 bpp
+    COMPRESSED_PVRT_RGBA,           // 4 bpp
+    COMPRESSED_ASTC_4x4_RGBA,       // 8 bpp
+    COMPRESSED_ASTC_8x8_RGBA        // 2 bpp
+} PixelFormat;
+
+// Texture parameters: filter mode
+// NOTE 1: Filtering considers mipmaps if available in the texture
+// NOTE 2: Filter is accordingly set for minification and magnification
+typedef enum {
+    FILTER_POINT = 0,               // No filter, just pixel aproximation
+    FILTER_BILINEAR,                // Linear filtering
+    FILTER_TRILINEAR,               // Trilinear filtering (linear with mipmaps)
+    FILTER_ANISOTROPIC_4X,          // Anisotropic filtering 4x
+    FILTER_ANISOTROPIC_8X,          // Anisotropic filtering 8x
+    FILTER_ANISOTROPIC_16X,         // Anisotropic filtering 16x
+} TextureFilterMode;
+
+// Texture parameters: wrap mode
+typedef enum {
+    WRAP_REPEAT = 0,
+    WRAP_CLAMP,
+    WRAP_MIRROR
+} TextureWrapMode;
+
+// Font type, defines generation method
+typedef enum {
+    FONT_DEFAULT = 0,   // Default font generation, anti-aliased
+    FONT_BITMAP,        // Bitmap font generation, no anti-aliasing
+    FONT_SDF            // SDF font generation, requires external shader
+} FontType;
+
+// Color blending modes (pre-defined)
+typedef enum {
+    BLEND_ALPHA = 0,
+    BLEND_ADDITIVE,
+    BLEND_MULTIPLIED
+} BlendMode;
+
+// Gestures type
+// NOTE: It could be used as flags to enable only some gestures
+typedef enum {
+    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
+} Gestures;
+
+// Camera system modes
+typedef enum {
+    CAMERA_CUSTOM = 0,
+    CAMERA_FREE,
+    CAMERA_ORBITAL,
+    CAMERA_FIRST_PERSON,
+    CAMERA_THIRD_PERSON
+} CameraMode;
+
+// Camera projection modes
+typedef enum {
+    CAMERA_PERSPECTIVE = 0,
+    CAMERA_ORTHOGRAPHIC
+} CameraType;
+
+// Head Mounted Display devices
+typedef enum {
+    HMD_DEFAULT_DEVICE = 0,
+    HMD_OCULUS_RIFT_DK2,
+    HMD_OCULUS_RIFT_CV1,
+    HMD_OCULUS_GO,
+    HMD_VALVE_HTC_VIVE,
+    HMD_SONY_PSVR
+} VrDeviceType;
+
+// Type of n-patch
+typedef enum {
+    NPT_9PATCH = 0,         // 3x3
+    NPT_3PATCH_VERTICAL,    // 1x3
+    NPT_3PATCH_HORIZONTAL   // 3x1
+} NPatchType;
+
+// Callbacks to be implemented by users
+typedef void (*TraceLogCallback)(int msgType, const char *text, va_list args);
+
+#if defined(__cplusplus)
+extern "C" {            // Prevents name mangling of functions
+#endif
+
+//------------------------------------------------------------------------------------
+// Global Variables Definition
+//------------------------------------------------------------------------------------
+// It's lonely here...
+
+//------------------------------------------------------------------------------------
+// Window and Graphics Device Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// Window-related functions
+RLAPI void InitWindow(int width, int height, const char *title);  // Initialize window and OpenGL context
+RLAPI void CloseWindow(void);                                     // Close window and unload OpenGL context
+RLAPI bool IsWindowReady(void);                                   // Check if window has been initialized successfully
+RLAPI bool WindowShouldClose(void);                               // Check if KEY_ESCAPE pressed or Close icon pressed
+RLAPI bool IsWindowMinimized(void);                               // Check if window has been minimized (or lost focus)
+RLAPI void ToggleFullscreen(void);                                // Toggle fullscreen mode (only PLATFORM_DESKTOP)
+RLAPI void SetWindowIcon(Image image);                            // Set icon for window (only PLATFORM_DESKTOP)
+RLAPI void SetWindowTitle(const char *title);                     // Set title for window (only PLATFORM_DESKTOP)
+RLAPI void SetWindowPosition(int x, int y);                       // Set window position on screen (only PLATFORM_DESKTOP)
+RLAPI void SetWindowMonitor(int monitor);                         // Set monitor for the current window (fullscreen mode)
+RLAPI void SetWindowMinSize(int width, int height);               // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
+RLAPI void SetWindowSize(int width, int height);                  // Set window dimensions
+RLAPI int GetScreenWidth(void);                                   // Get current screen width
+RLAPI int GetScreenHeight(void);                                  // Get current screen height
+RLAPI void *GetWindowHandle(void);                                // Get native window handle
+RLAPI int GetMonitorCount(void);                                  // Get number of connected monitors
+RLAPI int GetMonitorWidth(int monitor);                           // Get primary monitor width
+RLAPI int GetMonitorHeight(int monitor);                          // Get primary monitor height
+RLAPI int GetMonitorPhysicalWidth(int monitor);                   // Get primary monitor physical width in millimetres
+RLAPI int GetMonitorPhysicalHeight(int monitor);                  // Get primary monitor physical height in millimetres
+RLAPI const char *GetMonitorName(int monitor);                    // Get the human-readable, UTF-8 encoded name of the primary monitor
+
+// Cursor-related functions
+RLAPI void ShowCursor(void);                                      // Shows cursor
+RLAPI void HideCursor(void);                                      // Hides cursor
+RLAPI bool IsCursorHidden(void);                                  // Check if cursor is not visible
+RLAPI void EnableCursor(void);                                    // Enables cursor (unlock cursor)
+RLAPI void DisableCursor(void);                                   // Disables cursor (lock cursor)
+
+// Drawing-related functions
+RLAPI void ClearBackground(Color color);                          // Set background color (framebuffer clear color)
+RLAPI void BeginDrawing(void);                                    // Setup canvas (framebuffer) to start drawing
+RLAPI void EndDrawing(void);                                      // End canvas drawing and swap buffers (double buffering)
+RLAPI void BeginMode2D(Camera2D camera);                          // Initialize 2D mode with custom camera (2D)
+RLAPI void EndMode2D(void);                                       // Ends 2D mode with custom camera
+RLAPI void BeginMode3D(Camera3D camera);                          // Initializes 3D mode with custom camera (3D)
+RLAPI void EndMode3D(void);                                       // Ends 3D mode and returns to default 2D orthographic mode
+RLAPI void BeginTextureMode(RenderTexture2D target);              // Initializes render texture for drawing
+RLAPI void EndTextureMode(void);                                  // Ends drawing to render texture
+
+// Screen-space-related functions
+RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Returns a ray trace from mouse position
+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Returns the screen space position for a 3d world space position
+RLAPI Matrix GetCameraMatrix(Camera camera);                      // Returns camera transform matrix (view matrix)
+
+// timing-related functions
+RLAPI void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
+RLAPI int GetFPS(void);                                           // Returns current FPS
+RLAPI float GetFrameTime(void);                                   // Returns time in seconds for last frame drawn
+RLAPI double GetTime(void);                                       // Returns elapsed time in seconds since InitWindow()
+
+// Color-related functions
+RLAPI int ColorToInt(Color color);                                // Returns hexadecimal value for a Color
+RLAPI Vector4 ColorNormalize(Color color);                        // Returns color normalized as float [0..1]
+RLAPI Vector3 ColorToHSV(Color color);                            // Returns HSV values for a Color
+RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
+RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
+
+// Misc. functions
+RLAPI void ShowLogo(void);                                        // Activate raylib logo at startup (can be done with flags)
+RLAPI void SetConfigFlags(unsigned char flags);                   // Setup window configuration flags (view FLAGS)
+RLAPI void SetTraceLog(unsigned char types);                      // Enable trace log message types (bit flags based)
+RLAPI void SetTraceLogCallback(TraceLogCallback callback);        // Set a trace log callback to enable custom logging bypassing raylib's one
+RLAPI void TraceLog(int logType, const char *text, ...);          // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
+RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (saved a .png)
+RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
+
+// Files management functions
+RLAPI bool FileExists(const char *fileName);                      // Check if file exists
+RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
+RLAPI const char *GetExtension(const char *fileName);             // Get pointer to extension for a filename string
+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 (memory should be freed)
+RLAPI const char *GetDirectoryPath(const char *fileName);         // Get full path for a given fileName (uses static string)
+RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory (uses static string)
+RLAPI char **GetDirectoryFiles(const char *dirPath, int *count);  // Get filenames in a directory path (memory should be freed)
+RLAPI void ClearDirectoryFiles(void);                             // Clear directory files paths buffers (free memory)
+RLAPI bool ChangeDirectory(const char *dir);                      // Change working directory, returns true if success
+RLAPI bool IsFileDropped(void);                                   // Check if a file has been dropped into window
+RLAPI char **GetDroppedFiles(int *count);                         // Get dropped files names (memory should be freed)
+RLAPI void ClearDroppedFiles(void);                               // Clear dropped files paths buffer (free memory)
+RLAPI long GetFileModTime(const char *fileName);                  // Get file modification time (last write time)
+
+// Persistent storage management
+RLAPI void StorageSaveValue(int position, int value);             // Save integer value to storage file (to defined position)
+RLAPI int StorageLoadValue(int position);                         // Load integer value from storage file (from defined position)
+
+//------------------------------------------------------------------------------------
+// Input Handling Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// Input-related functions: keyboard
+RLAPI bool IsKeyPressed(int key);                             // Detect if a key has been pressed once
+RLAPI bool IsKeyDown(int key);                                // Detect if a key is being pressed
+RLAPI bool IsKeyReleased(int key);                            // Detect if a key has been released once
+RLAPI bool IsKeyUp(int key);                                  // Detect if a key is NOT being pressed
+RLAPI int GetKeyPressed(void);                                // Get latest key pressed
+RLAPI void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
+
+// Input-related functions: gamepads
+RLAPI bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
+RLAPI bool IsGamepadName(int gamepad, const char *name);      // Check gamepad name (if available)
+RLAPI const char *GetGamepadName(int gamepad);                // Return gamepad internal name id
+RLAPI bool IsGamepadButtonPressed(int gamepad, int button);   // Detect if a gamepad button has been pressed once
+RLAPI bool IsGamepadButtonDown(int gamepad, int button);      // Detect if a gamepad button is being pressed
+RLAPI bool IsGamepadButtonReleased(int gamepad, int button);  // Detect if a gamepad button has been released once
+RLAPI bool IsGamepadButtonUp(int gamepad, int button);        // Detect if a gamepad button is NOT being pressed
+RLAPI int GetGamepadButtonPressed(void);                      // Get the last gamepad button pressed
+RLAPI int GetGamepadAxisCount(int gamepad);                   // Return gamepad axis count for a gamepad
+RLAPI float GetGamepadAxisMovement(int gamepad, int axis);    // Return axis movement value for a gamepad axis
+
+// Input-related functions: mouse
+RLAPI bool IsMouseButtonPressed(int button);                  // Detect if a mouse button has been pressed once
+RLAPI bool IsMouseButtonDown(int button);                     // Detect if a mouse button is being pressed
+RLAPI bool IsMouseButtonReleased(int button);                 // Detect if a mouse button has been released once
+RLAPI bool IsMouseButtonUp(int button);                       // Detect if a mouse button is NOT being pressed
+RLAPI int GetMouseX(void);                                    // Returns mouse position X
+RLAPI int GetMouseY(void);                                    // Returns mouse position Y
+RLAPI Vector2 GetMousePosition(void);                         // Returns mouse position XY
+RLAPI void SetMousePosition(Vector2 position);                // Set mouse position XY
+RLAPI void SetMouseScale(float scale);                        // Set mouse scaling
+RLAPI int GetMouseWheelMove(void);                            // Returns mouse wheel movement Y
+
+// Input-related functions: touch
+RLAPI int GetTouchX(void);                                    // Returns touch position X for touch point 0 (relative to screen size)
+RLAPI int GetTouchY(void);                                    // Returns touch position Y for touch point 0 (relative to screen size)
+RLAPI Vector2 GetTouchPosition(int index);                    // Returns touch position XY for a touch point index (relative to screen size)
+
+//------------------------------------------------------------------------------------
+// Gestures and Touch Handling Functions (Module: gestures)
+//------------------------------------------------------------------------------------
+RLAPI void SetGesturesEnabled(unsigned int gestureFlags);     // Enable a set of gestures using flags
+RLAPI bool IsGestureDetected(int gesture);                    // Check if a gesture have been detected
+RLAPI int GetGestureDetected(void);                           // Get latest detected gesture
+RLAPI int GetTouchPointsCount(void);                          // Get touch points count
+RLAPI float GetGestureHoldDuration(void);                     // Get gesture hold time in milliseconds
+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: camera)
+//------------------------------------------------------------------------------------
+RLAPI void SetCameraMode(Camera camera, int mode);                // Set camera mode (multiple camera modes available)
+RLAPI void UpdateCamera(Camera *camera);                          // Update camera position for selected mode
+
+RLAPI void SetCameraPanControl(int panKey);                       // Set camera pan key to combine with mouse movement (free camera)
+RLAPI void SetCameraAltControl(int altKey);                       // Set camera alt key to combine with mouse movement (free camera)
+RLAPI void SetCameraSmoothZoomControl(int szKey);                 // Set camera smooth zoom key to combine with mouse (free camera)
+RLAPI 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
+RLAPI void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel
+RLAPI void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel (Vector version)
+RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                // Draw a line
+RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);                                     // Draw a line (Vector version)
+RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color);                       // Draw a line defining thickness
+RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color);                   // Draw a line using cubic-bezier curves in-out
+RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color);                              // Draw a color-filled circle
+RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2);       // 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 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 color1, Color color2);// Draw a vertical-gradient-filled rectangle
+RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
+RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4);       // 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, int lineThick, Color color);                              // Draw rectangle outline with extended parameters
+RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                                // Draw a color-filled triangle
+RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                           // Draw triangle outline
+RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color);               // Draw a regular polygon (Vector version)
+RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color);                                      // Draw a closed polygon defined by points
+RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color);                                 // Draw polygon lines
+
+// Basic shapes collision detection functions
+RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);                                           // Check collision between two rectangles
+RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);        // Check collision between two circles
+RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);                         // Check collision between circle and rectangle
+RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);                                         // Get collision rectangle for two rectangles collision
+RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec);                                         // Check if point is inside rectangle
+RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius);                       // Check if point is inside circle
+RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);               // Check if point is inside a triangle
+
+//------------------------------------------------------------------------------------
+// Texture Loading and Drawing Functions (Module: textures)
+//------------------------------------------------------------------------------------
+
+// Image/Texture2D data loading/unloading/saving functions
+RLAPI Image LoadImage(const char *fileName);                                                             // Load image from file into CPU memory (RAM)
+RLAPI Image LoadImageEx(Color *pixels, int width, int height);                                           // Load image from Color array data (RGBA - 32bit)
+RLAPI Image LoadImagePro(void *data, int width, int height, int format);                                 // Load image from raw data with parameters
+RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize);       // Load image from RAW file data
+RLAPI void ExportImage(Image image, const char *fileName);                                               // Export image data to file
+RLAPI Texture2D LoadTexture(const char *fileName);                                                       // Load texture from file into GPU memory (VRAM)
+RLAPI Texture2D LoadTextureFromImage(Image image);                                                       // Load texture from image data
+RLAPI RenderTexture2D LoadRenderTexture(int width, int height);                                          // Load texture for rendering (framebuffer)
+RLAPI void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
+RLAPI void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory (VRAM)
+RLAPI void UnloadRenderTexture(RenderTexture2D target);                                                  // Unload render texture from GPU memory (VRAM)
+RLAPI Color *GetImageData(Image image);                                                                  // Get pixel data from image as a Color struct array
+RLAPI Vector4 *GetImageDataNormalized(Image image);                                                      // Get pixel data from image as Vector4 array (float normalized)
+RLAPI int GetPixelDataSize(int width, int height, int format);                                           // Get pixel data size in bytes (image or texture)
+RLAPI Image GetTextureData(Texture2D texture);                                                           // Get pixel data from GPU texture and return an Image
+RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
+
+// Image manipulation functions
+RLAPI Image ImageCopy(Image image);                                                                      // Create an image duplicate (useful for transformations)
+RLAPI void ImageToPOT(Image *image, Color fillColor);                                                    // Convert image to POT (power-of-two)
+RLAPI void ImageFormat(Image *image, int newFormat);                                                     // Convert image data to desired format
+RLAPI void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to image
+RLAPI void ImageAlphaClear(Image *image, Color color, float threshold);                                  // Clear alpha channel to desired color
+RLAPI void ImageAlphaCrop(Image *image, float threshold);                                                // Crop image depending on alpha value
+RLAPI void ImageAlphaPremultiply(Image *image);                                                          // Premultiply alpha channel
+RLAPI void ImageCrop(Image *image, Rectangle crop);                                                      // Crop an image to a defined rectangle
+RLAPI void ImageResize(Image *image, int newWidth, int newHeight);                                       // Resize image (Bicubic scaling algorithm)
+RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight);                                      // Resize image (Nearest-Neighbor scaling algorithm)
+RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color);  // Resize canvas and fill with color
+RLAPI void ImageMipmaps(Image *image);                                                                   // Generate all mipmap levels for a provided image
+RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);                            // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
+RLAPI Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount);                    // Extract color palette from image to maximum size (memory should be freed)
+RLAPI Image ImageText(const char *text, int fontSize, Color color);                                      // Create an image from text (default font)
+RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint);         // Create an image from text (custom sprite font)
+RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec);                         // Draw a source image within a destination image
+RLAPI void ImageDrawRectangle(Image *dst, Vector2 position, Rectangle rec, Color color);                 // Draw rectangle within an image
+RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color);     // Draw text (default font) within an image (destination)
+RLAPI 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)
+RLAPI void ImageFlipVertical(Image *image);                                                              // Flip image vertically
+RLAPI void ImageFlipHorizontal(Image *image);                                                            // Flip image horizontally
+RLAPI void ImageRotateCW(Image *image);                                                                  // Rotate image clockwise 90deg
+RLAPI void ImageRotateCCW(Image *image);                                                                 // Rotate image counter-clockwise 90deg
+RLAPI void ImageColorTint(Image *image, Color color);                                                    // Modify image color: tint
+RLAPI void ImageColorInvert(Image *image);                                                               // Modify image color: invert
+RLAPI void ImageColorGrayscale(Image *image);                                                            // Modify image color: grayscale
+RLAPI void ImageColorContrast(Image *image, float contrast);                                             // Modify image color: contrast (-100 to 100)
+RLAPI void ImageColorBrightness(Image *image, int brightness);                                           // Modify image color: brightness (-255 to 255)
+RLAPI void ImageColorReplace(Image *image, Color color, Color replace);                                  // Modify image color: replace color
+
+// Image generation functions
+RLAPI Image GenImageColor(int width, int height, Color color);                                           // Generate image: plain color
+RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom);                           // Generate image: vertical gradient
+RLAPI Image GenImageGradientH(int width, int height, Color left, Color right);                           // Generate image: horizontal gradient
+RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer);      // Generate image: radial gradient
+RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2);    // Generate image: checked
+RLAPI Image GenImageWhiteNoise(int width, int height, float factor);                                     // Generate image: white noise
+RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale);           // Generate image: perlin noise
+RLAPI Image GenImageCellular(int width, int height, int tileSize);                                       // Generate image: cellular algorithm. Bigger tileSize means bigger cells
+
+// Texture2D configuration functions
+RLAPI void GenTextureMipmaps(Texture2D *texture);                                                        // Generate GPU mipmaps for a texture
+RLAPI void SetTextureFilter(Texture2D texture, int filterMode);                                          // Set texture scaling filter mode
+RLAPI void SetTextureWrap(Texture2D texture, int wrapMode);                                              // Set texture wrapping mode
+
+// Texture2D drawing functions
+RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                               // Draw a Texture2D
+RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
+RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
+RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);         // Draw a part of a texture defined by a rectangle
+RLAPI 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
+RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely.
+
+//------------------------------------------------------------------------------------
+// Font Loading and Text Drawing Functions (Module: text)
+//------------------------------------------------------------------------------------
+
+// Font loading/unloading functions
+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 charsCount, int *fontChars);  // Load font from file with extended parameters
+RLAPI CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use
+RLAPI Image GenImageFontAtlas(CharInfo *chars, int charsCount, int fontSize, int padding, int packMethod);  // Generate image font atlas using chars info
+RLAPI void UnloadFont(Font font);                                                           // Unload Font from GPU memory (VRAM)
+
+// Text drawing functions
+RLAPI void DrawFPS(int posX, int posY);                                                     // Shows current FPS
+RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color);       // Draw text (using default font)
+RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
+
+// Text misc. functions
+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 const char *FormatText(const char *text, ...);                                        // Formatting of text with variables to 'embed'
+RLAPI const char *SubText(const char *text, int position, int length);                      // Get a piece of a text string
+RLAPI int GetGlyphIndex(Font font, int character);                                          // Get index position for a unicode character on font
+
+//------------------------------------------------------------------------------------
+// Basic 3d Shapes Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Basic geometric 3D shapes drawing functions
+RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);                                    // Draw a line in 3D world space
+RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
+RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color);             // Draw cube
+RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color);                                       // Draw cube (Vector version)
+RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);        // Draw cube wires
+RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
+RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color);                                     // Draw sphere
+RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color);            // Draw sphere with extended parameters
+RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);         // Draw sphere wires
+RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
+RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color);                                      // Draw a plane XZ
+RLAPI void DrawRay(Ray ray, Color color);                                                                // Draw a ray line
+RLAPI void DrawGrid(int slices, float spacing);                                                          // Draw a grid (centered at (0, 0, 0))
+RLAPI void DrawGizmo(Vector3 position);                                                                  // Draw simple gizmo
+//DrawTorus(), DrawTeapot() could be useful?
+
+//------------------------------------------------------------------------------------
+// Model 3d Loading and Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Model loading/unloading functions
+RLAPI Model LoadModel(const char *fileName);                                                            // Load model from files (mesh and material)
+RLAPI Model LoadModelFromMesh(Mesh mesh);                                                               // Load model from generated mesh
+RLAPI void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
+
+// Mesh loading/unloading functions
+RLAPI Mesh LoadMesh(const char *fileName);                                                              // Load mesh from file
+RLAPI void UnloadMesh(Mesh *mesh);                                                                      // Unload mesh from memory (RAM and/or VRAM)
+RLAPI void ExportMesh(Mesh mesh, const char *fileName);                                                 // Export mesh data to file
+
+// Mesh manipulation functions
+RLAPI BoundingBox MeshBoundingBox(Mesh mesh);                                                           // Compute mesh bounding box limits
+RLAPI void MeshTangents(Mesh *mesh);                                                                    // Compute mesh tangents
+RLAPI void MeshBinormals(Mesh *mesh);                                                                   // Compute mesh binormals
+
+// Mesh generation functions
+RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ);                                 // Generate plane mesh (with subdivisions)
+RLAPI Mesh GenMeshCube(float width, float height, float length);                                        // Generate cuboid mesh
+RLAPI Mesh GenMeshSphere(float radius, int rings, int slices);                                          // Generate sphere mesh (standard sphere)
+RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices);                                      // Generate half-sphere mesh (no bottom cap)
+RLAPI Mesh GenMeshCylinder(float radius, float height, int slices);                                     // Generate cylinder mesh
+RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides);                               // Generate torus mesh
+RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides);                                // Generate trefoil knot mesh
+RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size);                                             // Generate heightmap mesh from image data
+RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);                                           // Generate cubes-based map mesh from image data
+
+// Material loading/unloading functions
+RLAPI Material LoadMaterial(const char *fileName);                                                      // Load material from file
+RLAPI Material LoadMaterialDefault(void);                                                               // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+RLAPI void UnloadMaterial(Material material);                                                           // Unload material from GPU memory (VRAM)
+
+// Model drawing functions
+RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
+RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
+RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint);                      // Draw a model wires (with texture if set)
+RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
+RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                               // Draw bounding box (wires)
+RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);     // Draw a billboard texture
+RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
+
+// Collision detection functions
+RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);       // Detect collision between two spheres
+RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                     // Detect collision between two bounding boxes
+RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere);          // Detect collision between box and sphere
+RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius);                // Detect collision between ray and sphere
+RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
+RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box);                                              // Detect collision between ray and box
+RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model *model);                                           // Get collision info between ray and model
+RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);                  // Get collision info between ray and triangle
+RLAPI 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
+RLAPI char *LoadText(const char *fileName);                               // Load chars array from text file
+RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName);  // Load shader from files and bind default locations
+RLAPI Shader LoadShaderCode(char *vsCode, char *fsCode);                  // Load shader from code strings and bind default locations
+RLAPI void UnloadShader(Shader shader);                                   // Unload shader from GPU memory (VRAM)
+
+RLAPI Shader GetShaderDefault(void);                                      // Get default shader
+RLAPI Texture2D GetTextureDefault(void);                                  // Get default texture
+
+// Shader configuration functions
+RLAPI int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
+RLAPI void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float)
+RLAPI void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size);  // Set shader uniform value (int)
+RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
+RLAPI void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
+RLAPI void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
+RLAPI Matrix GetMatrixModelview();                                        // Get internal modelview matrix
+
+// Texture maps generation (PBR)
+// NOTE: Required shaders should be provided
+RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size);       // Generate cubemap texture from HDR texture
+RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size);   // Generate irradiance texture using cubemap data
+RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size);    // Generate prefilter texture using cubemap data
+RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size);         // Generate BRDF texture using cubemap data
+
+// Shading begin/end functions
+RLAPI void BeginShaderMode(Shader shader);                                // Begin custom shader drawing
+RLAPI void EndShaderMode(void);                                           // End custom shader drawing (use default shader)
+RLAPI void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied)
+RLAPI void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending)
+
+// VR control functions
+RLAPI VrDeviceInfo GetVrDeviceInfo(int vrDeviceType);   // Get VR device information for some standard devices
+RLAPI void InitVrSimulator(VrDeviceInfo info);          // Init VR simulator for selected device parameters
+RLAPI void CloseVrSimulator(void);                      // Close VR simulator for current device
+RLAPI bool IsVrSimulatorReady(void);                    // Detect if VR simulator is ready
+RLAPI void SetVrDistortionShader(Shader shader);        // Set VR distortion shader for stereoscopic rendering
+RLAPI void UpdateVrTracking(Camera *camera);            // Update VR tracking (position and orientation) and camera
+RLAPI void ToggleVrMode(void);                          // Enable/Disable VR experience
+RLAPI void BeginVrDrawing(void);                        // Begin VR simulator stereo rendering
+RLAPI void EndVrDrawing(void);                          // End VR simulator stereo rendering
+
+//------------------------------------------------------------------------------------
+// Audio Loading and Playing Functions (Module: audio)
+//------------------------------------------------------------------------------------
+
+// Audio device management functions
+RLAPI void InitAudioDevice(void);                                     // Initialize audio device and context
+RLAPI void CloseAudioDevice(void);                                    // Close the audio device and context
+RLAPI bool IsAudioDeviceReady(void);                                  // Check if audio device has been initialized successfully
+RLAPI void SetMasterVolume(float volume);                             // Set master volume (listener)
+
+// Wave/Sound loading/unloading functions
+RLAPI Wave LoadWave(const char *fileName);                            // Load wave data from file
+RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
+RLAPI Sound LoadSound(const char *fileName);                          // Load sound from file
+RLAPI Sound LoadSoundFromWave(Wave wave);                             // Load sound from wave data
+RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
+RLAPI void UnloadWave(Wave wave);                                     // Unload wave data
+RLAPI void UnloadSound(Sound sound);                                  // Unload sound
+RLAPI void ExportWave(Wave wave, const char *fileName);               // Export wave data to file
+
+// Wave/Sound management functions
+RLAPI void PlaySound(Sound sound);                                    // Play a sound
+RLAPI void PauseSound(Sound sound);                                   // Pause a sound
+RLAPI void ResumeSound(Sound sound);                                  // Resume a paused sound
+RLAPI void StopSound(Sound sound);                                    // Stop playing a sound
+RLAPI bool IsSoundPlaying(Sound sound);                               // Check if a sound is currently playing
+RLAPI void SetSoundVolume(Sound sound, float volume);                 // Set volume for a sound (1.0 is max level)
+RLAPI void SetSoundPitch(Sound sound, float pitch);                   // Set pitch for a sound (1.0 is base level)
+RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels);  // Convert wave data to desired format
+RLAPI Wave WaveCopy(Wave wave);                                       // Copy a wave to a new wave
+RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample);     // Crop a wave to defined samples range
+RLAPI float *GetWaveData(Wave wave);                                  // Get samples data from wave as a floats array
+
+// Music management functions
+RLAPI Music LoadMusicStream(const char *fileName);                    // Load music stream from file
+RLAPI void UnloadMusicStream(Music music);                            // Unload music stream
+RLAPI void PlayMusicStream(Music music);                              // Start music playing
+RLAPI void UpdateMusicStream(Music music);                            // Updates buffers for music streaming
+RLAPI void StopMusicStream(Music music);                              // Stop music playing
+RLAPI void PauseMusicStream(Music music);                             // Pause music playing
+RLAPI void ResumeMusicStream(Music music);                            // Resume playing paused music
+RLAPI bool IsMusicPlaying(Music music);                               // Check if music is playing
+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 SetMusicLoopCount(Music music, int count);                 // Set music loop count (loop repeats)
+RLAPI float GetMusicTimeLength(Music music);                          // Get music time length (in seconds)
+RLAPI float GetMusicTimePlayed(Music music);                          // Get current music time played (in seconds)
+
+// AudioStream management functions
+RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data)
+RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
+RLAPI void CloseAudioStream(AudioStream stream);                      // Close audio stream and free memory
+RLAPI bool IsAudioBufferProcessed(AudioStream stream);                // Check if any audio stream buffers requires refill
+RLAPI void PlayAudioStream(AudioStream stream);                       // Play audio stream
+RLAPI void PauseAudioStream(AudioStream stream);                      // Pause audio stream
+RLAPI void ResumeAudioStream(AudioStream stream);                     // Resume audio stream
+RLAPI bool IsAudioStreamPlaying(AudioStream stream);                  // Check if audio stream is playing
+RLAPI void StopAudioStream(AudioStream stream);                       // Stop audio stream
+RLAPI void SetAudioStreamVolume(AudioStream stream, float volume);    // Set volume for audio stream (1.0 is max level)
+RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch);      // Set pitch for audio stream (1.0 is base level)
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // RAYLIB_H
diff --git a/Generator/raylib.pdb b/Generator/raylib.pdb
new file mode 100644
index 0000000..60e8f14
Binary files /dev/null and b/Generator/raylib.pdb differ
diff --git a/Raylib-cs.sln b/Raylib-cs.sln
index f616bac..d6090d2 100644
--- a/Raylib-cs.sln
+++ b/Raylib-cs.sln
@@ -13,6 +13,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Test.NetFX", "Test.NetFX\Te
 EndProject
 Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Test.NetCoreRT", "Test.NetCoreRT\Test.NetCoreRT.csproj", "{98B914D1-8CCF-4895-A9E7-CE4AA8067528}"
 EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Generator", "Generator\Generator.csproj", "{0ADEB5B1-BF57-4D45-BE28-176C1D79C764}"
+EndProject
 Global
 	GlobalSection(SharedMSBuildProjectFiles) = preSolution
 		Examples\Examples.projitems*{36e54e2a-5899-4d4d-9d78-120db1b4c7b2}*SharedItemsImports = 13
@@ -75,6 +77,18 @@ Global
 		{98B914D1-8CCF-4895-A9E7-CE4AA8067528}.Release|x64.Build.0 = Release|x64
 		{98B914D1-8CCF-4895-A9E7-CE4AA8067528}.Release|x86.ActiveCfg = Release|x86
 		{98B914D1-8CCF-4895-A9E7-CE4AA8067528}.Release|x86.Build.0 = Release|x86
+		{0ADEB5B1-BF57-4D45-BE28-176C1D79C764}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+		{0ADEB5B1-BF57-4D45-BE28-176C1D79C764}.Debug|Any CPU.Build.0 = Debug|Any CPU
+		{0ADEB5B1-BF57-4D45-BE28-176C1D79C764}.Debug|x64.ActiveCfg = Debug|Any CPU
+		{0ADEB5B1-BF57-4D45-BE28-176C1D79C764}.Debug|x64.Build.0 = Debug|Any CPU
+		{0ADEB5B1-BF57-4D45-BE28-176C1D79C764}.Debug|x86.ActiveCfg = Debug|Any CPU
+		{0ADEB5B1-BF57-4D45-BE28-176C1D79C764}.Debug|x86.Build.0 = Debug|Any CPU
+		{0ADEB5B1-BF57-4D45-BE28-176C1D79C764}.Release|Any CPU.ActiveCfg = Release|Any CPU
+		{0ADEB5B1-BF57-4D45-BE28-176C1D79C764}.Release|Any CPU.Build.0 = Release|Any CPU
+		{0ADEB5B1-BF57-4D45-BE28-176C1D79C764}.Release|x64.ActiveCfg = Release|Any CPU
+		{0ADEB5B1-BF57-4D45-BE28-176C1D79C764}.Release|x64.Build.0 = Release|Any CPU
+		{0ADEB5B1-BF57-4D45-BE28-176C1D79C764}.Release|x86.ActiveCfg = Release|Any CPU
+		{0ADEB5B1-BF57-4D45-BE28-176C1D79C764}.Release|x86.Build.0 = Release|Any CPU
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE
diff --git a/Test.NetCoreRT/Test.NetCoreRT.csproj b/Test.NetCoreRT/Test.NetCoreRT.csproj
index 8173858..3f055da 100644
--- a/Test.NetCoreRT/Test.NetCoreRT.csproj
+++ b/Test.NetCoreRT/Test.NetCoreRT.csproj
@@ -24,7 +24,7 @@
     <ProjectReference Include="..\Bindings\Bindings.csproj" />
   </ItemGroup>
   <ItemGroup>
-    <PackageReference Include="Microsoft.DotNet.ILCompiler" Version="1.0.0-alpha-27022-01" />
+    <PackageReference Include="Microsoft.DotNet.ILCompiler" Version="1.0.0-alpha-27217-01" />
   </ItemGroup>
   <Import Project="..\Examples\Examples.projitems" Label="Shared" />
   <Import Project="..\Examples\Examples.projitems" Label="Shared" />