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h-raylib-4.5.1.0: lib/bindings.c

/**
 * See bindings.h
 */

#include "bindings.h"
#include <stdlib.h>

void SetWindowIcon_(Image *a)
{
    SetWindowIcon(*a);
}

Vector2 *GetMonitorPosition_(int a)
{
    Vector2 *ptr = (Vector2 *)malloc(sizeof(Vector2));
    *ptr = GetMonitorPosition(a);
    return ptr;
}

Vector2 *GetWindowPosition_()
{
    Vector2 *ptr = (Vector2 *)malloc(sizeof(Vector2));
    *ptr = GetWindowPosition();
    return ptr;
}

Vector2 *GetWindowScaleDPI_()
{
    Vector2 *ptr = (Vector2 *)malloc(sizeof(Vector2));
    *ptr = GetWindowScaleDPI();
    return ptr;
}

void ClearBackground_(Color *a)
{
    ClearBackground(*a);
}

void BeginMode2D_(Camera2D *a)
{
    BeginMode2D(*a);
}

void BeginMode3D_(Camera3D *a)
{
    BeginMode3D(*a);
}

void BeginTextureMode_(RenderTexture *a)
{
    BeginTextureMode(*a);
}

void BeginShaderMode_(Shader *a)
{
    BeginShaderMode(*a);
}

void BeginVrStereoMode_(VrStereoConfig *a)
{
    BeginVrStereoMode(*a);
}

VrStereoConfig *LoadVrStereoConfig_(VrDeviceInfo *a)
{
    VrStereoConfig *ptr = (VrStereoConfig *)malloc(sizeof(VrStereoConfig));
    *ptr = LoadVrStereoConfig(*a);
    return ptr;
}

void UnloadVrStereoConfig_(VrStereoConfig *a)
{
    UnloadVrStereoConfig(*a);
}

Shader *LoadShader_(char *a, char *b)
{
    Shader *ptr = (Shader *)malloc(sizeof(Shader));
    *ptr = LoadShader(a, b);
    return ptr;
}

Shader *LoadShaderFromMemory_(char *a, char *b)
{
    Shader *ptr = (Shader *)malloc(sizeof(Shader));
    *ptr = LoadShaderFromMemory(a, b);
    return ptr;
}

bool IsShaderReady_(Shader *a)
{
    return IsShaderReady(*a);
}

int GetShaderLocation_(Shader *a, char *b)
{
    return GetShaderLocation(*a, b);
}

int GetShaderLocationAttrib_(Shader *a, char *b)
{
    return GetShaderLocationAttrib(*a, b);
}

void SetShaderValue_(Shader *a, int b, const void *c, int d)
{
    SetShaderValue(*a, b, c, d);
}

void SetShaderValueV_(Shader *a, int b, const void *c, int d, int e)
{
    SetShaderValueV(*a, b, c, d, e);
}

void SetShaderValueMatrix_(Shader *a, int b, Matrix *c)
{
    SetShaderValueMatrix(*a, b, *c);
}

void SetShaderValueTexture_(Shader *a, int b, Texture *c)
{
    SetShaderValueTexture(*a, b, *c);
}

void UnloadShader_(Shader *a)
{
    UnloadShader(*a);
}

Ray *GetMouseRay_(Vector2 *a, Camera3D *b)
{
    Ray *ptr = (Ray *)malloc(sizeof(Ray));
    *ptr = GetMouseRay(*a, *b);
    return ptr;
}

Matrix *GetCameraMatrix_(Camera3D *a)
{
    Matrix *ptr = (Matrix *)malloc(sizeof(Matrix));
    *ptr = GetCameraMatrix(*a);
    return ptr;
}

Matrix *GetCameraMatrix2D_(Camera2D *a)
{
    Matrix *ptr = (Matrix *)malloc(sizeof(Matrix));
    *ptr = GetCameraMatrix2D(*a);
    return ptr;
}

Vector2 *GetWorldToScreen_(Vector3 *a, Camera3D *b)
{
    Vector2 *ptr = (Vector2 *)malloc(sizeof(Vector2));
    *ptr = GetWorldToScreen(*a, *b);
    return ptr;
}

Vector2 *GetScreenToWorld2D_(Vector2 *a, Camera2D *b)
{
    Vector2 *ptr = (Vector2 *)malloc(sizeof(Vector2));
    *ptr = GetScreenToWorld2D(*a, *b);
    return ptr;
}

Vector2 *GetWorldToScreenEx_(Vector3 *a, Camera3D *b, int c, int d)
{
    Vector2 *ptr = (Vector2 *)malloc(sizeof(Vector2));
    *ptr = GetWorldToScreenEx(*a, *b, c, d);
    return ptr;
}

Vector2 *GetWorldToScreen2D_(Vector2 *a, Camera2D *b)
{
    Vector2 *ptr = (Vector2 *)malloc(sizeof(Vector2));
    *ptr = GetWorldToScreen2D(*a, *b);
    return ptr;
}

FilePathList *LoadDirectoryFiles_(char *a)
{
    FilePathList *ptr = (FilePathList *)malloc(sizeof(FilePathList));
    *ptr = LoadDirectoryFiles(a);
    return ptr;
}

FilePathList *LoadDirectoryFilesEx_(char *a, char *b, int c)
{
    FilePathList *ptr = (FilePathList *)malloc(sizeof(FilePathList));
    *ptr = LoadDirectoryFilesEx(a, b, c);
    return ptr;
}

void UnloadDirectoryFiles_(FilePathList *a)
{
    UnloadDirectoryFiles(*a);
}

FilePathList *LoadDroppedFiles_()
{
    FilePathList *ptr = (FilePathList *)malloc(sizeof(FilePathList));
    *ptr = LoadDroppedFiles();
    return ptr;
}

void UnloadDroppedFiles_(FilePathList *a)
{
    UnloadDroppedFiles(*a);
}

Vector2 *GetMousePosition_()
{
    Vector2 *ptr = (Vector2 *)malloc(sizeof(Vector2));
    *ptr = GetMousePosition();
    return ptr;
}

Vector2 *GetMouseDelta_()
{
    Vector2 *ptr = (Vector2 *)malloc(sizeof(Vector2));
    *ptr = GetMouseDelta();
    return ptr;
}

Vector2 *GetMouseWheelMoveV_()
{
    Vector2 *ptr = (Vector2 *)malloc(sizeof(Vector2));
    *ptr = GetMouseWheelMoveV();
    return ptr;
}

Vector2 *GetTouchPosition_(int a)
{
    Vector2 *ptr = (Vector2 *)malloc(sizeof(Vector2));
    *ptr = GetTouchPosition(a);
    return ptr;
}

Vector2 *GetGestureDragVector_()
{
    Vector2 *ptr = (Vector2 *)malloc(sizeof(Vector2));
    *ptr = GetGestureDragVector();
    return ptr;
}

Vector2 *GetGesturePinchVector_()
{
    Vector2 *ptr = (Vector2 *)malloc(sizeof(Vector2));
    *ptr = GetGesturePinchVector();
    return ptr;
}

void SetCameraMode_(Camera3D *a, int b)
{
    SetCameraMode(*a, b);
}

void SetShapesTexture_(Texture *a, Rectangle *b)
{
    SetShapesTexture(*a, *b);
}

void DrawPixel_(int a, int b, Color *c)
{
    DrawPixel(a, b, *c);
}

void DrawPixelV_(Vector2 *a, Color *b)
{
    DrawPixelV(*a, *b);
}

void DrawLine_(int a, int b, int c, int d, Color *e)
{
    DrawLine(a, b, c, d, *e);
}

void DrawLineV_(Vector2 *a, Vector2 *b, Color *c)
{
    DrawLineV(*a, *b, *c);
}

void DrawLineEx_(Vector2 *a, Vector2 *b, float c, Color *d)
{
    DrawLineEx(*a, *b, c, *d);
}

void DrawLineBezier_(Vector2 *a, Vector2 *b, float c, Color *d)
{
    DrawLineBezier(*a, *b, c, *d);
}

void DrawLineBezierQuad_(Vector2 *a, Vector2 *b, Vector2 *c, float d, Color *e)
{
    DrawLineBezierQuad(*a, *b, *c, d, *e);
}

void DrawLineBezierCubic_(Vector2 *a, Vector2 *b, Vector2 *c, Vector2 *d, float e, Color *f)
{
    DrawLineBezierCubic(*a, *b, *c, *d, e, *f);
}

void DrawLineStrip_(Vector2 *a, int b, Color *c)
{
    DrawLineStrip(a, b, *c);
}

void DrawCircle_(int a, int b, float c, Color *d)
{
    DrawCircle(a, b, c, *d);
}

void DrawCircleSector_(Vector2 *a, float b, float c, float d, int e, Color *f)
{
    DrawCircleSector(*a, b, c, d, e, *f);
}

void DrawCircleSectorLines_(Vector2 *a, float b, float c, float d, int e, Color *f)
{
    DrawCircleSectorLines(*a, b, c, d, e, *f);
}

void DrawCircleGradient_(int a, int b, float c, Color *d, Color *e)
{
    DrawCircleGradient(a, b, c, *d, *e);
}

void DrawCircleV_(Vector2 *a, float b, Color *c)
{
    DrawCircleV(*a, b, *c);
}

void DrawCircleLines_(int a, int b, float c, Color *d)
{
    DrawCircleLines(a, b, c, *d);
}

void DrawEllipse_(int a, int b, float c, float d, Color *e)
{
    DrawEllipse(a, b, c, d, *e);
}

void DrawEllipseLines_(int a, int b, float c, float d, Color *e)
{
    DrawEllipseLines(a, b, c, d, *e);
}

void DrawRing_(Vector2 *a, float b, float c, float d, float e, int f, Color *g)
{
    DrawRing(*a, b, c, d, e, f, *g);
}

void DrawRingLines_(Vector2 *a, float b, float c, float d, float e, int f, Color *g)
{
    DrawRingLines(*a, b, c, d, e, f, *g);
}

void DrawRectangle_(int a, int b, int c, int d, Color *e)
{
    DrawRectangle(a, b, c, d, *e);
}

void DrawRectangleV_(Vector2 *a, Vector2 *b, Color *c)
{
    DrawRectangleV(*a, *b, *c);
}

void DrawRectangleRec_(Rectangle *a, Color *b)
{
    DrawRectangleRec(*a, *b);
}

void DrawRectanglePro_(Rectangle *a, Vector2 *b, float c, Color *d)
{
    DrawRectanglePro(*a, *b, c, *d);
}

void DrawRectangleGradientV_(int a, int b, int c, int d, Color *e, Color *f)
{
    DrawRectangleGradientV(a, b, c, d, *e, *f);
}

void DrawRectangleGradientH_(int a, int b, int c, int d, Color *e, Color *f)
{
    DrawRectangleGradientH(a, b, c, d, *e, *f);
}

void DrawRectangleGradientEx_(Rectangle *a, Color *b, Color *c, Color *d, Color *e)
{
    DrawRectangleGradientEx(*a, *b, *c, *d, *e);
}

void DrawRectangleLines_(int a, int b, int c, int d, Color *e)
{
    DrawRectangleLines(a, b, c, d, *e);
}

void DrawRectangleLinesEx_(Rectangle *a, float b, Color *c)
{
    DrawRectangleLinesEx(*a, b, *c);
}

void DrawRectangleRounded_(Rectangle *a, float b, int c, Color *d)
{
    DrawRectangleRounded(*a, b, c, *d);
}

void DrawRectangleRoundedLines_(Rectangle *a, float b, int c, float d, Color *e)
{
    DrawRectangleRoundedLines(*a, b, c, d, *e);
}

void DrawTriangle_(Vector2 *a, Vector2 *b, Vector2 *c, Color *d)
{
    DrawTriangle(*a, *b, *c, *d);
}

void DrawTriangleLines_(Vector2 *a, Vector2 *b, Vector2 *c, Color *d)
{
    DrawTriangleLines(*a, *b, *c, *d);
}

void DrawTriangleFan_(Vector2 *a, int b, Color *c)
{
    DrawTriangleFan(a, b, *c);
}

void DrawTriangleStrip_(Vector2 *a, int b, Color *c)
{
    DrawTriangleStrip(a, b, *c);
}

void DrawPoly_(Vector2 *a, int b, float c, float d, Color *e)
{
    DrawPoly(*a, b, c, d, *e);
}

void DrawPolyLines_(Vector2 *a, int b, float c, float d, Color *e)
{
    DrawPolyLines(*a, b, c, d, *e);
}

void DrawPolyLinesEx_(Vector2 *a, int b, float c, float d, float e, Color *f)
{
    DrawPolyLinesEx(*a, b, c, d, e, *f);
}

int CheckCollisionRecs_(Rectangle *a, Rectangle *b)
{
    return CheckCollisionRecs(*a, *b);
}

int CheckCollisionCircles_(Vector2 *a, float b, Vector2 *c, float d)
{
    return CheckCollisionCircles(*a, b, *c, d);
}

int CheckCollisionCircleRec_(Vector2 *a, float b, Rectangle *c)
{
    return CheckCollisionCircleRec(*a, b, *c);
}

int CheckCollisionPointRec_(Vector2 *a, Rectangle *b)
{
    return CheckCollisionPointRec(*a, *b);
}

int CheckCollisionPointCircle_(Vector2 *a, Vector2 *b, float c)
{
    return CheckCollisionPointCircle(*a, *b, c);
}

int CheckCollisionPointTriangle_(Vector2 *a, Vector2 *b, Vector2 *c, Vector2 *d)
{
    return CheckCollisionPointTriangle(*a, *b, *c, *d);
}

int CheckCollisionLines_(Vector2 *a, Vector2 *b, Vector2 *c, Vector2 *d, Vector2 *e)
{
    return CheckCollisionLines(*a, *b, *c, *d, e);
}

int CheckCollisionPointLine_(Vector2 *a, Vector2 *b, Vector2 *c, int d)
{
    return CheckCollisionPointLine(*a, *b, *c, d);
}

Rectangle *GetCollisionRec_(Rectangle *a, Rectangle *b)
{
    Rectangle *ptr = (Rectangle *)malloc(sizeof(Rectangle));
    *ptr = GetCollisionRec(*a, *b);
    return ptr;
}

Image *LoadImage_(char *a)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = LoadImage(a);
    return ptr;
}

Image *LoadImageRaw_(char *a, int b, int c, int d, int e)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = LoadImageRaw(a, b, c, d, e);
    return ptr;
}

Image *LoadImageAnim_(char *a, int *b)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = LoadImageAnim(a, b);
    return ptr;
}

Image *LoadImageFromMemory_(char *a, unsigned char *b, int c)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = LoadImageFromMemory(a, b, c);
    return ptr;
}

Image *LoadImageFromTexture_(Texture *a)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = LoadImageFromTexture(*a);
    return ptr;
}

Image *LoadImageFromScreen_()
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = LoadImageFromScreen();
    return ptr;
}

bool IsImageReady_(Image *a)
{
    return IsImageReady(*a);
}

void UnloadImage_(Image *a)
{
    UnloadImage(*a);
}

int ExportImage_(Image *a, char *b)
{
    return ExportImage(*a, b);
}

int ExportImageAsCode_(Image *a, char *b)
{
    return ExportImageAsCode(*a, b);
}

Image *GenImageColor_(int a, int b, Color *c)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = GenImageColor(a, b, *c);
    return ptr;
}

Image *GenImageGradientV_(int a, int b, Color *c, Color *d)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = GenImageGradientV(a, b, *c, *d);
    return ptr;
}

Image *GenImageGradientH_(int a, int b, Color *c, Color *d)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = GenImageGradientH(a, b, *c, *d);
    return ptr;
}

Image *GenImageGradientRadial_(int a, int b, float c, Color *d, Color *e)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = GenImageGradientRadial(a, b, c, *d, *e);
    return ptr;
}

Image *GenImageChecked_(int a, int b, int c, int d, Color *e, Color *f)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = GenImageChecked(a, b, c, d, *e, *f);
    return ptr;
}

Image *GenImageWhiteNoise_(int a, int b, float c)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = GenImageWhiteNoise(a, b, c);
    return ptr;
}

Image *GenImagePerlinNoise_(int a, int b, int c, int d, float e)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = GenImagePerlinNoise(a, b, c, d, e);
    return ptr;
}

Image *GenImageCellular_(int a, int b, int c)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = GenImageCellular(a, b, c);
    return ptr;
}

Image *GenImageText_(int a, int b, char *c)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = GenImageText(a, b, c);
    return ptr;
}

Image *ImageCopy_(Image *a)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = ImageCopy(*a);
    return ptr;
}

Image *ImageFromImage_(Image *a, Rectangle *b)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = ImageFromImage(*a, *b);
    return ptr;
}

Image *ImageText_(char *a, int b, Color *c)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = ImageText(a, b, *c);
    return ptr;
}

Image *ImageTextEx_(Font *a, char *b, float c, float d, Color *e)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = ImageTextEx(*a, b, c, d, *e);
    return ptr;
}

void ImageToPOT_(Image *a, Color *b)
{
    ImageToPOT(a, *b);
}

void ImageCrop_(Image *a, Rectangle *b)
{
    ImageCrop(a, *b);
}

void ImageAlphaClear_(Image *a, Color *b, float c)
{
    ImageAlphaClear(a, *b, c);
}

void ImageAlphaMask_(Image *a, Image *b)
{
    ImageAlphaMask(a, *b);
}

void ImageResizeCanvas_(Image *a, int b, int c, int d, int e, Color *f)
{
    ImageResizeCanvas(a, b, c, d, e, *f);
}

void ImageColorTint_(Image *a, Color *b)
{
    ImageColorTint(a, *b);
}

void ImageColorReplace_(Image *a, Color *b, Color *c)
{
    ImageColorReplace(a, *b, *c);
}

Color *LoadImageColors_(Image *a)
{
    return LoadImageColors(*a);
}

Color *LoadImagePalette_(Image *a, int b, int *c)
{
    return LoadImagePalette(*a, b, c);
}

Rectangle *GetImageAlphaBorder_(Image *a, float b)
{
    Rectangle *ptr = (Rectangle *)malloc(sizeof(Rectangle));
    *ptr = GetImageAlphaBorder(*a, b);
    return ptr;
}

Color *GetImageColor_(Image *a, int b, int c)
{
    Color *ptr = (Color *)malloc(sizeof(Color));
    *ptr = GetImageColor(*a, b, c);
    return ptr;
}

void ImageClearBackground_(Image *a, Color *b)
{
    ImageClearBackground(a, *b);
}

void ImageDrawPixel_(Image *a, int b, int c, Color *d)
{
    ImageDrawPixel(a, b, c, *d);
}

void ImageDrawPixelV_(Image *a, Vector2 *b, Color *c)
{
    ImageDrawPixelV(a, *b, *c);
}

void ImageDrawLine_(Image *a, int b, int c, int d, int e, Color *f)
{
    ImageDrawLine(a, b, c, d, e, *f);
}

void ImageDrawLineV_(Image *a, Vector2 *b, Vector2 *c, Color *d)
{
    ImageDrawLineV(a, *b, *c, *d);
}

void ImageDrawCircle_(Image *a, int b, int c, int d, Color *e)
{
    ImageDrawCircle(a, b, c, d, *e);
}

void ImageDrawCircleV_(Image *a, Vector2 *b, int c, Color *d)
{
    ImageDrawCircleV(a, *b, c, *d);
}

void ImageDrawCircleLines_(Image *a, int b, int c, int d, Color *e)
{
    ImageDrawCircleLines(a, b, c, d, *e);
}

void ImageDrawCircleLinesV_(Image *a, Vector2 *b, int c, Color *d)
{
    ImageDrawCircleLinesV(a, *b, c, *d);
}

void ImageDrawRectangle_(Image *a, int b, int c, int d, int e, Color *f)
{
    ImageDrawRectangle(a, b, c, d, e, *f);
}

void ImageDrawRectangleV_(Image *a, Vector2 *b, Vector2 *c, Color *d)
{
    ImageDrawRectangleV(a, *b, *c, *d);
}

void ImageDrawRectangleRec_(Image *a, Rectangle *b, Color *c)
{
    ImageDrawRectangleRec(a, *b, *c);
}

void ImageDrawRectangleLines_(Image *a, Rectangle *b, int c, Color *d)
{
    ImageDrawRectangleLines(a, *b, c, *d);
}

void ImageDraw_(Image *a, Image *b, Rectangle *c, Rectangle *d, Color *e)
{
    ImageDraw(a, *b, *c, *d, *e);
}

void ImageDrawText_(Image *a, char *b, int c, int d, int e, Color *f)
{
    ImageDrawText(a, b, c, d, e, *f);
}

void ImageDrawTextEx_(Image *a, Font *b, char *c, Vector2 *d, float e, float f, Color *g)
{
    ImageDrawTextEx(a, *b, c, *d, e, f, *g);
}

Texture *LoadTexture_(char *a)
{
    Texture *ptr = (Texture *)malloc(sizeof(Texture));
    *ptr = LoadTexture(a);
    return ptr;
}

Texture *LoadTextureFromImage_(Image *a)
{
    Texture *ptr = (Texture *)malloc(sizeof(Texture));
    *ptr = LoadTextureFromImage(*a);
    return ptr;
}

Texture *LoadTextureCubemap_(Image *a, int b)
{
    Texture *ptr = (Texture *)malloc(sizeof(Texture));
    *ptr = LoadTextureCubemap(*a, b);
    return ptr;
}

RenderTexture *LoadRenderTexture_(int a, int b)
{
    RenderTexture *ptr = (RenderTexture *)malloc(sizeof(RenderTexture));
    *ptr = LoadRenderTexture(a, b);
    return ptr;
}

bool IsTextureReady_(Texture* a) {
    return IsTextureReady(*a);
}

void UnloadTexture_(Texture *a)
{
    UnloadTexture(*a);
}

bool IsRenderTextureReady_(RenderTexture* a) {
    return IsRenderTextureReady(*a);
}

void UnloadRenderTexture_(RenderTexture *a)
{
    UnloadRenderTexture(*a);
}

void UpdateTexture_(Texture *a, const void *b)
{
    UpdateTexture(*a, b);
}

void UpdateTextureRec_(Texture *a, Rectangle *b, const void *c)
{
    UpdateTextureRec(*a, *b, c);
}

void SetTextureFilter_(Texture *a, int b)
{
    SetTextureFilter(*a, b);
}

void SetTextureWrap_(Texture *a, int b)
{
    SetTextureWrap(*a, b);
}

void DrawTexture_(Texture *a, int b, int c, Color *d)
{
    DrawTexture(*a, b, c, *d);
}

void DrawTextureV_(Texture *a, Vector2 *b, Color *c)
{
    DrawTextureV(*a, *b, *c);
}

void DrawTextureEx_(Texture *a, Vector2 *b, float c, float d, Color *e)
{
    DrawTextureEx(*a, *b, c, d, *e);
}

void DrawTextureRec_(Texture *a, Rectangle *b, Vector2 *c, Color *d)
{
    DrawTextureRec(*a, *b, *c, *d);
}

void DrawTexturePro_(Texture *a, Rectangle *b, Rectangle *c, Vector2 *d, float e, Color *f)
{
    DrawTexturePro(*a, *b, *c, *d, e, *f);
}

void DrawTextureNPatch_(Texture *a, NPatchInfo *b, Rectangle *c, Vector2 *d, float e, Color *f)
{
    DrawTextureNPatch(*a, *b, *c, *d, e, *f);
}

Color *Fade_(Color *a, float b)
{
    Color *ptr = (Color *)malloc(sizeof(Color));
    *ptr = Fade(*a, b);
    return ptr;
}

int ColorToInt_(Color *a)
{
    return ColorToInt(*a);
}

Vector4 *ColorNormalize_(Color *a)
{
    Vector4 *ptr = (Vector4 *)malloc(sizeof(Vector4));
    *ptr = ColorNormalize(*a);
    return ptr;
}

Color *ColorFromNormalized_(Vector4 *a)
{
    Color *ptr = (Color *)malloc(sizeof(Color));
    *ptr = ColorFromNormalized(*a);
    return ptr;
}

Vector3 *ColorToHSV_(Color *a)
{
    Vector3 *ptr = (Vector3 *)malloc(sizeof(Vector3));
    *ptr = ColorToHSV(*a);
    return ptr;
}

Color *ColorFromHSV_(float a, float b, float c)
{
    Color *ptr = (Color *)malloc(sizeof(Color));
    *ptr = ColorFromHSV(a, b, c);
    return ptr;
}

Color *ColorTint_(Color* a, Color* b)
{
    Color *ptr = (Color *)malloc(sizeof(Color));
    *ptr = ColorTint(*a, *b);
    return ptr;
}

Color *ColorBrightness_(Color* a, float b)
{
    Color *ptr = (Color *)malloc(sizeof(Color));
    *ptr = ColorBrightness(*a, b);
    return ptr;
}

Color *ColorContrast_(Color* a, float b)
{
    Color *ptr = (Color *)malloc(sizeof(Color));
    *ptr = ColorContrast(*a, b);
    return ptr;
}

Color *ColorAlpha_(Color *a, float b)
{
    Color *ptr = (Color *)malloc(sizeof(Color));
    *ptr = ColorAlpha(*a, b);
    return ptr;
}

Color *ColorAlphaBlend_(Color *a, Color *b, Color *c)
{
    Color *ptr = (Color *)malloc(sizeof(Color));
    *ptr = ColorAlphaBlend(*a, *b, *c);
    return ptr;
}

Color *GetColor_(unsigned int a)
{
    Color *ptr = (Color *)malloc(sizeof(Color));
    *ptr = GetColor(a);
    return ptr;
}

Color *GetPixelColor_(void *a, int b)
{
    Color *ptr = (Color *)malloc(sizeof(Color));
    *ptr = GetPixelColor(a, b);
    return ptr;
}

void SetPixelColor_(void *a, Color *b, int c)
{
    SetPixelColor(a, *b, c);
}

Font *GetFontDefault_()
{
    Font *ptr = (Font *)malloc(sizeof(Font));
    *ptr = GetFontDefault();
    return ptr;
}

Font *LoadFont_(char *a)
{
    Font *ptr = (Font *)malloc(sizeof(Font));
    *ptr = LoadFont(a);
    return ptr;
}

Font *LoadFontEx_(char *a, int b, int *c, int d)
{
    Font *ptr = (Font *)malloc(sizeof(Font));
    *ptr = LoadFontEx(a, b, c, d);
    return ptr;
}

Font *LoadFontFromImage_(Image *a, Color *b, int c)
{
    Font *ptr = (Font *)malloc(sizeof(Font));
    *ptr = LoadFontFromImage(*a, *b, c);
    return ptr;
}

Font *LoadFontFromMemory_(char *a, unsigned char *b, int c, int d, int *e, int f)
{
    Font *ptr = (Font *)malloc(sizeof(Font));
    *ptr = LoadFontFromMemory(a, b, c, d, e, f);
    return ptr;
}

Image *GenImageFontAtlas_(GlyphInfo *a, Rectangle **b, int c, int d, int e, int f)
{
    Image *ptr = (Image *)malloc(sizeof(Image));
    *ptr = GenImageFontAtlas(a, b, c, d, e, f);
    return ptr;
}

bool IsFontReady_(Font *a)
{
    return IsFontReady(*a);
}

void UnloadFont_(Font *a)
{
    UnloadFont(*a);
}

int ExportFontAsCode_(Font *a, char *b)
{
    return ExportFontAsCode(*a, b);
}

void DrawText_(char *a, int b, int c, int d, Color *e)
{
    DrawText(a, b, c, d, *e);
}

void DrawTextEx_(Font *a, char *b, Vector2 *c, float d, float e, Color *f)
{
    DrawTextEx(*a, b, *c, d, e, *f);
}

void DrawTextPro_(Font *a, char *b, Vector2 *c, Vector2 *d, float e, float f, float g, Color *h)
{
    DrawTextPro(*a, b, *c, *d, e, f, g, *h);
}

void DrawTextCodepoint_(Font *a, int b, Vector2 *c, float d, Color *e)
{
    DrawTextCodepoint(*a, b, *c, d, *e);
}

void DrawTextCodepoints_(Font *a, int *b, int c, Vector2 *d, float e, float f, Color *g)
{
    DrawTextCodepoints(*a, b, c, *d, e, f, *g);
}

Vector2 *MeasureTextEx_(Font *a, char *b, float c, float d)
{
    Vector2 *ptr = (Vector2 *)malloc(sizeof(Vector2));
    *ptr = MeasureTextEx(*a, b, c, d);
    return ptr;
}

int GetGlyphIndex_(Font *a, int b)
{
    return GetGlyphIndex(*a, b);
}

GlyphInfo *GetGlyphInfo_(Font *a, int b)
{
    GlyphInfo *ptr = (GlyphInfo *)malloc(sizeof(GlyphInfo));
    *ptr = GetGlyphInfo(*a, b);
    return ptr;
}

Rectangle *GetGlyphAtlasRec_(Font *a, int b)
{
    Rectangle *ptr = (Rectangle *)malloc(sizeof(Rectangle));
    *ptr = GetGlyphAtlasRec(*a, b);
    return ptr;
}

void DrawLine3D_(Vector3 *a, Vector3 *b, Color *c)
{
    DrawLine3D(*a, *b, *c);
}

void DrawPoint3D_(Vector3 *a, Color *b)
{
    DrawPoint3D(*a, *b);
}

void DrawCircle3D_(Vector3 *a, float b, Vector3 *c, float d, Color *e)
{
    DrawCircle3D(*a, b, *c, d, *e);
}

void DrawTriangle3D_(Vector3 *a, Vector3 *b, Vector3 *c, Color *d)
{
    DrawTriangle3D(*a, *b, *c, *d);
}

void DrawTriangleStrip3D_(Vector3 *a, int b, Color *c)
{
    DrawTriangleStrip3D(a, b, *c);
}

void DrawCube_(Vector3 *a, float b, float c, float d, Color *e)
{
    DrawCube(*a, b, c, d, *e);
}

void DrawCubeV_(Vector3 *a, Vector3 *b, Color *c)
{
    DrawCubeV(*a, *b, *c);
}

void DrawCubeWires_(Vector3 *a, float b, float c, float d, Color *e)
{
    DrawCubeWires(*a, b, c, d, *e);
}

void DrawCubeWiresV_(Vector3 *a, Vector3 *b, Color *c)
{
    DrawCubeWiresV(*a, *b, *c);
}

void DrawSphere_(Vector3 *a, float b, Color *c)
{
    DrawSphere(*a, b, *c);
}

void DrawSphereEx_(Vector3 *a, float b, int c, int d, Color *e)
{
    DrawSphereEx(*a, b, c, d, *e);
}

void DrawSphereWires_(Vector3 *a, float b, int c, int d, Color *e)
{
    DrawSphereWires(*a, b, c, d, *e);
}

void DrawCylinder_(Vector3 *a, float b, float c, float d, int e, Color *f)
{
    DrawCylinder(*a, b, c, d, e, *f);
}

void DrawCylinderEx_(Vector3 *a, Vector3 *b, float c, float d, int e, Color *f)
{
    DrawCylinderEx(*a, *b, c, d, e, *f);
}

void DrawCylinderWires_(Vector3 *a, float b, float c, float d, int e, Color *f)
{
    DrawCylinderWires(*a, b, c, d, e, *f);
}

void DrawCylinderWiresEx_(Vector3 *a, Vector3 *b, float c, float d, int e, Color *f)
{
    DrawCylinderWiresEx(*a, *b, c, d, e, *f);
}

void DrawCapsule_(Vector3 *a, Vector3 *b, float c, int d, int e, Color *f)
{
    DrawCapsule(*a, *b, c, d, e, *f);
}

void DrawCapsuleWires_(Vector3 *a, Vector3 *b, float c, int d, int e, Color *f)
{
    DrawCapsuleWires(*a, *b, c, d, e, *f);
}

void DrawPlane_(Vector3 *a, Vector2 *b, Color *c)
{
    DrawPlane(*a, *b, *c);
}

void DrawRay_(Ray *a, Color *b)
{
    DrawRay(*a, *b);
}

Model *LoadModel_(char *a)
{
    Model *ptr = (Model *)malloc(sizeof(Model));
    *ptr = LoadModel(a);
    return ptr;
}

Model *LoadModelFromMesh_(Mesh *a)
{
    Model *ptr = (Model *)malloc(sizeof(Model));
    *ptr = LoadModelFromMesh(*a);
    return ptr;
}

bool IsModelReady_(Model *a)
{
    return IsModelReady(*a);
}

void UnloadModel_(Model *a)
{
    UnloadModel(*a);
}

void UnloadModelKeepMeshes_(Model *a)
{
    UnloadModelKeepMeshes(*a);
}

BoundingBox *GetModelBoundingBox_(Model *a)
{
    BoundingBox *ptr = (BoundingBox *)malloc(sizeof(BoundingBox));
    *ptr = GetModelBoundingBox(*a);
    return ptr;
}

void DrawModel_(Model *a, Vector3 *b, float c, Color *d)
{
    DrawModel(*a, *b, c, *d);
}

void DrawModelEx_(Model *a, Vector3 *b, Vector3 *c, float d, Vector3 *e, Color *f)
{
    DrawModelEx(*a, *b, *c, d, *e, *f);
}

void DrawModelWires_(Model *a, Vector3 *b, float c, Color *d)
{
    DrawModelWires(*a, *b, c, *d);
}

void DrawModelWiresEx_(Model *a, Vector3 *b, Vector3 *c, float d, Vector3 *e, Color *f)
{
    DrawModelWiresEx(*a, *b, *c, d, *e, *f);
}

void DrawBoundingBox_(BoundingBox *a, Color *b)
{
    DrawBoundingBox(*a, *b);
}

void DrawBillboard_(Camera3D *a, Texture *b, Vector3 *c, float d, Color *e)
{
    DrawBillboard(*a, *b, *c, d, *e);
}

void DrawBillboardRec_(Camera3D *a, Texture *b, Rectangle *c, Vector3 *d, Vector2 *e, Color *f)
{
    DrawBillboardRec(*a, *b, *c, *d, *e, *f);
}

void DrawBillboardPro_(Camera3D *a, Texture *b, Rectangle *c, Vector3 *d, Vector3 *e, Vector2 *f, Vector2 *g, float h, Color *i)
{
    DrawBillboardPro(*a, *b, *c, *d, *e, *f, *g, h, *i);
}

void UpdateMeshBuffer_(Mesh *a, int b, const void *c, int d, int e)
{
    UpdateMeshBuffer(*a, b, c, d, e);
}

void UnloadMesh_(Mesh *a)
{
    UnloadMesh(*a);
}

void DrawMesh_(Mesh *a, Material *b, Matrix *c)
{
    DrawMesh(*a, *b, *c);
}

void DrawMeshInstanced_(Mesh *a, Material *b, Matrix *c, int d)
{
    DrawMeshInstanced(*a, *b, c, d);
}

int ExportMesh_(Mesh *a, char *b)
{
    return ExportMesh(*a, b);
}

BoundingBox *GetMeshBoundingBox_(Mesh *a)
{
    BoundingBox *ptr = (BoundingBox *)malloc(sizeof(BoundingBox));
    *ptr = GetMeshBoundingBox(*a);
    return ptr;
}

Mesh *GenMeshPoly_(int a, float b)
{
    Mesh *ptr = (Mesh *)malloc(sizeof(Mesh));
    *ptr = GenMeshPoly(a, b);
    return ptr;
}

Mesh *GenMeshPlane_(float a, float b, int c, int d)
{
    Mesh *ptr = (Mesh *)malloc(sizeof(Mesh));
    *ptr = GenMeshPlane(a, b, c, d);
    return ptr;
}

Mesh *GenMeshCube_(float a, float b, float c)
{
    Mesh *ptr = (Mesh *)malloc(sizeof(Mesh));
    *ptr = GenMeshCube(a, b, c);
    return ptr;
}

Mesh *GenMeshSphere_(float a, int b, int c)
{
    Mesh *ptr = (Mesh *)malloc(sizeof(Mesh));
    *ptr = GenMeshSphere(a, b, c);
    return ptr;
}

Mesh *GenMeshHemiSphere_(float a, int b, int c)
{
    Mesh *ptr = (Mesh *)malloc(sizeof(Mesh));
    *ptr = GenMeshHemiSphere(a, b, c);
    return ptr;
}

Mesh *GenMeshCylinder_(float a, float b, int c)
{
    Mesh *ptr = (Mesh *)malloc(sizeof(Mesh));
    *ptr = GenMeshCylinder(a, b, c);
    return ptr;
}

Mesh *GenMeshCone_(float a, float b, int c)
{
    Mesh *ptr = (Mesh *)malloc(sizeof(Mesh));
    *ptr = GenMeshCone(a, b, c);
    return ptr;
}

Mesh *GenMeshTorus_(float a, float b, int c, int d)
{
    Mesh *ptr = (Mesh *)malloc(sizeof(Mesh));
    *ptr = GenMeshTorus(a, b, c, d);
    return ptr;
}

Mesh *GenMeshKnot_(float a, float b, int c, int d)
{
    Mesh *ptr = (Mesh *)malloc(sizeof(Mesh));
    *ptr = GenMeshKnot(a, b, c, d);
    return ptr;
}

Mesh *GenMeshHeightmap_(Image *a, Vector3 *b)
{
    Mesh *ptr = (Mesh *)malloc(sizeof(Mesh));
    *ptr = GenMeshHeightmap(*a, *b);
    return ptr;
}

Mesh *GenMeshCubicmap_(Image *a, Vector3 *b)
{
    Mesh *ptr = (Mesh *)malloc(sizeof(Mesh));
    *ptr = GenMeshCubicmap(*a, *b);
    return ptr;
}

Material *LoadMaterialDefault_()
{
    Material *ptr = (Material *)malloc(sizeof(Material));
    *ptr = LoadMaterialDefault();
    return ptr;
}

bool IsMaterialReady_(Material *a)
{
    return IsMaterialReady(*a);
}

void UnloadMaterial_(Material *a)
{
    UnloadMaterial(*a);
}

void SetMaterialTexture_(Material *a, int b, Texture *c)
{
    SetMaterialTexture(a, b, *c);
}

void UpdateModelAnimation_(Model *a, ModelAnimation *b, int c)
{
    UpdateModelAnimation(*a, *b, c);
}

void UnloadModelAnimation_(ModelAnimation *a)
{
    UnloadModelAnimation(*a);
}

int IsModelAnimationValid_(Model *a, ModelAnimation *b)
{
    return IsModelAnimationValid(*a, *b);
}

int CheckCollisionSpheres_(Vector3 *a, float b, Vector3 *c, float d)
{
    return CheckCollisionSpheres(*a, b, *c, d);
}

int CheckCollisionBoxes_(BoundingBox *a, BoundingBox *b)
{
    return CheckCollisionBoxes(*a, *b);
}

int CheckCollisionBoxSphere_(BoundingBox *a, Vector3 *b, float c)
{
    return CheckCollisionBoxSphere(*a, *b, c);
}

RayCollision *GetRayCollisionSphere_(Ray *a, Vector3 *b, float c)
{
    RayCollision *ptr = (RayCollision *)malloc(sizeof(RayCollision));
    *ptr = GetRayCollisionSphere(*a, *b, c);
    return ptr;
}

RayCollision *GetRayCollisionBox_(Ray *a, BoundingBox *b)
{
    RayCollision *ptr = (RayCollision *)malloc(sizeof(RayCollision));
    *ptr = GetRayCollisionBox(*a, *b);
    return ptr;
}

RayCollision *GetRayCollisionMesh_(Ray *a, Mesh *b, Matrix *c)
{
    RayCollision *ptr = (RayCollision *)malloc(sizeof(RayCollision));
    *ptr = GetRayCollisionMesh(*a, *b, *c);
    return ptr;
}

RayCollision *GetRayCollisionTriangle_(Ray *a, Vector3 *b, Vector3 *c, Vector3 *d)
{
    RayCollision *ptr = (RayCollision *)malloc(sizeof(RayCollision));
    *ptr = GetRayCollisionTriangle(*a, *b, *c, *d);
    return ptr;
}

RayCollision *GetRayCollisionQuad_(Ray *a, Vector3 *b, Vector3 *c, Vector3 *d, Vector3 *e)
{
    RayCollision *ptr = (RayCollision *)malloc(sizeof(RayCollision));
    *ptr = GetRayCollisionQuad(*a, *b, *c, *d, *e);
    return ptr;
}

Wave *LoadWave_(char *a)
{
    Wave *ptr = (Wave *)malloc(sizeof(Wave));
    *ptr = LoadWave(a);
    return ptr;
}

Wave *LoadWaveFromMemory_(char *a, unsigned char *b, int c)
{
    Wave *ptr = (Wave *)malloc(sizeof(Wave));
    *ptr = LoadWaveFromMemory(a, b, c);
    return ptr;
}

Sound *LoadSound_(char *a)
{
    Sound *ptr = (Sound *)malloc(sizeof(Sound));
    *ptr = LoadSound(a);
    return ptr;
}

Sound *LoadSoundFromWave_(Wave *a)
{
    Sound *ptr = (Sound *)malloc(sizeof(Sound));
    *ptr = LoadSoundFromWave(*a);
    return ptr;
}

void UpdateSound_(Sound *a, const void *b, int c)
{
    UpdateSound(*a, b, c);
}

bool IsWaveReady_(Wave *a) {
    return IsWaveReady(*a);
}

void UnloadWave_(Wave *a)
{
    UnloadWave(*a);
}

bool IsSoundReady_(Sound *a) {
    return IsSoundReady(*a);
}

void UnloadSound_(Sound *a)
{
    UnloadSound(*a);
}

int ExportWave_(Wave *a, char *b)
{
    return ExportWave(*a, b);
}

int ExportWaveAsCode_(Wave *a, char *b)
{
    return ExportWaveAsCode(*a, b);
}

void PlaySound_(Sound *a)
{
    PlaySound(*a);
}

void StopSound_(Sound *a)
{
    StopSound(*a);
}

void PauseSound_(Sound *a)
{
    PauseSound(*a);
}

void ResumeSound_(Sound *a)
{
    ResumeSound(*a);
}

void PlaySoundMulti_(Sound *a)
{
    PlaySoundMulti(*a);
}

int IsSoundPlaying_(Sound *a)
{
    return IsSoundPlaying(*a);
}

void SetSoundVolume_(Sound *a, float b)
{
    SetSoundVolume(*a, b);
}

void SetSoundPitch_(Sound *a, float b)
{
    SetSoundPitch(*a, b);
}

void SetSoundPan_(Sound *a, float b)
{
    SetSoundPan(*a, b);
}

Wave *WaveCopy_(Wave *a)
{
    Wave *ptr = (Wave *)malloc(sizeof(Wave));
    *ptr = WaveCopy(*a);
    return ptr;
}

float *LoadWaveSamples_(Wave *a)
{
    return LoadWaveSamples(*a);
}

Music *LoadMusicStream_(char *a)
{
    Music *ptr = (Music *)malloc(sizeof(Music));
    *ptr = LoadMusicStream(a);
    return ptr;
}

Music *LoadMusicStreamFromMemory_(char *a, unsigned char *b, int c)
{
    Music *ptr = (Music *)malloc(sizeof(Music));
    *ptr = LoadMusicStreamFromMemory(a, b, c);
    return ptr;
}

bool IsMusicReady_(Music *a) {
    return IsMusicReady(*a);
}

void UnloadMusicStream_(Music *a)
{
    UnloadMusicStream(*a);
}

void PlayMusicStream_(Music *a)
{
    PlayMusicStream(*a);
}

int IsMusicStreamPlaying_(Music *a)
{
    return IsMusicStreamPlaying(*a);
}

void UpdateMusicStream_(Music *a)
{
    UpdateMusicStream(*a);
}

void StopMusicStream_(Music *a)
{
    StopMusicStream(*a);
}

void PauseMusicStream_(Music *a)
{
    PauseMusicStream(*a);
}

void ResumeMusicStream_(Music *a)
{
    ResumeMusicStream(*a);
}

void SeekMusicStream_(Music *a, float b)
{
    SeekMusicStream(*a, b);
}

void SetMusicVolume_(Music *a, float b)
{
    SetMusicVolume(*a, b);
}

void SetMusicPitch_(Music *a, float b)
{
    SetMusicPitch(*a, b);
}

void SetMusicPan_(Music *a, float b)
{
    SetMusicPan(*a, b);
}

float GetMusicTimeLength_(Music *a)
{
    return GetMusicTimeLength(*a);
}

float GetMusicTimePlayed_(Music *a)
{
    return GetMusicTimePlayed(*a);
}

AudioStream *LoadAudioStream_(unsigned int a, unsigned int b, unsigned int c)
{
    AudioStream *ptr = (AudioStream *)malloc(sizeof(AudioStream));
    *ptr = LoadAudioStream(a, b, c);
    return ptr;
}

bool IsAudioStreamReady_(AudioStream *a) {
    return IsAudioStreamReady(*a);
}

void UnloadAudioStream_(AudioStream *a)
{
    UnloadAudioStream(*a);
}

void UpdateAudioStream_(AudioStream *a, const void *b, int c)
{
    UpdateAudioStream(*a, b, c);
}

int IsAudioStreamProcessed_(AudioStream *a)
{
    return IsAudioStreamProcessed(*a);
}

void PlayAudioStream_(AudioStream *a)
{
    PlayAudioStream(*a);
}

void PauseAudioStream_(AudioStream *a)
{
    PauseAudioStream(*a);
}

void ResumeAudioStream_(AudioStream *a)
{
    ResumeAudioStream(*a);
}

int IsAudioStreamPlaying_(AudioStream *a)
{
    return IsAudioStreamPlaying(*a);
}

void StopAudioStream_(AudioStream *a)
{
    StopAudioStream(*a);
}

void SetAudioStreamVolume_(AudioStream *a, float b)
{
    SetAudioStreamVolume(*a, b);
}

void SetAudioStreamPitch_(AudioStream *a, float b)
{
    SetAudioStreamPitch(*a, b);
}

void SetAudioStreamPan_(AudioStream *a, float b)
{
    SetAudioStreamPan(*a, b);
}

void SetAudioStreamCallback_(AudioStream *a, AudioCallback *b)
{
    SetAudioStreamCallback(*a, *b);
}

void AttachAudioStreamProcessor_(AudioStream *a, AudioCallback *b)
{
    AttachAudioStreamProcessor(*a, *b);
}

void DetachAudioStreamProcessor_(AudioStream *a, AudioCallback *b)
{
    DetachAudioStreamProcessor(*a, *b);
}