]> git.sesse.net Git - pistorm/blobdiff - raylib/core.c
[MEGA-WIP] Raylib-based RTG output
[pistorm] / raylib / core.c
diff --git a/raylib/core.c b/raylib/core.c
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+/**********************************************************************************************
+*
+*   raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms
+*
+*   PLATFORMS SUPPORTED:
+*       - PLATFORM_DESKTOP: Windows (Win32, Win64)
+*       - PLATFORM_DESKTOP: Linux (X11 desktop mode)
+*       - PLATFORM_DESKTOP: FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
+*       - PLATFORM_DESKTOP: OSX/macOS
+*       - PLATFORM_ANDROID: Android 4.0 (ARM, ARM64)
+*       - PLATFORM_RPI:     Raspberry Pi 0,1,2,3,4 (Raspbian)
+*       - PLATFORM_DRM:     Linux native mode, including Raspberry Pi 4 with V3D fkms driver
+*       - PLATFORM_WEB:     HTML5 with asm.js (Chrome, Firefox)
+*       - PLATFORM_UWP:     Windows 10 App, Windows Phone, Xbox One
+*
+*   CONFIGURATION:
+*
+*   #define PLATFORM_DESKTOP
+*       Windowing and input system configured for desktop platforms: Windows, Linux, OSX, FreeBSD, OpenBSD, NetBSD, DragonFly
+*       NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for mirror rendering - View [rlgl] module to enable it
+*
+*   #define PLATFORM_ANDROID
+*       Windowing and input system configured for Android device, app activity managed internally in this module.
+*       NOTE: OpenGL ES 2.0 is required and graphic device is managed by EGL
+*
+*   #define PLATFORM_RPI
+*       Windowing and input system configured for Raspberry Pi i native mode (no X.org required, tested on Raspbian),
+*       graphic device is managed by EGL and inputs are processed is raw mode, reading from /dev/input/
+*
+*   #define PLATFORM_WEB
+*       Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js
+*       using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code.
+*
+*   #define PLATFORM_UWP
+*       Universal Windows Platform support, using OpenGL ES 2.0 through ANGLE on multiple Windows platforms,
+*       including Windows 10 App, Windows Phone and Xbox One platforms.
+*
+*   #define SUPPORT_DEFAULT_FONT (default)
+*       Default font is loaded on window initialization to be available for the user to render simple text.
+*       NOTE: If enabled, uses external module functions to load default raylib font (module: text)
+*
+*   #define SUPPORT_CAMERA_SYSTEM
+*       Camera module is included (camera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital
+*
+*   #define SUPPORT_GESTURES_SYSTEM
+*       Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag
+*
+*   #define SUPPORT_MOUSE_GESTURES
+*       Mouse gestures are directly mapped like touches and processed by gestures system.
+*
+*   #define SUPPORT_TOUCH_AS_MOUSE
+*       Touch input and mouse input are shared. Mouse functions also return touch information.
+*
+*   #define SUPPORT_SSH_KEYBOARD_RPI (Raspberry Pi only)
+*       Reconfigure standard input to receive key inputs, works with SSH connection.
+*       WARNING: Reconfiguring standard input could lead to undesired effects, like breaking other running processes or
+*       blocking the device is not restored properly. Use with care.
+*
+*   #define SUPPORT_MOUSE_CURSOR_NATIVE (Raspberry Pi and DRM only)
+*       Draw a mouse pointer on screen
+*
+*   #define SUPPORT_BUSY_WAIT_LOOP
+*       Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used
+*
+*   #define SUPPORT_HALFBUSY_WAIT_LOOP
+*       Use a half-busy wait loop, in this case frame sleeps for some time and runs a busy-wait-loop at the end
+*
+*   #define SUPPORT_EVENTS_WAITING
+*       Wait for events passively (sleeping while no events) instead of polling them actively every frame
+*
+*   #define SUPPORT_SCREEN_CAPTURE
+*       Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()
+*
+*   #define SUPPORT_GIF_RECORDING
+*       Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()
+*
+*   #define SUPPORT_COMPRESSION_API
+*       Support CompressData() and DecompressData() functions, those functions use zlib implementation
+*       provided by stb_image and stb_image_write libraries, so, those libraries must be enabled on textures module
+*       for linkage
+*
+*   #define SUPPORT_DATA_STORAGE
+*       Support saving binary data automatically to a generated storage.data file. This file is managed internally
+*
+*
+*   DEPENDENCIES:
+*       rglfw    - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX. FreeBSD, OpenBSD, NetBSD, DragonFly)
+*       raymath  - 3D math functionality (Vector2, Vector3, Matrix, Quaternion)
+*       camera   - Multiple 3D camera modes (free, orbital, 1st person, 3rd person)
+*       gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
+*
+*
+*   LICENSE: zlib/libpng
+*
+*   Copyright (c) 2013-2021 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.
+*
+**********************************************************************************************/
+
+#include "raylib.h"                 // Declares module functions
+
+// Check if config flags have been externally provided on compilation line
+#if !defined(EXTERNAL_CONFIG_FLAGS)
+    #include "config.h"             // Defines module configuration flags
+#else
+    #define RAYLIB_VERSION  "3.7"
+#endif
+
+#include "utils.h"                  // Required for: TRACELOG macros
+
+#if (defined(__linux__) || defined(PLATFORM_WEB)) && _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
+
+#define RAYMATH_IMPLEMENTATION      // Define external out-of-line implementation of raymath here
+#include "raymath.h"                // Required for: Vector3 and Matrix functions
+
+#define RLGL_IMPLEMENTATION
+#include "rlgl.h"                   // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
+
+#if defined(SUPPORT_GESTURES_SYSTEM)
+    #define GESTURES_IMPLEMENTATION
+    #include "gestures.h"           // Gestures detection functionality
+#endif
+
+#if defined(SUPPORT_CAMERA_SYSTEM)
+    #define CAMERA_IMPLEMENTATION
+    #include "camera.h"             // Camera system functionality
+#endif
+
+#if defined(SUPPORT_GIF_RECORDING)
+    //#define MSF_GIF_MALLOC RL_MALLOC
+    //#define MSF_GIF_FREE RL_FREE
+
+    #define MSF_GIF_IMPL
+    #include "external/msf_gif.h"   // Support GIF recording
+#endif
+
+#if defined(SUPPORT_COMPRESSION_API)
+    #define SINFL_IMPLEMENTATION
+    #include "external/sinfl.h"
+
+    #define SDEFL_IMPLEMENTATION
+    #include "external/sdefl.h"
+#endif
+
+#include <stdlib.h>                 // Required for: srand(), rand(), atexit()
+#include <stdio.h>                  // Required for: sprintf() [Used in OpenURL()]
+#include <string.h>                 // Required for: strrchr(), strcmp(), strlen()
+#include <time.h>                   // Required for: time() [Used in InitTimer()]
+#include <math.h>                   // Required for: tan() [Used in BeginMode3D()], atan2f() [Used in LoadVrStereoConfig()]
+
+#include <sys/stat.h>               // Required for: stat() [Used in GetFileModTime()]
+
+#if (defined(PLATFORM_DESKTOP) || defined(PLATFORM_UWP)) && defined(_WIN32) && (defined(_MSC_VER) || defined(__TINYC__))
+    #define DIRENT_MALLOC RL_MALLOC
+    #define DIRENT_FREE RL_FREE
+
+    #include "external/dirent.h"    // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
+#else
+    #include <dirent.h>             // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
+#endif
+
+#if defined(_WIN32)
+    #include <direct.h>             // Required for: _getch(), _chdir()
+    #define GETCWD _getcwd          // NOTE: MSDN recommends not to use getcwd(), chdir()
+    #define CHDIR _chdir
+    #include <io.h>                 // Required for _access() [Used in FileExists()]
+#else
+    #include <unistd.h>             // Required for: getch(), chdir() (POSIX), access()
+    #define GETCWD getcwd
+    #define CHDIR chdir
+#endif
+
+#if defined(PLATFORM_DESKTOP)
+    #define GLFW_INCLUDE_NONE       // Disable the standard OpenGL header inclusion on GLFW3
+                                    // NOTE: Already provided by rlgl implementation (on glad.h)
+    #include "GLFW/glfw3.h"         // GLFW3 library: Windows, OpenGL context and Input management
+                                    // NOTE: GLFW3 already includes gl.h (OpenGL) headers
+
+    // Support retrieving native window handlers
+    #if defined(_WIN32)
+        #define GLFW_EXPOSE_NATIVE_WIN32
+        #include "GLFW/glfw3native.h"       // WARNING: It requires customization to avoid windows.h inclusion!
+
+        #if defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
+            // NOTE: Those functions require linking with winmm library
+            unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod);
+            unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
+        #endif
+    #endif
+    #if defined(__linux__) || defined(__FreeBSD__)
+        #include <sys/time.h>               // Required for: timespec, nanosleep(), select() - POSIX
+
+        //#define GLFW_EXPOSE_NATIVE_X11      // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type
+        //#define GLFW_EXPOSE_NATIVE_WAYLAND
+        //#define GLFW_EXPOSE_NATIVE_MIR
+        #include "GLFW/glfw3native.h"       // Required for: glfwGetX11Window()
+    #endif
+    #if defined(__APPLE__)
+        #include <unistd.h>                 // Required for: usleep()
+
+        //#define GLFW_EXPOSE_NATIVE_COCOA    // WARNING: Fails due to type redefinition
+        #include "GLFW/glfw3native.h"       // Required for: glfwGetCocoaWindow()
+    #endif
+#endif
+
+#if defined(PLATFORM_ANDROID)
+    //#include <android/sensor.h>           // Android sensors functions (accelerometer, gyroscope, light...)
+    #include <android/window.h>             // Defines AWINDOW_FLAG_FULLSCREEN and others
+    #include <android_native_app_glue.h>    // Defines basic app state struct and manages activity
+
+    #include <EGL/egl.h>                    // Native platform windowing system interface
+    //#include <GLES2/gl2.h>                // OpenGL ES 2.0 library (not required in this module)
+#endif
+
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+    #include <fcntl.h>                  // POSIX file control definitions - open(), creat(), fcntl()
+    #include <unistd.h>                 // POSIX standard function definitions - read(), close(), STDIN_FILENO
+    #include <termios.h>                // POSIX terminal control definitions - tcgetattr(), tcsetattr()
+    #include <pthread.h>                // POSIX threads management (inputs reading)
+    #include <dirent.h>                 // POSIX directory browsing
+
+    #include <sys/ioctl.h>              // UNIX System call for device-specific input/output operations - ioctl()
+    #include <linux/kd.h>               // Linux: KDSKBMODE, K_MEDIUMRAM constants definition
+    #include <linux/input.h>            // Linux: Keycodes constants definition (KEY_A, ...)
+    #include <linux/joystick.h>         // Linux: Joystick support library
+
+#if defined(PLATFORM_RPI)
+    #include "bcm_host.h"               // Raspberry Pi VideoCore IV access functions
+#endif
+
+#if defined(PLATFORM_DRM)
+    #include <gbm.h>                    // Generic Buffer Management
+    #include <xf86drm.h>                // Direct Rendering Manager user-level library interface
+    #include <xf86drmMode.h>            // Direct Rendering Manager modesetting interface
+#endif
+
+    #include "EGL/egl.h"                // Native platform windowing system interface
+    #include "EGL/eglext.h"             // EGL extensions
+    //#include "GLES2/gl2.h"            // OpenGL ES 2.0 library (not required in this module)
+#endif
+
+#if defined(PLATFORM_UWP)
+    #include "EGL/egl.h"                // Native platform windowing system interface
+    #include "EGL/eglext.h"             // EGL extensions
+    //#include "GLES2/gl2.h"            // OpenGL ES 2.0 library (not required in this module)
+    #include "uwp_events.h"             // UWP bootstrapping functions
+#endif
+
+#if defined(PLATFORM_WEB)
+    #define GLFW_INCLUDE_ES2            // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL)
+    #include "GLFW/glfw3.h"             // GLFW3 library: Windows, OpenGL context and Input management
+    #include <sys/time.h>               // Required for: timespec, nanosleep(), select() - POSIX
+
+    #include <emscripten/emscripten.h>  // Emscripten library - LLVM to JavaScript compiler
+    #include <emscripten/html5.h>       // Emscripten HTML5 library
+#endif
+
+#if defined(SUPPORT_COMPRESSION_API)
+    // NOTE: Those declarations require stb_image and stb_image_write definitions, included in textures module
+    unsigned char *stbi_zlib_compress(unsigned char *data, int data_len, int *out_len, int quality);
+    char *stbi_zlib_decode_malloc(char const *buffer, int len, int *outlen);
+#endif
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+    #define USE_LAST_TOUCH_DEVICE       // When multiple touchscreens are connected, only use the one with the highest event<N> number
+
+    #define DEFAULT_GAMEPAD_DEV    "/dev/input/js"      // Gamepad input (base dev for all gamepads: js0, js1, ...)
+    #define DEFAULT_EVDEV_PATH       "/dev/input/"      // Path to the linux input events
+#endif
+
+#ifndef MAX_FILEPATH_LENGTH
+    #if defined(__linux__)
+        #define MAX_FILEPATH_LENGTH     4096        // Maximum length for filepaths (Linux PATH_MAX default value)
+    #else
+        #define MAX_FILEPATH_LENGTH      512        // Maximum length supported for filepaths
+    #endif
+#endif
+
+#ifndef MAX_GAMEPADS
+    #define MAX_GAMEPADS                   4        // Max number of gamepads supported
+#endif
+#ifndef MAX_GAMEPAD_AXIS
+    #define MAX_GAMEPAD_AXIS               8        // Max number of axis supported (per gamepad)
+#endif
+#ifndef MAX_GAMEPAD_BUTTONS
+    #define MAX_GAMEPAD_BUTTONS           32        // Max bumber of buttons supported (per gamepad)
+#endif
+#ifndef MAX_TOUCH_POINTS
+    #define MAX_TOUCH_POINTS              10        // Maximum number of touch points supported
+#endif
+#ifndef MAX_KEY_PRESSED_QUEUE
+    #define MAX_KEY_PRESSED_QUEUE         16        // Max number of keys in the key input queue
+#endif
+#ifndef MAX_CHAR_PRESSED_QUEUE
+    #define MAX_CHAR_PRESSED_QUEUE        16        // Max number of characters in the char input queue
+#endif
+
+#if defined(SUPPORT_DATA_STORAGE)
+    #ifndef STORAGE_DATA_FILE
+        #define STORAGE_DATA_FILE  "storage.data"   // Automatic storage filename
+    #endif
+#endif
+
+#ifndef MAX_DECOMPRESSION_SIZE
+    #define MAX_DECOMPRESSION_SIZE        64        // Max size allocated for decompression in MB
+#endif
+
+// Flags operation macros
+#define FLAG_SET(n, f) ((n) |= (f))
+#define FLAG_CLEAR(n, f) ((n) &= ~(f))
+#define FLAG_TOGGLE(n, f) ((n) ^= (f))
+#define FLAG_CHECK(n, f) ((n) & (f))
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+typedef struct {
+    pthread_t threadId;             // Event reading thread id
+    int fd;                         // File descriptor to the device it is assigned to
+    int eventNum;                   // Number of 'event<N>' device
+    Rectangle absRange;             // Range of values for absolute pointing devices (touchscreens)
+    int touchSlot;                  // Hold the touch slot number of the currently being sent multitouch block
+    bool isMouse;                   // True if device supports relative X Y movements
+    bool isTouch;                   // True if device supports absolute X Y movements and has BTN_TOUCH
+    bool isMultitouch;              // True if device supports multiple absolute movevents and has BTN_TOUCH
+    bool isKeyboard;                // True if device has letter keycodes
+    bool isGamepad;                 // True if device has gamepad buttons
+} InputEventWorker;
+#endif
+
+typedef struct { int x; int y; } Point;
+typedef struct { unsigned int width; unsigned int height; } Size;
+
+// Core global state context data
+typedef struct CoreData {
+    struct {
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+        GLFWwindow *handle;                 // Native window handle (graphic device)
+#endif
+#if defined(PLATFORM_RPI)
+        EGL_DISPMANX_WINDOW_T handle;       // Native window handle (graphic device)
+#endif
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
+#if defined(PLATFORM_DRM)
+        int fd;                             // /dev/dri/... file descriptor
+        drmModeConnector *connector;        // Direct Rendering Manager (DRM) mode connector
+        int modeIndex;                      // index of the used mode of connector->modes
+        drmModeCrtc *crtc;                  // crt controller
+        struct gbm_device *gbmDevice;       // device of Generic Buffer Management (GBM, native platform for EGL on DRM)
+        struct gbm_surface *gbmSurface;     // surface of GBM
+        struct gbm_bo *prevBO;              // previous used GBM buffer object (during frame swapping)
+        uint32_t prevFB;                    // previous used GBM framebufer (during frame swapping)
+#endif
+        EGLDisplay device;                  // Native display device (physical screen connection)
+        EGLSurface surface;                 // Surface to draw on, framebuffers (connected to context)
+        EGLContext context;                 // Graphic context, mode in which drawing can be done
+        EGLConfig config;                   // Graphic config
+#endif
+        const char *title;                  // Window text title const pointer
+        unsigned int flags;                 // Configuration flags (bit based), keeps window state
+        bool ready;                         // Check if window has been initialized successfully
+        bool fullscreen;                    // Check if fullscreen mode is enabled
+        bool shouldClose;                   // Check if window set for closing
+        bool resizedLastFrame;              // Check if window has been resized last frame
+
+        Point position;                     // Window position on screen (required on fullscreen toggle)
+        Size display;                       // Display width and height (monitor, device-screen, LCD, ...)
+        Size screen;                        // Screen width and height (used render area)
+        Size currentFbo;                    // Current render width and height, it could change on BeginTextureMode()
+        Size render;                        // Framebuffer width and height (render area, including black bars if required)
+        Point renderOffset;                 // Offset from render area (must be divided by 2)
+        Matrix screenScale;                 // Matrix to scale screen (framebuffer rendering)
+
+        char **dropFilesPath;               // Store dropped files paths as strings
+        int dropFilesCount;                 // Count dropped files strings
+
+    } Window;
+#if defined(PLATFORM_ANDROID)
+    struct {
+        bool appEnabled;                    // Flag to detect if app is active ** = true
+        struct android_app *app;            // Android activity
+        struct android_poll_source *source; // Android events polling source
+        const char *internalDataPath;       // Android internal data path to write data (/data/data/<package>/files)
+        bool contextRebindRequired;         // Used to know context rebind required
+    } Android;
+#endif
+#if defined(PLATFORM_UWP)
+    struct {
+        const char *internalDataPath;       // UWP App data path
+    } UWP;
+#endif
+    struct {
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+        InputEventWorker eventWorker[10];   // List of worker threads for every monitored "/dev/input/event<N>"
+#endif
+        struct {
+            int exitKey;                    // Default exit key
+            char currentKeyState[512];      // Registers current frame key state
+            char previousKeyState[512];     // Registers previous frame key state
+
+            int keyPressedQueue[MAX_KEY_PRESSED_QUEUE];     // Input keys queue
+            int keyPressedQueueCount;       // Input keys queue count
+
+            int charPressedQueue[MAX_CHAR_PRESSED_QUEUE];   // Input characters queue
+            int charPressedQueueCount;      // Input characters queue count
+
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+            int defaultMode;                // Default keyboard mode
+            struct termios defaultSettings; // Default keyboard settings
+            int fd;                         // File descriptor for the evdev keyboard
+#endif
+        } Keyboard;
+        struct {
+            Vector2 position;               // Mouse position on screen
+            Vector2 offset;                 // Mouse offset
+            Vector2 scale;                  // Mouse scaling
+
+            int cursor;                     // Tracks current mouse cursor
+            bool cursorHidden;              // Track if cursor is hidden
+            bool cursorOnScreen;            // Tracks if cursor is inside client area
+
+            char currentButtonState[3];     // Registers current mouse button state
+            char previousButtonState[3];    // Registers previous mouse button state
+            float currentWheelMove;         // Registers current mouse wheel variation
+            float previousWheelMove;        // Registers previous mouse wheel variation
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+            char currentButtonStateEvdev[3];    // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update)
+#endif
+        } Mouse;
+        struct {
+            Vector2 position[MAX_TOUCH_POINTS];         // Touch position on screen
+            char currentTouchState[MAX_TOUCH_POINTS];   // Registers current touch state
+            char previousTouchState[MAX_TOUCH_POINTS];  // Registers previous touch state
+        } Touch;
+        struct {
+            int lastButtonPressed;          // Register last gamepad button pressed
+            int axisCount;                  // Register number of available gamepad axis
+            bool ready[MAX_GAMEPADS];       // Flag to know if gamepad is ready
+            float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS];        // Gamepad axis state
+            char currentState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS];   // Current gamepad buttons state
+            char previousState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS];  // Previous gamepad buttons state
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+            pthread_t threadId;             // Gamepad reading thread id
+            int streamId[MAX_GAMEPADS];     // Gamepad device file descriptor
+            char name[64];                  // Gamepad name holder
+#endif
+        } Gamepad;
+    } Input;
+    struct {
+        double current;                     // Current time measure
+        double previous;                    // Previous time measure
+        double update;                      // Time measure for frame update
+        double draw;                        // Time measure for frame draw
+        double frame;                       // Time measure for one frame
+        double target;                      // Desired time for one frame, if 0 not applied
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
+        unsigned long long base;            // Base time measure for hi-res timer
+#endif
+    } Time;
+} CoreData;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static CoreData CORE = { 0 };               // Global CORE state context
+
+static char **dirFilesPath = NULL;          // Store directory files paths as strings
+static int dirFilesCount = 0;               // Count directory files strings
+
+#if defined(SUPPORT_SCREEN_CAPTURE)
+static int screenshotCounter = 0;           // Screenshots counter
+#endif
+
+#if defined(SUPPORT_GIF_RECORDING)
+static int gifFramesCounter = 0;            // GIF frames counter
+static bool gifRecording = false;           // GIF recording state
+static MsfGifState gifState = { 0 };        // MSGIF context state
+#endif
+//-----------------------------------------------------------------------------------
+
+//----------------------------------------------------------------------------------
+// Other Modules Functions Declaration (required by core)
+//----------------------------------------------------------------------------------
+#if defined(SUPPORT_DEFAULT_FONT)
+extern void LoadFontDefault(void);          // [Module: text] Loads default font on InitWindow()
+extern void UnloadFontDefault(void);        // [Module: text] Unloads default font from GPU memory
+#endif
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+static bool InitGraphicsDevice(int width, int height);  // Initialize graphics device
+static void SetupFramebuffer(int width, int height);    // Setup main framebuffer
+static void SetupViewport(int width, int height);       // Set viewport for a provided width and height
+static void SwapBuffers(void);                          // Copy back buffer to front buffer
+
+static void InitTimer(void);                            // Initialize timer
+static void Wait(float ms);                             // Wait for some milliseconds (stop program execution)
+
+static void PollInputEvents(void);                      // Register user events
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+static void ErrorCallback(int error, const char *description);                             // GLFW3 Error Callback, runs on GLFW3 error
+// Window callbacks events
+static void WindowSizeCallback(GLFWwindow *window, int width, int height);                 // GLFW3 WindowSize Callback, runs when window is resized
+#if !defined(PLATFORM_WEB)
+static void WindowMaximizeCallback(GLFWwindow* window, int maximized);                     // GLFW3 Window Maximize Callback, runs when window is maximized
+#endif
+static void WindowIconifyCallback(GLFWwindow *window, int iconified);                      // GLFW3 WindowIconify Callback, runs when window is minimized/restored
+static void WindowFocusCallback(GLFWwindow *window, int focused);                          // GLFW3 WindowFocus Callback, runs when window get/lose focus
+static void WindowDropCallback(GLFWwindow *window, int count, const char **paths);         // GLFW3 Window Drop Callback, runs when drop files into window
+// Input callbacks events
+static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods);  // GLFW3 Keyboard Callback, runs on key pressed
+static void CharCallback(GLFWwindow *window, unsigned int key);                            // GLFW3 Char Key Callback, runs on key pressed (get char value)
+static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods);     // GLFW3 Mouse Button Callback, runs on mouse button pressed
+static void MouseCursorPosCallback(GLFWwindow *window, double x, double y);                // GLFW3 Cursor Position Callback, runs on mouse move
+static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset);       // GLFW3 Srolling Callback, runs on mouse wheel
+static void CursorEnterCallback(GLFWwindow *window, int enter);                            // GLFW3 Cursor Enter Callback, cursor enters client area
+#endif
+
+#if defined(PLATFORM_ANDROID)
+static void AndroidCommandCallback(struct android_app *app, int32_t cmd);                  // Process Android activity lifecycle commands
+static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event);          // Process Android inputs
+#endif
+
+#if defined(PLATFORM_WEB)
+static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
+static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData);
+#endif
+
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+#if defined(SUPPORT_SSH_KEYBOARD_RPI)
+static void InitKeyboard(void);                         // Init raw keyboard system (standard input reading)
+static void ProcessKeyboard(void);                      // Process keyboard events
+static void RestoreKeyboard(void);                      // Restore keyboard system
+#else
+static void InitTerminal(void);                         // Init terminal (block echo and signal short cuts)
+static void RestoreTerminal(void);                      // Restore terminal
+#endif
+
+static void InitEvdevInput(void);                       // Evdev inputs initialization
+static void ConfigureEvdevDevice(char *device);         // Identifies a input device and configures it for use if appropriate
+static void PollKeyboardEvents(void);                   // Process evdev keyboard events.
+static void *EventThread(void *arg);                    // Input device events reading thread
+
+static void InitGamepad(void);                          // Init raw gamepad input
+static void *GamepadThread(void *arg);                  // Mouse reading thread
+
+#if defined(PLATFORM_DRM)
+static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode);                               // Search matching DRM mode in connector's mode list
+static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced);      // Search exactly matching DRM connector mode in connector's list
+static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced);    // Search the nearest matching DRM connector mode in connector's list
+#endif
+
+#endif  // PLATFORM_RPI || PLATFORM_DRM
+
+#if defined(_WIN32)
+    // NOTE: We include Sleep() function signature here to avoid windows.h inclusion (kernel32 lib)
+    void __stdcall Sleep(unsigned long msTimeout);      // Required for Wait()
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Window and OpenGL Context Functions
+//----------------------------------------------------------------------------------
+
+#if defined(PLATFORM_ANDROID)
+// To allow easier porting to android, we allow the user to define a
+// main function which we call from android_main, defined by ourselves
+extern int main(int argc, char *argv[]);
+
+void android_main(struct android_app *app)
+{
+    char arg0[] = "raylib";     // NOTE: argv[] are mutable
+    CORE.Android.app = app;
+
+    // TODO: Should we maybe report != 0 return codes somewhere?
+    (void)main(1, (char *[]) { arg0, NULL });
+}
+
+// TODO: Add this to header (if apps really need it)
+struct android_app *GetAndroidApp(void)
+{
+    return CORE.Android.app;
+}
+#endif
+#if (defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) && !defined(SUPPORT_SSH_KEYBOARD_RPI)
+// Init terminal (block echo and signal short cuts)
+static void InitTerminal(void)
+{
+    TRACELOG(LOG_INFO, "RPI: Reconfiguring terminal...");
+
+    // Save terminal keyboard settings and reconfigure terminal with new settings
+    struct termios keyboardNewSettings;
+    tcgetattr(STDIN_FILENO, &CORE.Input.Keyboard.defaultSettings);    // Get current keyboard settings
+    keyboardNewSettings = CORE.Input.Keyboard.defaultSettings;
+
+    // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo
+    // NOTE: ISIG controls if ^C and ^Z generate break signals or not
+    keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
+    keyboardNewSettings.c_cc[VMIN] = 1;
+    keyboardNewSettings.c_cc[VTIME] = 0;
+
+    // Set new keyboard settings (change occurs immediately)
+    tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
+
+    // Save old keyboard mode to restore it at the end
+    if (ioctl(STDIN_FILENO, KDGKBMODE, &CORE.Input.Keyboard.defaultMode) < 0)
+    {
+        // NOTE: It could mean we are using a remote keyboard through ssh or from the desktop
+        TRACELOG(LOG_WARNING, "RPI: Failed to change keyboard mode (not a local terminal)");
+    }
+    else ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE);
+
+    // Register terminal restore when program finishes
+    atexit(RestoreTerminal);
+}
+// Restore terminal
+static void RestoreTerminal(void)
+{
+    TRACELOG(LOG_INFO, "RPI: Restoring terminal...");
+
+    // Reset to default keyboard settings
+    tcsetattr(STDIN_FILENO, TCSANOW, &CORE.Input.Keyboard.defaultSettings);
+
+    // Reconfigure keyboard to default mode
+    ioctl(STDIN_FILENO, KDSKBMODE, CORE.Input.Keyboard.defaultMode);
+}
+#endif
+// Initialize window and OpenGL context
+// NOTE: data parameter could be used to pass any kind of required data to the initialization
+void InitWindow(int width, int height, const char *title)
+{
+#if defined(PLATFORM_UWP)
+    if (!UWPIsConfigured())
+    {
+        TRACELOG(LOG_ERROR, "UWP Functions have not been set yet, please set these before initializing raylib!");
+        return;
+    }
+#endif
+
+    TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
+
+    if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
+
+    // Initialize required global values different than 0
+    CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
+    CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
+    CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
+    CORE.Input.Gamepad.lastButtonPressed = -1;
+
+#if defined(PLATFORM_UWP)
+    // The axis count is 6 (2 thumbsticks and left and right trigger)
+    CORE.Input.Gamepad.axisCount = 6;
+#endif
+
+#if defined(PLATFORM_ANDROID)
+    CORE.Window.screen.width = width;
+    CORE.Window.screen.height = height;
+    CORE.Window.currentFbo.width = width;
+    CORE.Window.currentFbo.height = height;
+
+    // Input data is android app pointer
+    CORE.Android.internalDataPath = CORE.Android.app->activity->internalDataPath;
+
+    // Set desired windows flags before initializing anything
+    ANativeActivity_setWindowFlags(CORE.Android.app->activity, AWINDOW_FLAG_FULLSCREEN, 0);  //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
+
+    int orientation = AConfiguration_getOrientation(CORE.Android.app->config);
+
+    if (orientation == ACONFIGURATION_ORIENTATION_PORT) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as portrait");
+    else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as landscape");
+
+    // TODO: Automatic orientation doesn't seem to work
+    if (width <= height)
+    {
+        AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_PORT);
+        TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to portrait");
+    }
+    else
+    {
+        AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_LAND);
+        TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to landscape");
+    }
+
+    //AConfiguration_getDensity(CORE.Android.app->config);
+    //AConfiguration_getKeyboard(CORE.Android.app->config);
+    //AConfiguration_getScreenSize(CORE.Android.app->config);
+    //AConfiguration_getScreenLong(CORE.Android.app->config);
+
+    CORE.Android.app->onAppCmd = AndroidCommandCallback;
+    CORE.Android.app->onInputEvent = AndroidInputCallback;
+
+    InitAssetManager(CORE.Android.app->activity->assetManager, CORE.Android.app->activity->internalDataPath);
+
+    TRACELOG(LOG_INFO, "ANDROID: App initialized successfully");
+
+    // Android ALooper_pollAll() variables
+    int pollResult = 0;
+    int pollEvents = 0;
+
+    // Wait for window to be initialized (display and context)
+    while (!CORE.Window.ready)
+    {
+        // Process events loop
+        while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void**)&CORE.Android.source)) >= 0)
+        {
+            // Process this event
+            if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source);
+
+            // NOTE: Never close window, native activity is controlled by the system!
+            //if (CORE.Android.app->destroyRequested != 0) CORE.Window.shouldClose = true;
+        }
+    }
+#endif
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP) || defined(PLATFORM_DRM)
+    // Init graphics device (display device and OpenGL context)
+    // NOTE: returns true if window and graphic device has been initialized successfully
+    CORE.Window.ready = InitGraphicsDevice(width, height);
+
+    if (!CORE.Window.ready) return;
+
+    // Init hi-res timer
+    InitTimer();
+
+#if defined(SUPPORT_DEFAULT_FONT)
+    // Load default font
+    // NOTE: External functions (defined in module: text)
+    LoadFontDefault();
+    Rectangle rec = GetFontDefault().recs[95];
+    // NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
+    SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
+#else
+    // Set default internal texture (1px white) and rectangle to be used for shapes drawing
+    SetShapesTexture(rlGetTextureDefault(), (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f });
+#endif
+#if defined(PLATFORM_DESKTOP)
+    if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+    {
+        // Set default font texture filter for HighDPI (blurry)
+        SetTextureFilter(GetFontDefault().texture, TEXTURE_FILTER_BILINEAR);
+    }
+#endif
+
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+    // Init raw input system
+    InitEvdevInput();   // Evdev inputs initialization
+    InitGamepad();      // Gamepad init
+#if defined(SUPPORT_SSH_KEYBOARD_RPI)
+    InitKeyboard();     // Keyboard init
+#else
+    InitTerminal();     // Terminal init
+#endif
+#endif
+
+#if defined(PLATFORM_WEB)
+    // Detect fullscreen change events
+    //emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback);
+    //emscripten_set_resize_callback("#canvas", NULL, 1, EmscriptenResizeCallback);
+
+    // Support keyboard events
+    //emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
+    //emscripten_set_keydown_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
+
+    // Support touch events
+    emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+    emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+    emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+    emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+
+    // Support gamepad events (not provided by GLFW3 on emscripten)
+    emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
+    emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
+#endif
+
+    CORE.Input.Mouse.position.x = (float)CORE.Window.screen.width/2.0f;
+    CORE.Input.Mouse.position.y = (float)CORE.Window.screen.height/2.0f;
+#endif        // PLATFORM_ANDROID
+}
+
+// Close window and unload OpenGL context
+void CloseWindow(void)
+{
+#if defined(SUPPORT_GIF_RECORDING)
+    if (gifRecording)
+    {
+        MsfGifResult result = msf_gif_end(&gifState);
+        msf_gif_free(result);
+        gifRecording = false;
+    }
+#endif
+
+#if defined(SUPPORT_DEFAULT_FONT)
+    UnloadFontDefault();
+#endif
+
+    rlglClose();                // De-init rlgl
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+    glfwDestroyWindow(CORE.Window.handle);
+    glfwTerminate();
+#endif
+
+#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP)
+    timeEndPeriod(1);           // Restore time period
+#endif
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
+#if defined(PLATFORM_DRM)
+    if (CORE.Window.prevFB)
+    {
+        drmModeRmFB(CORE.Window.fd, CORE.Window.prevFB);
+        CORE.Window.prevFB = 0;
+    }
+
+    if (CORE.Window.prevBO)
+    {
+        gbm_surface_release_buffer(CORE.Window.gbmSurface, CORE.Window.prevBO);
+        CORE.Window.prevBO = NULL;
+    }
+
+    if (CORE.Window.gbmSurface)
+    {
+        gbm_surface_destroy(CORE.Window.gbmSurface);
+        CORE.Window.gbmSurface = NULL;
+    }
+
+    if (CORE.Window.gbmDevice)
+    {
+        gbm_device_destroy(CORE.Window.gbmDevice);
+        CORE.Window.gbmDevice = NULL;
+    }
+
+    if (CORE.Window.crtc)
+    {
+        if (CORE.Window.connector)
+        {
+            drmModeSetCrtc(CORE.Window.fd, CORE.Window.crtc->crtc_id, CORE.Window.crtc->buffer_id,
+                CORE.Window.crtc->x, CORE.Window.crtc->y, &CORE.Window.connector->connector_id, 1, &CORE.Window.crtc->mode);
+            drmModeFreeConnector(CORE.Window.connector);
+            CORE.Window.connector = NULL;
+        }
+
+        drmModeFreeCrtc(CORE.Window.crtc);
+        CORE.Window.crtc = NULL;
+    }
+
+    if (CORE.Window.fd != -1)
+    {
+        close(CORE.Window.fd);
+        CORE.Window.fd = -1;
+    }
+#endif
+
+    // Close surface, context and display
+    if (CORE.Window.device != EGL_NO_DISPLAY)
+    {
+#if !defined(PLATFORM_DRM)
+        eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+#endif
+        if (CORE.Window.surface != EGL_NO_SURFACE)
+        {
+            eglDestroySurface(CORE.Window.device, CORE.Window.surface);
+            CORE.Window.surface = EGL_NO_SURFACE;
+        }
+
+        if (CORE.Window.context != EGL_NO_CONTEXT)
+        {
+            eglDestroyContext(CORE.Window.device, CORE.Window.context);
+            CORE.Window.context = EGL_NO_CONTEXT;
+        }
+
+        eglTerminate(CORE.Window.device);
+        CORE.Window.device = EGL_NO_DISPLAY;
+    }
+#endif
+
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+    // Wait for mouse and gamepad threads to finish before closing
+    // NOTE: Those threads should already have finished at this point
+    // because they are controlled by CORE.Window.shouldClose variable
+
+    CORE.Window.shouldClose = true;   // Added to force threads to exit when the close window is called
+
+    // Close the evdev keyboard
+    if (CORE.Input.Keyboard.fd != -1)
+    {
+        close(CORE.Input.Keyboard.fd);
+        CORE.Input.Keyboard.fd = -1;
+    }
+
+    for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
+    {
+        if (CORE.Input.eventWorker[i].threadId)
+        {
+            pthread_join(CORE.Input.eventWorker[i].threadId, NULL);
+        }
+    }
+
+
+    if (CORE.Input.Gamepad.threadId) pthread_join(CORE.Input.Gamepad.threadId, NULL);
+#endif
+
+    TRACELOG(LOG_INFO, "Window closed successfully");
+}
+
+// Check if KEY_ESCAPE pressed or Close icon pressed
+bool WindowShouldClose(void)
+{
+#if defined(PLATFORM_WEB)
+    // Emterpreter-Async required to run sync code
+    // https://github.com/emscripten-core/emscripten/wiki/Emterpreter#emterpreter-async-run-synchronous-code
+    // By default, this function is never called on a web-ready raylib example because we encapsulate
+    // frame code in a UpdateDrawFrame() function, to allow browser manage execution asynchronously
+    // but now emscripten allows sync code to be executed in an interpreted way, using emterpreter!
+    emscripten_sleep(16);
+    return false;
+#endif
+
+#if defined(PLATFORM_DESKTOP)
+    if (CORE.Window.ready)
+    {
+        // While window minimized, stop loop execution
+        while (IsWindowState(FLAG_WINDOW_MINIMIZED) && !IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) glfwWaitEvents();
+
+        CORE.Window.shouldClose = glfwWindowShouldClose(CORE.Window.handle);
+
+        // Reset close status for next frame
+        glfwSetWindowShouldClose(CORE.Window.handle, GLFW_FALSE);
+
+        return CORE.Window.shouldClose;
+    }
+    else return true;
+#endif
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
+    if (CORE.Window.ready) return CORE.Window.shouldClose;
+    else return true;
+#endif
+}
+
+// Check if window has been initialized successfully
+bool IsWindowReady(void)
+{
+    return CORE.Window.ready;
+}
+
+// Check if window is currently fullscreen
+bool IsWindowFullscreen(void)
+{
+    return CORE.Window.fullscreen;
+}
+
+// Check if window is currently hidden
+bool IsWindowHidden(void)
+{
+#if defined(PLATFORM_DESKTOP)
+    return ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0);
+#endif
+    return false;
+}
+
+// Check if window has been minimized
+bool IsWindowMinimized(void)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
+    return ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0);
+#else
+    return false;
+#endif
+}
+
+// Check if window has been maximized (only PLATFORM_DESKTOP)
+bool IsWindowMaximized(void)
+{
+#if defined(PLATFORM_DESKTOP)
+    return ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0);
+#else
+    return false;
+#endif
+}
+
+// Check if window has the focus
+bool IsWindowFocused(void)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
+    return ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) == 0);      // TODO!
+#else
+    return true;
+#endif
+}
+
+// Check if window has been resizedLastFrame
+bool IsWindowResized(void)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
+    return CORE.Window.resizedLastFrame;
+#else
+    return false;
+#endif
+}
+
+// Check if one specific window flag is enabled
+bool IsWindowState(unsigned int flag)
+{
+    return ((CORE.Window.flags & flag) > 0);
+}
+
+// Toggle fullscreen mode (only PLATFORM_DESKTOP)
+void ToggleFullscreen(void)
+{
+#if defined(PLATFORM_DESKTOP)
+    // NOTE: glfwSetWindowMonitor() doesn't work properly (bugs)
+    if (!CORE.Window.fullscreen)
+    {
+        // Store previous window position (in case we exit fullscreen)
+        glfwGetWindowPos(CORE.Window.handle, &CORE.Window.position.x, &CORE.Window.position.y);
+
+        int monitorCount = 0;
+        GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
+
+        int monitorIndex = GetCurrentMonitor();
+
+        // Use current monitor, so we correctly get the display the window is on
+        GLFWmonitor* monitor = monitorIndex < monitorCount ?  monitors[monitorIndex] : NULL;
+
+        if (!monitor)
+        {
+            TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
+
+            CORE.Window.fullscreen = false;          // Toggle fullscreen flag
+            CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
+
+            glfwSetWindowMonitor(CORE.Window.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+            return;
+        }
+
+        CORE.Window.fullscreen = true;          // Toggle fullscreen flag
+        CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
+
+        glfwSetWindowMonitor(CORE.Window.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+    }
+    else
+    {
+        CORE.Window.fullscreen = false;          // Toggle fullscreen flag
+        CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
+
+        glfwSetWindowMonitor(CORE.Window.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+    }
+
+    // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
+    // NOTE: V-Sync can be enabled by graphic driver configuration
+    if (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1);
+#endif
+#if defined(PLATFORM_WEB)
+    EM_ASM
+    (
+        // This strategy works well while using raylib minimal web shell for emscripten,
+        // it re-scales the canvas to fullscreen using monitor resolution, for tools this
+        // is a good strategy but maybe games prefer to keep current canvas resolution and
+        // display it in fullscreen, adjusting monitor resolution if possible
+        if (document.fullscreenElement) document.exitFullscreen();
+        else Module.requestFullscreen(false, true);
+    );
+
+/*
+    if (!CORE.Window.fullscreen)
+    {
+        // Option 1: Request fullscreen for the canvas element
+        // This option does not seem to work at all
+        //emscripten_request_fullscreen("#canvas", false);
+
+        // Option 2: Request fullscreen for the canvas element with strategy
+        // This option does not seem to work at all
+        // Ref: https://github.com/emscripten-core/emscripten/issues/5124
+        // EmscriptenFullscreenStrategy strategy = {
+            // .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
+            // .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
+            // .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
+            // .canvasResizedCallback = EmscriptenWindowResizedCallback,
+            // .canvasResizedCallbackUserData = NULL
+        // };
+        //emscripten_request_fullscreen_strategy("#canvas", EM_FALSE, &strategy);
+
+        // Option 3: Request fullscreen for the canvas element with strategy
+        // It works as expected but only inside the browser (client area)
+        EmscriptenFullscreenStrategy strategy = {
+            .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
+            .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
+            .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
+            .canvasResizedCallback = EmscriptenWindowResizedCallback,
+            .canvasResizedCallbackUserData = NULL
+        };
+        emscripten_enter_soft_fullscreen("#canvas", &strategy);
+
+        int width, height;
+        emscripten_get_canvas_element_size("#canvas", &width, &height);
+        TRACELOG(LOG_WARNING, "Emscripten: Enter fullscreen: Canvas size: %i x %i", width, height);
+    }
+    else
+    {
+        //emscripten_exit_fullscreen();
+        emscripten_exit_soft_fullscreen();
+
+        int width, height;
+        emscripten_get_canvas_element_size("#canvas", &width, &height);
+        TRACELOG(LOG_WARNING, "Emscripten: Exit fullscreen: Canvas size: %i x %i", width, height);
+    }
+*/
+
+    CORE.Window.fullscreen = !CORE.Window.fullscreen;          // Toggle fullscreen flag
+    CORE.Window.flags ^= FLAG_FULLSCREEN_MODE;
+#endif
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+    TRACELOG(LOG_WARNING, "SYSTEM: Failed to toggle to windowed mode");
+#endif
+}
+
+// Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
+void MaximizeWindow(void)
+{
+#if defined(PLATFORM_DESKTOP)
+    if (glfwGetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE) == GLFW_TRUE)
+    {
+        glfwMaximizeWindow(CORE.Window.handle);
+        CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
+    }
+#endif
+}
+
+// Set window state: minimized (only PLATFORM_DESKTOP)
+void MinimizeWindow(void)
+{
+#if defined(PLATFORM_DESKTOP)
+    // NOTE: Following function launches callback that sets appropiate flag!
+    glfwIconifyWindow(CORE.Window.handle);
+#endif
+}
+
+// Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
+void RestoreWindow(void)
+{
+#if defined(PLATFORM_DESKTOP)
+    if (glfwGetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE) == GLFW_TRUE)
+    {
+        // Restores the specified window if it was previously iconified (minimized) or maximized
+        glfwRestoreWindow(CORE.Window.handle);
+        CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
+        CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
+    }
+#endif
+}
+
+// Set window configuration state using flags
+void SetWindowState(unsigned int flags)
+{
+#if defined(PLATFORM_DESKTOP)
+    // Check previous state and requested state to apply required changes
+    // NOTE: In most cases the functions already change the flags internally
+
+    // State change: FLAG_VSYNC_HINT
+    if (((CORE.Window.flags & FLAG_VSYNC_HINT) != (flags & FLAG_VSYNC_HINT)) && ((flags & FLAG_VSYNC_HINT) > 0))
+    {
+        glfwSwapInterval(1);
+        CORE.Window.flags |= FLAG_VSYNC_HINT;
+    }
+
+    // State change: FLAG_FULLSCREEN_MODE
+    if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) != (flags & FLAG_FULLSCREEN_MODE))
+    {
+        ToggleFullscreen();     // NOTE: Window state flag updated inside function
+    }
+
+    // State change: FLAG_WINDOW_RESIZABLE
+    if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != (flags & FLAG_WINDOW_RESIZABLE)) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
+    {
+        glfwSetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE, GLFW_TRUE);
+        CORE.Window.flags |= FLAG_WINDOW_RESIZABLE;
+    }
+
+    // State change: FLAG_WINDOW_UNDECORATED
+    if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) != (flags & FLAG_WINDOW_UNDECORATED)) && (flags & FLAG_WINDOW_UNDECORATED))
+    {
+        glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_FALSE);
+        CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
+    }
+
+    // State change: FLAG_WINDOW_HIDDEN
+    if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) != (flags & FLAG_WINDOW_HIDDEN)) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
+    {
+        glfwHideWindow(CORE.Window.handle);
+        CORE.Window.flags |= FLAG_WINDOW_HIDDEN;
+    }
+
+    // State change: FLAG_WINDOW_MINIMIZED
+    if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) != (flags & FLAG_WINDOW_MINIMIZED)) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
+    {
+        //GLFW_ICONIFIED
+        MinimizeWindow();       // NOTE: Window state flag updated inside function
+    }
+
+    // State change: FLAG_WINDOW_MAXIMIZED
+    if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) != (flags & FLAG_WINDOW_MAXIMIZED)) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
+    {
+        //GLFW_MAXIMIZED
+        MaximizeWindow();       // NOTE: Window state flag updated inside function
+    }
+
+    // State change: FLAG_WINDOW_UNFOCUSED
+    if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) != (flags & FLAG_WINDOW_UNFOCUSED)) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
+    {
+        glfwSetWindowAttrib(CORE.Window.handle, GLFW_FOCUS_ON_SHOW, GLFW_FALSE);
+        CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED;
+    }
+
+    // State change: FLAG_WINDOW_TOPMOST
+    if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) != (flags & FLAG_WINDOW_TOPMOST)) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
+    {
+        glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_TRUE);
+        CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
+    }
+
+    // State change: FLAG_WINDOW_ALWAYS_RUN
+    if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) != (flags & FLAG_WINDOW_ALWAYS_RUN)) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
+    {
+        CORE.Window.flags |= FLAG_WINDOW_ALWAYS_RUN;
+    }
+
+    // The following states can not be changed after window creation
+
+    // State change: FLAG_WINDOW_TRANSPARENT
+    if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) != (flags & FLAG_WINDOW_TRANSPARENT)) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
+    {
+        TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only by configured before window initialization");
+    }
+
+    // State change: FLAG_WINDOW_HIGHDPI
+    if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) != (flags & FLAG_WINDOW_HIGHDPI)) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
+    {
+        TRACELOG(LOG_WARNING, "WINDOW: High DPI can only by configured before window initialization");
+    }
+
+    // State change: FLAG_MSAA_4X_HINT
+    if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) != (flags & FLAG_MSAA_4X_HINT)) && ((flags & FLAG_MSAA_4X_HINT) > 0))
+    {
+        TRACELOG(LOG_WARNING, "WINDOW: MSAA can only by configured before window initialization");
+    }
+
+    // State change: FLAG_INTERLACED_HINT
+    if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0))
+    {
+        TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only by configured before window initialization");
+    }
+#endif
+}
+
+// Clear window configuration state flags
+void ClearWindowState(unsigned int flags)
+{
+#if defined(PLATFORM_DESKTOP)
+    // Check previous state and requested state to apply required changes
+    // NOTE: In most cases the functions already change the flags internally
+
+    // State change: FLAG_VSYNC_HINT
+    if (((CORE.Window.flags & FLAG_VSYNC_HINT) > 0) && ((flags & FLAG_VSYNC_HINT) > 0))
+    {
+        glfwSwapInterval(0);
+        CORE.Window.flags &= ~FLAG_VSYNC_HINT;
+    }
+
+    // State change: FLAG_FULLSCREEN_MODE
+    if (((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) && ((flags & FLAG_FULLSCREEN_MODE) > 0))
+    {
+        ToggleFullscreen();     // NOTE: Window state flag updated inside function
+    }
+
+    // State change: FLAG_WINDOW_RESIZABLE
+    if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
+    {
+        glfwSetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE, GLFW_FALSE);
+        CORE.Window.flags &= ~FLAG_WINDOW_RESIZABLE;
+    }
+
+    // State change: FLAG_WINDOW_UNDECORATED
+    if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) && ((flags & FLAG_WINDOW_UNDECORATED) > 0))
+    {
+        glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_TRUE);
+        CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
+    }
+
+    // State change: FLAG_WINDOW_HIDDEN
+    if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
+    {
+        glfwShowWindow(CORE.Window.handle);
+        CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN;
+    }
+
+    // State change: FLAG_WINDOW_MINIMIZED
+    if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
+    {
+        RestoreWindow();       // NOTE: Window state flag updated inside function
+    }
+
+    // State change: FLAG_WINDOW_MAXIMIZED
+    if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
+    {
+        RestoreWindow();       // NOTE: Window state flag updated inside function
+    }
+
+    // State change: FLAG_WINDOW_UNFOCUSED
+    if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
+    {
+        glfwSetWindowAttrib(CORE.Window.handle, GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
+        CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED;
+    }
+
+    // State change: FLAG_WINDOW_TOPMOST
+    if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
+    {
+        glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_FALSE);
+        CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
+    }
+
+    // State change: FLAG_WINDOW_ALWAYS_RUN
+    if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) > 0) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
+    {
+        CORE.Window.flags &= ~FLAG_WINDOW_ALWAYS_RUN;
+    }
+
+    // The following states can not be changed after window creation
+
+    // State change: FLAG_WINDOW_TRANSPARENT
+    if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
+    {
+        TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only by configured before window initialization");
+    }
+
+    // State change: FLAG_WINDOW_HIGHDPI
+    if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
+    {
+        TRACELOG(LOG_WARNING, "WINDOW: High DPI can only by configured before window initialization");
+    }
+
+    // State change: FLAG_MSAA_4X_HINT
+    if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) > 0) && ((flags & FLAG_MSAA_4X_HINT) > 0))
+    {
+        TRACELOG(LOG_WARNING, "WINDOW: MSAA can only by configured before window initialization");
+    }
+
+    // State change: FLAG_INTERLACED_HINT
+    if (((CORE.Window.flags & FLAG_INTERLACED_HINT) > 0) && ((flags & FLAG_INTERLACED_HINT) > 0))
+    {
+        TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only by configured before window initialization");
+    }
+#endif
+}
+
+// Set icon for window (only PLATFORM_DESKTOP)
+// NOTE: Image must be in RGBA format, 8bit per channel
+void SetWindowIcon(Image image)
+{
+#if defined(PLATFORM_DESKTOP)
+    if (image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
+    {
+        GLFWimage icon[1] = { 0 };
+
+        icon[0].width = image.width;
+        icon[0].height = image.height;
+        icon[0].pixels = (unsigned char *)image.data;
+
+        // NOTE 1: We only support one image icon
+        // NOTE 2: The specified image data is copied before this function returns
+        glfwSetWindowIcon(CORE.Window.handle, 1, icon);
+    }
+    else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format");
+#endif
+}
+
+// Set title for window (only PLATFORM_DESKTOP)
+void SetWindowTitle(const char *title)
+{
+    CORE.Window.title = title;
+#if defined(PLATFORM_DESKTOP)
+    glfwSetWindowTitle(CORE.Window.handle, title);
+#endif
+}
+
+// Set window position on screen (windowed mode)
+void SetWindowPosition(int x, int y)
+{
+#if defined(PLATFORM_DESKTOP)
+    glfwSetWindowPos(CORE.Window.handle, x, y);
+#endif
+}
+
+// Set monitor for the current window (fullscreen mode)
+void SetWindowMonitor(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+    int monitorCount = 0;
+    GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+    if ((monitor >= 0) && (monitor < monitorCount))
+    {
+        TRACELOG(LOG_INFO, "GLFW: Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
+
+        const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
+        glfwSetWindowMonitor(CORE.Window.handle, monitors[monitor], 0, 0, mode->width, mode->height, mode->refreshRate);
+    }
+    else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+#endif
+}
+
+// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMinSize(int width, int height)
+{
+#if defined(PLATFORM_DESKTOP)
+    const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
+    glfwSetWindowSizeLimits(CORE.Window.handle, width, height, mode->width, mode->height);
+#endif
+}
+
+// Set window dimensions
+// TODO: Issues on HighDPI scaling
+void SetWindowSize(int width, int height)
+{
+#if defined(PLATFORM_DESKTOP)
+    glfwSetWindowSize(CORE.Window.handle, width, height);
+#endif
+#if defined(PLATFORM_WEB)
+    //emscripten_set_canvas_size(width, height);  // DEPRECATED!
+
+    // TODO: Below functions should be used to replace previous one but
+    // they do not seem to work properly
+    //emscripten_set_canvas_element_size("canvas", width, height);
+    //emscripten_set_element_css_size("canvas", width, height);
+#endif
+}
+
+// Get current screen width
+int GetScreenWidth(void)
+{
+    return CORE.Window.currentFbo.width;
+}
+
+// Get current screen height
+int GetScreenHeight(void)
+{
+    return CORE.Window.currentFbo.height;
+}
+
+// Get native window handle
+void *GetWindowHandle(void)
+{
+#if defined(PLATFORM_DESKTOP) && defined(_WIN32)
+    // NOTE: Returned handle is: void *HWND (windows.h)
+    return glfwGetWin32Window(CORE.Window.handle);
+#endif
+#if defined(__linux__)
+    // NOTE: Returned handle is: unsigned long Window (X.h)
+    // typedef unsigned long XID;
+    // typedef XID Window;
+    //unsigned long id = (unsigned long)glfwGetX11Window(window);
+    return NULL;    // TODO: Find a way to return value... cast to void *?
+#endif
+#if defined(__APPLE__)
+    // NOTE: Returned handle is: (objc_object *)
+    return NULL;    // TODO: return (void *)glfwGetCocoaWindow(window);
+#endif
+
+    return NULL;
+}
+
+// Get number of monitors
+int GetMonitorCount(void)
+{
+#if defined(PLATFORM_DESKTOP)
+    int monitorCount;
+    glfwGetMonitors(&monitorCount);
+    return monitorCount;
+#else
+    return 1;
+#endif
+}
+
+// Get number of monitors
+int GetCurrentMonitor(void)
+{
+#if defined(PLATFORM_DESKTOP)
+    int monitorCount;
+    GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
+    GLFWmonitor* monitor = NULL;
+
+    if (monitorCount == 1) // easy out
+        return 0;
+
+    if (IsWindowFullscreen())
+    {
+        monitor = glfwGetWindowMonitor(CORE.Window.handle);
+        for (int i = 0; i < monitorCount; i++)
+        {
+            if (monitors[i] == monitor)
+                return i;
+        }
+        return 0;
+    }
+    else
+    {
+        int x = 0;
+        int y = 0;
+
+        glfwGetWindowPos(CORE.Window.handle, &x, &y);
+
+        for (int i = 0; i < monitorCount; i++)
+        {
+            int mx = 0;
+            int my = 0;
+
+            int width = 0;
+            int height = 0;
+
+            monitor = monitors[i];
+            glfwGetMonitorWorkarea(monitor, &mx, &my, &width, &height);
+            if (x >= mx && x <= (mx + width) && y >= my && y <= (my + height))
+                return i;
+        }
+    }
+    return 0;
+#else
+    return 0;
+#endif
+}
+
+// Get selected monitor width
+Vector2 GetMonitorPosition(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+    int monitorCount;
+    GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
+
+    if ((monitor >= 0) && (monitor < monitorCount))
+    {
+        int x, y;
+        glfwGetMonitorPos(monitors[monitor], &x, &y);
+
+        return (Vector2){ (float)x, (float)y };
+    }
+    else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+#endif
+    return (Vector2){ 0, 0 };
+}
+
+// Get selected monitor width (max available by monitor)
+int GetMonitorWidth(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+    int monitorCount;
+    GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+    if ((monitor >= 0) && (monitor < monitorCount))
+    {
+        int count = 0;
+        const GLFWvidmode *modes = glfwGetVideoModes(monitors[monitor], &count);
+
+        // We return the maximum resolution available, the last one in the modes array
+        if (count > 0) return modes[count - 1].width;
+        else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
+    }
+    else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+#endif
+    return 0;
+}
+
+// Get selected monitor width (max available by monitor)
+int GetMonitorHeight(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+    int monitorCount;
+    GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+    if ((monitor >= 0) && (monitor < monitorCount))
+    {
+        int count = 0;
+        const GLFWvidmode *modes = glfwGetVideoModes(monitors[monitor], &count);
+
+        // We return the maximum resolution available, the last one in the modes array
+        if (count > 0) return modes[count - 1].height;
+        else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
+    }
+    else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+#endif
+    return 0;
+}
+
+// Get selected monitor physical width in millimetres
+int GetMonitorPhysicalWidth(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+    int monitorCount;
+    GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+    if ((monitor >= 0) && (monitor < monitorCount))
+    {
+        int physicalWidth;
+        glfwGetMonitorPhysicalSize(monitors[monitor], &physicalWidth, NULL);
+        return physicalWidth;
+    }
+    else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+#endif
+    return 0;
+}
+
+// Get primary monitor physical height in millimetres
+int GetMonitorPhysicalHeight(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+    int monitorCount;
+    GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+    if ((monitor >= 0) && (monitor < monitorCount))
+    {
+        int physicalHeight;
+        glfwGetMonitorPhysicalSize(monitors[monitor], NULL, &physicalHeight);
+        return physicalHeight;
+    }
+    else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+#endif
+    return 0;
+}
+
+int GetMonitorRefreshRate(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+    int monitorCount;
+    GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+    if ((monitor >= 0) && (monitor < monitorCount))
+    {
+        const GLFWvidmode *vidmode = glfwGetVideoMode(monitors[monitor]);
+        return vidmode->refreshRate;
+    }
+    else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+#endif
+#if defined(PLATFORM_DRM)
+    if ((CORE.Window.connector) && (CORE.Window.modeIndex >= 0))
+    {
+        return CORE.Window.connector->modes[CORE.Window.modeIndex].vrefresh;
+    }
+#endif
+    return 0;
+}
+
+// Get window position XY on monitor
+Vector2 GetWindowPosition(void)
+{
+    int x = 0;
+    int y = 0;
+#if defined(PLATFORM_DESKTOP)
+    glfwGetWindowPos(CORE.Window.handle, &x, &y);
+#endif
+    return (Vector2){ (float)x, (float)y };
+}
+
+// Get window scale DPI factor
+Vector2 GetWindowScaleDPI(void)
+{
+    Vector2 scale = { 1.0f, 1.0f };
+
+#if defined(PLATFORM_DESKTOP)
+    float xdpi = 1.0;
+    float ydpi = 1.0;
+    Vector2 windowPos = GetWindowPosition();
+
+    int monitorCount = 0;
+    GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+    // Check window monitor
+    for (int i = 0; i < monitorCount; i++)
+    {
+        glfwGetMonitorContentScale(monitors[i], &xdpi, &ydpi);
+
+        int xpos, ypos, width, height;
+        glfwGetMonitorWorkarea(monitors[i], &xpos, &ypos, &width, &height);
+
+        if ((windowPos.x >= xpos) && (windowPos.x < xpos + width) &&
+            (windowPos.y >= ypos) && (windowPos.y < ypos + height))
+        {
+            scale.x = xdpi;
+            scale.y = ydpi;
+            break;
+        }
+    }
+#endif
+
+    return scale;
+}
+
+// Get the human-readable, UTF-8 encoded name of the primary monitor
+const char *GetMonitorName(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+    int monitorCount;
+    GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+    if ((monitor >= 0) && (monitor < monitorCount))
+    {
+        return glfwGetMonitorName(monitors[monitor]);
+    }
+    else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+#endif
+    return "";
+}
+
+// Get clipboard text content
+// NOTE: returned string is allocated and freed by GLFW
+const char *GetClipboardText(void)
+{
+#if defined(PLATFORM_DESKTOP)
+    return glfwGetClipboardString(CORE.Window.handle);
+#else
+    return NULL;
+#endif
+}
+
+// Set clipboard text content
+void SetClipboardText(const char *text)
+{
+#if defined(PLATFORM_DESKTOP)
+    glfwSetClipboardString(CORE.Window.handle, text);
+#endif
+}
+
+// Show mouse cursor
+void ShowCursor(void)
+{
+#if defined(PLATFORM_DESKTOP)
+    glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+#endif
+#if defined(PLATFORM_UWP)
+    UWPGetMouseShowFunc()();
+#endif
+    CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Hides mouse cursor
+void HideCursor(void)
+{
+#if defined(PLATFORM_DESKTOP)
+    glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+#endif
+#if defined(PLATFORM_UWP)
+    UWPGetMouseHideFunc()();
+#endif
+    CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Check if cursor is not visible
+bool IsCursorHidden(void)
+{
+    return CORE.Input.Mouse.cursorHidden;
+}
+
+// Enables cursor (unlock cursor)
+void EnableCursor(void)
+{
+#if defined(PLATFORM_DESKTOP)
+    glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+#endif
+#if defined(PLATFORM_WEB)
+    emscripten_exit_pointerlock();
+#endif
+#if defined(PLATFORM_UWP)
+    UWPGetMouseUnlockFunc()();
+#endif
+    CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Disables cursor (lock cursor)
+void DisableCursor(void)
+{
+#if defined(PLATFORM_DESKTOP)
+    glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+#endif
+#if defined(PLATFORM_WEB)
+    emscripten_request_pointerlock("#canvas", 1);
+#endif
+#if defined(PLATFORM_UWP)
+    UWPGetMouseLockFunc()();
+#endif
+    CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Check if cursor is on the current screen.
+bool IsCursorOnScreen(void)
+{
+    return CORE.Input.Mouse.cursorOnScreen;
+}
+
+// Set background color (framebuffer clear color)
+void ClearBackground(Color color)
+{
+    rlClearColor(color.r, color.g, color.b, color.a);   // Set clear color
+    rlClearScreenBuffers();                             // Clear current framebuffers
+}
+
+// Setup canvas (framebuffer) to start drawing
+void BeginDrawing(void)
+{
+    CORE.Time.current = GetTime();            // Number of elapsed seconds since InitTimer()
+    CORE.Time.update = CORE.Time.current - CORE.Time.previous;
+    CORE.Time.previous = CORE.Time.current;
+
+    rlLoadIdentity();                   // Reset current matrix (modelview)
+    rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling
+
+    //rlTranslatef(0.375, 0.375, 0);    // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
+                                        // NOTE: Not required with OpenGL 3.3+
+}
+
+// End canvas drawing and swap buffers (double buffering)
+void EndDrawing(void)
+{
+#if (defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) && defined(SUPPORT_MOUSE_CURSOR_NATIVE)
+    // On native mode we have no system mouse cursor, so,
+    // we draw a small rectangle for user reference
+    if (!CORE.Input.Mouse.cursorHidden)
+    {
+        DrawRectangle(CORE.Input.Mouse.position.x, CORE.Input.Mouse.position.y, 3, 3, MAROON);
+    }
+#endif
+
+    rlDrawRenderBatchActive();      // Update and draw internal render batch
+
+#if defined(SUPPORT_GIF_RECORDING)
+    #define GIF_RECORD_FRAMERATE    10
+
+    if (gifRecording)
+    {
+        gifFramesCounter++;
+
+        // NOTE: We record one gif frame every 10 game frames
+        if ((gifFramesCounter%GIF_RECORD_FRAMERATE) == 0)
+        {
+            // Get image data for the current frame (from backbuffer)
+            // NOTE: This process is quite slow... :(
+            unsigned char *screenData = rlReadScreenPixels(CORE.Window.screen.width, CORE.Window.screen.height);
+            msf_gif_frame(&gifState, screenData, 10, 16, CORE.Window.screen.width*4);
+
+            RL_FREE(screenData);    // Free image data
+        }
+
+        if (((gifFramesCounter/15)%2) == 1)
+        {
+            DrawCircle(30, CORE.Window.screen.height - 20, 10, RED);
+            DrawText("RECORDING", 50, CORE.Window.screen.height - 25, 10, MAROON);
+        }
+
+        rlDrawRenderBatchActive();  // Update and draw internal render batch
+    }
+#endif
+
+    SwapBuffers();                  // Copy back buffer to front buffer
+
+    // Frame time control system
+    CORE.Time.current = GetTime();
+    CORE.Time.draw = CORE.Time.current - CORE.Time.previous;
+    CORE.Time.previous = CORE.Time.current;
+
+    CORE.Time.frame = CORE.Time.update + CORE.Time.draw;
+
+    // Wait for some milliseconds...
+    if (CORE.Time.frame < CORE.Time.target)
+    {
+        Wait((float)(CORE.Time.target - CORE.Time.frame)*1000.0f);
+
+        CORE.Time.current = GetTime();
+        double waitTime = CORE.Time.current - CORE.Time.previous;
+        CORE.Time.previous = CORE.Time.current;
+
+        CORE.Time.frame += waitTime;      // Total frame time: update + draw + wait
+    }
+
+    PollInputEvents();              // Poll user events
+}
+
+// Initialize 2D mode with custom camera (2D)
+void BeginMode2D(Camera2D camera)
+{
+    rlDrawRenderBatchActive();      // Update and draw internal render batch
+
+    rlLoadIdentity();               // Reset current matrix (modelview)
+
+    // Apply 2d camera transformation to modelview
+    rlMultMatrixf(MatrixToFloat(GetCameraMatrix2D(camera)));
+
+    // Apply screen scaling if required
+    rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale));
+}
+
+// Ends 2D mode with custom camera
+void EndMode2D(void)
+{
+    rlDrawRenderBatchActive();      // Update and draw internal render batch
+
+    rlLoadIdentity();               // Reset current matrix (modelview)
+    rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
+}
+
+// Initializes 3D mode with custom camera (3D)
+void BeginMode3D(Camera3D camera)
+{
+    rlDrawRenderBatchActive();      // Update and draw internal render batch
+
+    rlMatrixMode(RL_PROJECTION);    // Switch to projection matrix
+    rlPushMatrix();                 // Save previous matrix, which contains the settings for the 2d ortho projection
+    rlLoadIdentity();               // Reset current matrix (projection)
+
+    float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height;
+
+    // NOTE: zNear and zFar values are important when computing depth buffer values
+    if (camera.projection == CAMERA_PERSPECTIVE)
+    {
+        // Setup perspective projection
+        double top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD);
+        double right = top*aspect;
+
+        rlFrustum(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+    }
+    else if (camera.projection == CAMERA_ORTHOGRAPHIC)
+    {
+        // Setup orthographic projection
+        double top = camera.fovy/2.0;
+        double right = top*aspect;
+
+        rlOrtho(-right, right, -top,top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+    }
+
+    rlMatrixMode(RL_MODELVIEW);     // Switch back to modelview matrix
+    rlLoadIdentity();               // Reset current matrix (modelview)
+
+    // Setup Camera view
+    Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+    rlMultMatrixf(MatrixToFloat(matView));      // Multiply modelview matrix by view matrix (camera)
+
+    rlEnableDepthTest();            // Enable DEPTH_TEST for 3D
+}
+
+// Ends 3D mode and returns to default 2D orthographic mode
+void EndMode3D(void)
+{
+    rlDrawRenderBatchActive();      // Update and draw internal render batch
+
+    rlMatrixMode(RL_PROJECTION);    // Switch to projection matrix
+    rlPopMatrix();                  // Restore previous matrix (projection) from matrix stack
+
+    rlMatrixMode(RL_MODELVIEW);     // Switch back to modelview matrix
+    rlLoadIdentity();               // Reset current matrix (modelview)
+
+    rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
+
+    rlDisableDepthTest();           // Disable DEPTH_TEST for 2D
+}
+
+// Initializes render texture for drawing
+void BeginTextureMode(RenderTexture2D target)
+{
+    rlDrawRenderBatchActive();      // Update and draw internal render batch
+
+    rlEnableFramebuffer(target.id); // Enable render target
+
+    // Set viewport to framebuffer size
+    rlViewport(0, 0, target.texture.width, target.texture.height);
+
+    rlMatrixMode(RL_PROJECTION);    // Switch to projection matrix
+    rlLoadIdentity();               // Reset current matrix (projection)
+
+    // Set orthographic projection to current framebuffer size
+    // NOTE: Configured top-left corner as (0, 0)
+    rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
+
+    rlMatrixMode(RL_MODELVIEW);     // Switch back to modelview matrix
+    rlLoadIdentity();               // Reset current matrix (modelview)
+
+    //rlScalef(0.0f, -1.0f, 0.0f);  // Flip Y-drawing (?)
+
+    // Setup current width/height for proper aspect ratio
+    // calculation when using BeginMode3D()
+    CORE.Window.currentFbo.width = target.texture.width;
+    CORE.Window.currentFbo.height = target.texture.height;
+}
+
+// Ends drawing to render texture
+void EndTextureMode(void)
+{
+    rlDrawRenderBatchActive();      // Update and draw internal render batch
+
+    rlDisableFramebuffer();         // Disable render target (fbo)
+
+    // Set viewport to default framebuffer size
+    SetupViewport(CORE.Window.render.width, CORE.Window.render.height);
+
+    // Reset current fbo to screen size
+    CORE.Window.currentFbo.width = CORE.Window.screen.width;
+    CORE.Window.currentFbo.height = CORE.Window.screen.height;
+}
+
+// Begin custom shader mode
+void BeginShaderMode(Shader shader)
+{
+    rlSetShader(shader);
+}
+
+// End custom shader mode (returns to default shader)
+void EndShaderMode(void)
+{
+    rlSetShader(rlGetShaderDefault());
+}
+
+// Begin blending mode (alpha, additive, multiplied)
+// NOTE: Only 3 blending modes supported, default blend mode is alpha
+void BeginBlendMode(int mode)
+{
+    rlSetBlendMode(mode);
+}
+
+// End blending mode (reset to default: alpha blending)
+void EndBlendMode(void)
+{
+    rlSetBlendMode(BLEND_ALPHA);
+}
+
+// Begin scissor mode (define screen area for following drawing)
+// NOTE: Scissor rec refers to bottom-left corner, we change it to upper-left
+void BeginScissorMode(int x, int y, int width, int height)
+{
+    rlDrawRenderBatchActive();      // Update and draw internal render batch
+
+    rlEnableScissorTest();
+    rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height);
+}
+
+// End scissor mode
+void EndScissorMode(void)
+{
+    rlDrawRenderBatchActive();      // Update and draw internal render batch
+    rlDisableScissorTest();
+}
+
+// Begin VR drawing configuration
+void BeginVrStereoMode(VrStereoConfig config)
+{
+    rlEnableStereoRender();
+
+    // Set stereo render matrices
+    rlSetMatrixProjectionStereo(config.projection[0], config.projection[1]);
+    rlSetMatrixViewOffsetStereo(config.viewOffset[0], config.viewOffset[1]);
+}
+
+// End VR drawing process (and desktop mirror)
+void EndVrStereoMode(void)
+{
+    rlDisableStereoRender();
+}
+
+// Load VR stereo config for VR simulator device parameters
+VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device)
+{
+    VrStereoConfig config = { 0 };
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    // Compute aspect ratio
+    float aspect = ((float)device.hResolution*0.5f)/(float)device.vResolution;
+
+    // Compute lens parameters
+    float lensShift = (device.hScreenSize*0.25f - device.lensSeparationDistance*0.5f)/device.hScreenSize;
+    config.leftLensCenter[0] = 0.25f + lensShift;
+    config.leftLensCenter[1] = 0.5f;
+    config.rightLensCenter[0] = 0.75f - lensShift;
+    config.rightLensCenter[1] = 0.5f;
+    config.leftScreenCenter[0] = 0.25f;
+    config.leftScreenCenter[1] = 0.5f;
+    config.rightScreenCenter[0] = 0.75f;
+    config.rightScreenCenter[1] = 0.5f;
+
+    // Compute distortion scale parameters
+    // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
+    float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
+    float lensRadiusSq = lensRadius*lensRadius;
+    float distortionScale = device.lensDistortionValues[0] +
+                            device.lensDistortionValues[1]*lensRadiusSq +
+                            device.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
+                            device.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
+
+    float normScreenWidth = 0.5f;
+    float normScreenHeight = 1.0f;
+    config.scaleIn[0] = 2.0f/normScreenWidth;
+    config.scaleIn[1] = 2.0f/normScreenHeight/aspect;
+    config.scale[0] = normScreenWidth*0.5f/distortionScale;
+    config.scale[1] = normScreenHeight*0.5f*aspect/distortionScale;
+
+    // Fovy is normally computed with: 2*atan2f(device.vScreenSize, 2*device.eyeToScreenDistance)
+    // ...but with lens distortion it is increased (see Oculus SDK Documentation)
+    //float fovy = 2.0f*atan2f(device.vScreenSize*0.5f*distortionScale, device.eyeToScreenDistance);     // Really need distortionScale?
+    float fovy = 2.0f*(float)atan2f(device.vScreenSize*0.5f, device.eyeToScreenDistance);
+
+    // Compute camera projection matrices
+    float projOffset = 4.0f*lensShift;      // Scaled to projection space coordinates [-1..1]
+    Matrix proj = MatrixPerspective(fovy, aspect, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+
+    config.projection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
+    config.projection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
+
+    // Compute camera transformation matrices
+    // NOTE: Camera movement might seem more natural if we model the head.
+    // Our axis of rotation is the base of our head, so we might want to add
+    // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
+    config.viewOffset[0] = MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
+    config.viewOffset[1] = MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
+
+    // Compute eyes Viewports
+    /*
+    config.eyeViewportRight[0] = 0;
+    config.eyeViewportRight[1] = 0;
+    config.eyeViewportRight[2] = device.hResolution/2;
+    config.eyeViewportRight[3] = device.vResolution;
+
+    config.eyeViewportLeft[0] = device.hResolution/2;
+    config.eyeViewportLeft[1] = 0;
+    config.eyeViewportLeft[2] = device.hResolution/2;
+    config.eyeViewportLeft[3] = device.vResolution;
+    */
+#else
+    TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1");
+#endif
+
+    return config;
+}
+
+// Unload VR stereo config properties
+void UnloadVrStereoConfig(VrStereoConfig config)
+{
+    //...
+}
+
+// Load shader from files and bind default locations
+// NOTE: If shader string is NULL, using default vertex/fragment shaders
+Shader LoadShader(const char *vsFileName, const char *fsFileName)
+{
+    Shader shader = { 0 };
+    shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
+
+    // NOTE: All locations must be reseted to -1 (no location)
+    for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
+
+    char *vShaderStr = NULL;
+    char *fShaderStr = NULL;
+
+    if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
+    if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
+
+    shader.id = rlLoadShaderCode(vShaderStr, fShaderStr);
+
+    if (vShaderStr != NULL) RL_FREE(vShaderStr);
+    if (fShaderStr != NULL) RL_FREE(fShaderStr);
+
+    // After shader loading, we TRY to set default location names
+    if (shader.id > 0)
+    {
+        // Default shader attrib locations have been fixed before linking:
+        //          vertex position location    = 0
+        //          vertex texcoord location    = 1
+        //          vertex normal location      = 2
+        //          vertex color location       = 3
+        //          vertex tangent location     = 4
+        //          vertex texcoord2 location   = 5
+
+        // NOTE: If any location is not found, loc point becomes -1
+
+        // Get handles to GLSL input attibute locations
+        shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_POSITION);
+        shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
+        shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
+        shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
+        shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
+        shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
+
+        // Get handles to GLSL uniform locations (vertex shader)
+        shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp");
+        shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view");
+        shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection");
+        shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, "matNormal");
+
+        // Get handles to GLSL uniform locations (fragment shader)
+        shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, "colDiffuse");
+        shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, "texture0");
+        shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, "texture1");
+        shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, "texture2");
+    }
+
+    return shader;
+}
+
+// Load shader from code strings and bind default locations
+RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
+{
+    Shader shader = { 0 };
+    shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
+
+    shader.id = rlLoadShaderCode(vsCode, fsCode);
+
+    // After shader loading, we TRY to set default location names
+    if (shader.id > 0)
+    {
+        // Default shader attrib locations have been fixed before linking:
+        //          vertex position location    = 0
+        //          vertex texcoord location    = 1
+        //          vertex normal location      = 2
+        //          vertex color location       = 3
+        //          vertex tangent location     = 4
+        //          vertex texcoord2 location   = 5
+
+        // NOTE: If any location is not found, loc point becomes -1
+
+        // Get handles to GLSL input attibute locations
+        shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_POSITION);
+        shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
+        shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
+        shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
+        shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
+        shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
+
+        // Get handles to GLSL uniform locations (vertex shader)
+        shader.locs[SHADER_LOC_MATRIX_MVP]  = rlGetLocationUniform(shader.id, "mvp");
+        shader.locs[SHADER_LOC_MATRIX_PROJECTION]  = rlGetLocationUniform(shader.id, "projection");
+        shader.locs[SHADER_LOC_MATRIX_VIEW]  = rlGetLocationUniform(shader.id, "view");
+
+        // Get handles to GLSL uniform locations (fragment shader)
+        shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, "colDiffuse");
+        shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, "texture0");
+        shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, "texture1");
+        shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, "texture2");
+    }
+
+    return shader;
+}
+
+// Unload shader from GPU memory (VRAM)
+void UnloadShader(Shader shader)
+{
+    if (shader.id != rlGetShaderDefault().id)
+    {
+        rlUnloadShaderProgram(shader.id);
+        RL_FREE(shader.locs);
+    }
+}
+
+// Get shader uniform location
+int GetShaderLocation(Shader shader, const char *uniformName)
+{
+    return rlGetLocationUniform(shader.id, uniformName);
+}
+
+// Get shader attribute location
+int GetShaderLocationAttrib(Shader shader, const char *attribName)
+{
+    return rlGetLocationAttrib(shader.id, attribName);
+}
+
+// Set shader uniform value
+void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType)
+{
+    SetShaderValueV(shader, locIndex, value, uniformType, 1);
+}
+
+// Set shader uniform value vector
+void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count)
+{
+    rlEnableShader(shader.id);
+    rlSetUniform(locIndex, value, uniformType, count);
+    //rlDisableShader();      // Avoid reseting current shader program, in case other uniforms are set
+}
+
+// Set shader uniform value (matrix 4x4)
+void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat)
+{
+    rlEnableShader(shader.id);
+    rlSetUniformMatrix(locIndex, mat);
+    //rlDisableShader();
+}
+
+// Set shader uniform value for texture
+void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
+{
+    rlEnableShader(shader.id);
+    rlSetUniformSampler(locIndex, texture.id);
+    //rlDisableShader();
+}
+
+// Returns a ray trace from mouse position
+Ray GetMouseRay(Vector2 mouse, Camera camera)
+{
+    Ray ray;
+
+    // Calculate normalized device coordinates
+    // NOTE: y value is negative
+    float x = (2.0f*mouse.x)/(float)GetScreenWidth() - 1.0f;
+    float y = 1.0f - (2.0f*mouse.y)/(float)GetScreenHeight();
+    float z = 1.0f;
+
+    // Store values in a vector
+    Vector3 deviceCoords = { x, y, z };
+
+    // Calculate view matrix from camera look at
+    Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+
+    Matrix matProj = MatrixIdentity();
+
+    if (camera.projection == CAMERA_PERSPECTIVE)
+    {
+        // Calculate projection matrix from perspective
+        matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+    }
+    else if (camera.projection == CAMERA_ORTHOGRAPHIC)
+    {
+        float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
+        double top = camera.fovy/2.0;
+        double right = top*aspect;
+
+        // Calculate projection matrix from orthographic
+        matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
+    }
+
+    // Unproject far/near points
+    Vector3 nearPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
+    Vector3 farPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
+
+    // Unproject the mouse cursor in the near plane.
+    // We need this as the source position because orthographic projects, compared to perspect doesn't have a
+    // convergence point, meaning that the "eye" of the camera is more like a plane than a point.
+    Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
+
+    // Calculate normalized direction vector
+    Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint));
+
+    if (camera.projection == CAMERA_PERSPECTIVE) ray.position = camera.position;
+    else if (camera.projection == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos;
+
+    // Apply calculated vectors to ray
+    ray.direction = direction;
+
+    return ray;
+}
+
+// Get transform matrix for camera
+Matrix GetCameraMatrix(Camera camera)
+{
+    return MatrixLookAt(camera.position, camera.target, camera.up);
+}
+
+// Returns camera 2d transform matrix
+Matrix GetCameraMatrix2D(Camera2D camera)
+{
+    Matrix matTransform = { 0 };
+    // The camera in world-space is set by
+    //   1. Move it to target
+    //   2. Rotate by -rotation and scale by (1/zoom)
+    //      When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller),
+    //      not for the camera getting bigger, hence the invert. Same deal with rotation.
+    //   3. Move it by (-offset);
+    //      Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera)
+    //      we need to do it into opposite direction (inverse transform)
+
+    // Having camera transform in world-space, inverse of it gives the modelview transform.
+    // Since (A*B*C)' = C'*B'*A', the modelview is
+    //   1. Move to offset
+    //   2. Rotate and Scale
+    //   3. Move by -target
+    Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
+    Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
+    Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
+    Matrix matTranslation = MatrixTranslate(camera.offset.x, camera.offset.y, 0.0f);
+
+    matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
+
+    return matTransform;
+}
+
+// Returns the screen space position from a 3d world space position
+Vector2 GetWorldToScreen(Vector3 position, Camera camera)
+{
+    Vector2 screenPosition = GetWorldToScreenEx(position, camera, GetScreenWidth(), GetScreenHeight());
+
+    return screenPosition;
+}
+
+// Returns size position for a 3d world space position (useful for texture drawing)
+Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height)
+{
+    // Calculate projection matrix (from perspective instead of frustum
+    Matrix matProj = MatrixIdentity();
+
+    if (camera.projection == CAMERA_PERSPECTIVE)
+    {
+        // Calculate projection matrix from perspective
+        matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+    }
+    else if (camera.projection == CAMERA_ORTHOGRAPHIC)
+    {
+        float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
+        double top = camera.fovy/2.0;
+        double right = top*aspect;
+
+        // Calculate projection matrix from orthographic
+        matProj = MatrixOrtho(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+    }
+
+    // Calculate view matrix from camera look at (and transpose it)
+    Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+
+    // Convert world position vector to quaternion
+    Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
+
+    // Transform world position to view
+    worldPos = QuaternionTransform(worldPos, matView);
+
+    // Transform result to projection (clip space position)
+    worldPos = QuaternionTransform(worldPos, matProj);
+
+    // Calculate normalized device coordinates (inverted y)
+    Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w };
+
+    // Calculate 2d screen position vector
+    Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)width, (ndcPos.y + 1.0f)/2.0f*(float)height };
+
+    return screenPosition;
+}
+
+// Returns the screen space position for a 2d camera world space position
+Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
+{
+    Matrix matCamera = GetCameraMatrix2D(camera);
+    Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, matCamera);
+
+    return (Vector2){ transform.x, transform.y };
+}
+
+// Returns the world space position for a 2d camera screen space position
+Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera)
+{
+    Matrix invMatCamera = MatrixInvert(GetCameraMatrix2D(camera));
+    Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, invMatCamera);
+
+    return (Vector2){ transform.x, transform.y };
+}
+
+// Set target FPS (maximum)
+void SetTargetFPS(int fps)
+{
+    if (fps < 1) CORE.Time.target = 0.0;
+    else CORE.Time.target = 1.0/(double)fps;
+
+    TRACELOG(LOG_INFO, "TIMER: Target time per frame: %02.03f milliseconds", (float)CORE.Time.target*1000);
+}
+
+// Returns current FPS
+// NOTE: We calculate an average framerate
+int GetFPS(void)
+{
+    #define FPS_CAPTURE_FRAMES_COUNT    30      // 30 captures
+    #define FPS_AVERAGE_TIME_SECONDS   0.5f     // 500 millisecondes
+    #define FPS_STEP (FPS_AVERAGE_TIME_SECONDS/FPS_CAPTURE_FRAMES_COUNT)
+
+    static int index = 0;
+    static float history[FPS_CAPTURE_FRAMES_COUNT] = { 0 };
+    static float average = 0, last = 0;
+    float fpsFrame = GetFrameTime();
+
+    if (fpsFrame == 0) return 0;
+
+    if ((GetTime() - last) > FPS_STEP)
+    {
+        last = (float)GetTime();
+        index = (index + 1)%FPS_CAPTURE_FRAMES_COUNT;
+        average -= history[index];
+        history[index] = fpsFrame/FPS_CAPTURE_FRAMES_COUNT;
+        average += history[index];
+    }
+
+    return (int)roundf(1.0f/average);
+}
+
+// Returns time in seconds for last frame drawn (delta time)
+float GetFrameTime(void)
+{
+    return (float)CORE.Time.frame;
+}
+
+// Get elapsed time measure in seconds since InitTimer()
+// NOTE: On PLATFORM_DESKTOP InitTimer() is called on InitWindow()
+// NOTE: On PLATFORM_DESKTOP, timer is initialized on glfwInit()
+double GetTime(void)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+    return glfwGetTime();                   // Elapsed time since glfwInit()
+#endif
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+    struct timespec ts;
+    clock_gettime(CLOCK_MONOTONIC, &ts);
+    unsigned long long int time = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
+
+    return (double)(time - CORE.Time.base)*1e-9;  // Elapsed time since InitTimer()
+#endif
+
+#if defined(PLATFORM_UWP)
+    return UWPGetQueryTimeFunc()();
+#endif
+}
+
+// Setup window configuration flags (view FLAGS)
+// NOTE: This function is expected to be called before window creation,
+// because it setups some flags for the window creation process.
+// To configure window states after creation, just use SetWindowState()
+void SetConfigFlags(unsigned int flags)
+{
+    // Selected flags are set but not evaluated at this point,
+    // flag evaluation happens at InitWindow() or SetWindowState()
+    CORE.Window.flags |= flags;
+}
+
+// NOTE TRACELOG() function is located in [utils.h]
+
+// Takes a screenshot of current screen (saved a .png)
+// NOTE: This function could work in any platform but some platforms: PLATFORM_ANDROID and PLATFORM_WEB
+// have their own internal file-systems, to dowload image to user file-system some additional mechanism is required
+void TakeScreenshot(const char *fileName)
+{
+    unsigned char *imgData = rlReadScreenPixels(CORE.Window.render.width, CORE.Window.render.height);
+    Image image = { imgData, CORE.Window.render.width, CORE.Window.render.height, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
+
+    char path[512] = { 0 };
+#if defined(PLATFORM_ANDROID)
+    strcpy(path, CORE.Android.internalDataPath);
+    strcat(path, "/");
+    strcat(path, fileName);
+#elif defined(PLATFORM_UWP)
+    strcpy(path, CORE.UWP.internalDataPath);
+    strcat(path, "/");
+    strcat(path, fileName);
+#else
+    strcpy(path, fileName);
+#endif
+
+    ExportImage(image, path);
+    RL_FREE(imgData);
+
+#if defined(PLATFORM_WEB)
+    // Download file from MEMFS (emscripten memory filesystem)
+    // saveFileFromMEMFSToDisk() function is defined in raylib/src/shell.html
+    emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", GetFileName(path), GetFileName(path)));
+#endif
+
+    // TODO: Verification required for log
+    TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
+}
+
+// Returns a random value between min and max (both included)
+int GetRandomValue(int min, int max)
+{
+    if (min > max)
+    {
+        int tmp = max;
+        max = min;
+        min = tmp;
+    }
+
+    return (rand()%(abs(max - min) + 1) + min);
+}
+
+// Check if the file exists
+bool FileExists(const char *fileName)
+{
+    bool result = false;
+
+#if defined(_WIN32)
+    if (_access(fileName, 0) != -1) result = true;
+#else
+    if (access(fileName, F_OK) != -1) result = true;
+#endif
+
+    return result;
+}
+
+// Check file extension
+// NOTE: Extensions checking is not case-sensitive
+bool IsFileExtension(const char *fileName, const char *ext)
+{
+    bool result = false;
+    const char *fileExt = GetFileExtension(fileName);
+
+    if (fileExt != NULL)
+    {
+#if defined(SUPPORT_TEXT_MANIPULATION)
+        int extCount = 0;
+        const char **checkExts = TextSplit(ext, ';', &extCount);
+
+        char fileExtLower[16] = { 0 };
+        strcpy(fileExtLower, TextToLower(fileExt));
+
+        for (int i = 0; i < extCount; i++)
+        {
+            if (TextIsEqual(fileExtLower, TextToLower(checkExts[i])))
+            {
+                result = true;
+                break;
+            }
+        }
+#else
+        if (strcmp(fileExt, ext) == 0) result = true;
+#endif
+    }
+
+    return result;
+}
+
+// Check if a directory path exists
+bool DirectoryExists(const char *dirPath)
+{
+    bool result = false;
+    DIR *dir = opendir(dirPath);
+
+    if (dir != NULL)
+    {
+        result = true;
+        closedir(dir);
+    }
+
+    return result;
+}
+
+// Get pointer to extension for a filename string (includes the dot: .png)
+const char *GetFileExtension(const char *fileName)
+{
+    const char *dot = strrchr(fileName, '.');
+
+    if (!dot || dot == fileName) return NULL;
+
+    return dot;
+}
+
+// String pointer reverse break: returns right-most occurrence of charset in s
+static const char *strprbrk(const char *s, const char *charset)
+{
+    const char *latestMatch = NULL;
+    for (; s = strpbrk(s, charset), s != NULL; latestMatch = s++) { }
+    return latestMatch;
+}
+
+// Get pointer to filename for a path string
+const char *GetFileName(const char *filePath)
+{
+    const char *fileName = NULL;
+    if (filePath != NULL) fileName = strprbrk(filePath, "\\/");
+
+    if (!fileName) return filePath;
+
+    return fileName + 1;
+}
+
+// Get filename string without extension (uses static string)
+const char *GetFileNameWithoutExt(const char *filePath)
+{
+    #define MAX_FILENAMEWITHOUTEXT_LENGTH   128
+
+    static char fileName[MAX_FILENAMEWITHOUTEXT_LENGTH];
+    memset(fileName, 0, MAX_FILENAMEWITHOUTEXT_LENGTH);
+
+    if (filePath != NULL) strcpy(fileName, GetFileName(filePath));   // Get filename with extension
+
+    int len = (int)strlen(fileName);
+
+    for (int i = 0; (i < len) && (i < MAX_FILENAMEWITHOUTEXT_LENGTH); i++)
+    {
+        if (fileName[i] == '.')
+        {
+            // NOTE: We break on first '.' found
+            fileName[i] = '\0';
+            break;
+        }
+    }
+
+    return fileName;
+}
+
+// Get directory for a given filePath
+const char *GetDirectoryPath(const char *filePath)
+{
+/*
+    // NOTE: Directory separator is different in Windows and other platforms,
+    // fortunately, Windows also support the '/' separator, that's the one should be used
+    #if defined(_WIN32)
+        char separator = '\\';
+    #else
+        char separator = '/';
+    #endif
+*/
+    const char *lastSlash = NULL;
+    static char dirPath[MAX_FILEPATH_LENGTH];
+    memset(dirPath, 0, MAX_FILEPATH_LENGTH);
+
+    // In case provided path does not contain a root drive letter (C:\, D:\) nor leading path separator (\, /),
+    // we add the current directory path to dirPath
+    if (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/')
+    {
+        // For security, we set starting path to current directory,
+        // obtained path will be concated to this
+        dirPath[0] = '.';
+        dirPath[1] = '/';
+    }
+
+    lastSlash = strprbrk(filePath, "\\/");
+    if (lastSlash)
+    {
+        if (lastSlash == filePath)
+        {
+            // The last and only slash is the leading one: path is in a root directory
+            dirPath[0] = filePath[0];
+            dirPath[1] = '\0';
+        }
+        else
+        {
+            // NOTE: Be careful, strncpy() is not safe, it does not care about '\0'
+            memcpy(dirPath + (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/' ? 2 : 0), filePath, strlen(filePath) - (strlen(lastSlash) - 1));
+            dirPath[strlen(filePath) - strlen(lastSlash) + (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/' ? 2 : 0)] = '\0';  // Add '\0' manually
+        }
+    }
+
+    return dirPath;
+}
+
+// Get previous directory path for a given path
+const char *GetPrevDirectoryPath(const char *dirPath)
+{
+    static char prevDirPath[MAX_FILEPATH_LENGTH];
+    memset(prevDirPath, 0, MAX_FILEPATH_LENGTH);
+    int pathLen = (int)strlen(dirPath);
+
+    if (pathLen <= 3) strcpy(prevDirPath, dirPath);
+
+    for (int i = (pathLen - 1); (i >= 0) && (pathLen > 3); i--)
+    {
+        if ((dirPath[i] == '\\') || (dirPath[i] == '/'))
+        {
+            // Check for root: "C:\" or "/"
+            if (((i == 2) && (dirPath[1] ==':')) || (i == 0)) i++;
+
+            strncpy(prevDirPath, dirPath, i);
+            break;
+        }
+    }
+
+    return prevDirPath;
+}
+
+// Get current working directory
+const char *GetWorkingDirectory(void)
+{
+    static char currentDir[MAX_FILEPATH_LENGTH];
+    memset(currentDir, 0, MAX_FILEPATH_LENGTH);
+
+    char *ptr = GETCWD(currentDir, MAX_FILEPATH_LENGTH - 1);
+
+    return ptr;
+}
+
+// Get filenames in a directory path (max 512 files)
+// NOTE: Files count is returned by parameters pointer
+char **GetDirectoryFiles(const char *dirPath, int *fileCount)
+{
+    #define MAX_DIRECTORY_FILES     512
+
+    ClearDirectoryFiles();
+
+    // Memory allocation for MAX_DIRECTORY_FILES
+    dirFilesPath = (char **)RL_MALLOC(sizeof(char *)*MAX_DIRECTORY_FILES);
+    for (int i = 0; i < MAX_DIRECTORY_FILES; i++) dirFilesPath[i] = (char *)RL_MALLOC(sizeof(char)*MAX_FILEPATH_LENGTH);
+
+    int counter = 0;
+    struct dirent *entity;
+    DIR *dir = opendir(dirPath);
+
+    if (dir != NULL)  // It's a directory
+    {
+        // TODO: Reading could be done in two passes,
+        // first one to count files and second one to read names
+        // That way we can allocate required memory, instead of a limited pool
+
+        while ((entity = readdir(dir)) != NULL)
+        {
+            strcpy(dirFilesPath[counter], entity->d_name);
+            counter++;
+        }
+
+        closedir(dir);
+    }
+    else TRACELOG(LOG_WARNING, "FILEIO: Failed to open requested directory");  // Maybe it's a file...
+
+    dirFilesCount = counter;
+    *fileCount = dirFilesCount;
+
+    return dirFilesPath;
+}
+
+// Clear directory files paths buffers
+void ClearDirectoryFiles(void)
+{
+    if (dirFilesCount > 0)
+    {
+        for (int i = 0; i < MAX_DIRECTORY_FILES; i++) RL_FREE(dirFilesPath[i]);
+
+        RL_FREE(dirFilesPath);
+    }
+
+    dirFilesCount = 0;
+}
+
+// Change working directory, returns true on success
+bool ChangeDirectory(const char *dir)
+{
+    bool result = CHDIR(dir);
+
+    if (result != 0) TRACELOG(LOG_WARNING, "SYSTEM: Failed to change to directory: %s", dir);
+
+    return (result == 0);
+}
+
+// Check if a file has been dropped into window
+bool IsFileDropped(void)
+{
+    if (CORE.Window.dropFilesCount > 0) return true;
+    else return false;
+}
+
+// Get dropped files names
+char **GetDroppedFiles(int *count)
+{
+    *count = CORE.Window.dropFilesCount;
+    return CORE.Window.dropFilesPath;
+}
+
+// Clear dropped files paths buffer
+void ClearDroppedFiles(void)
+{
+    if (CORE.Window.dropFilesCount > 0)
+    {
+        for (int i = 0; i < CORE.Window.dropFilesCount; i++) RL_FREE(CORE.Window.dropFilesPath[i]);
+
+        RL_FREE(CORE.Window.dropFilesPath);
+
+        CORE.Window.dropFilesCount = 0;
+    }
+}
+
+// Get file modification time (last write time)
+long GetFileModTime(const char *fileName)
+{
+    struct stat result = { 0 };
+
+    if (stat(fileName, &result) == 0)
+    {
+        time_t mod = result.st_mtime;
+
+        return (long)mod;
+    }
+
+    return 0;
+}
+
+// Compress data (DEFLATE algorythm)
+unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength)
+{
+    #define COMPRESSION_QUALITY_DEFLATE  8
+
+    unsigned char *compData = NULL;
+
+#if defined(SUPPORT_COMPRESSION_API)
+    // Compress data and generate a valid DEFLATE stream
+    struct sdefl sdefl = { 0 };
+    int bounds = sdefl_bound(dataLength);
+    compData = (unsigned char *)RL_CALLOC(bounds, 1);
+    *compDataLength = sdeflate(&sdefl, compData, data, dataLength, COMPRESSION_QUALITY_DEFLATE);   // Compression level 8, same as stbwi
+
+    TraceLog(LOG_INFO, "SYSTEM: Compress data: Original size: %i -> Comp. size: %i", dataLength, compDataLength);
+#endif
+
+    return compData;
+}
+
+// Decompress data (DEFLATE algorythm)
+unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength)
+{
+    unsigned char *data = NULL;
+
+#if defined(SUPPORT_COMPRESSION_API)
+    // Decompress data from a valid DEFLATE stream
+    data = RL_CALLOC(MAX_DECOMPRESSION_SIZE*1024*1024, 1);
+    int length = sinflate(data, compData, compDataLength);
+    unsigned char *temp = RL_REALLOC(data, length);
+
+    if (temp != NULL) data = temp;
+    else TRACELOG(LOG_WARNING, "SYSTEM: Failed to re-allocate required decompression memory");
+
+    *dataLength = length;
+
+    TraceLog(LOG_INFO, "SYSTEM: Decompress data: Comp. size: %i -> Original size: %i", compDataLength, dataLength);
+#endif
+
+    return data;
+}
+
+// Save integer value to storage file (to defined position)
+// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer)
+bool SaveStorageValue(unsigned int position, int value)
+{
+    bool success = false;
+
+#if defined(SUPPORT_DATA_STORAGE)
+    char path[512] = { 0 };
+#if defined(PLATFORM_ANDROID)
+    strcpy(path, CORE.Android.internalDataPath);
+    strcat(path, "/");
+    strcat(path, STORAGE_DATA_FILE);
+#elif defined(PLATFORM_UWP)
+    strcpy(path, CORE.UWP.internalDataPath);
+    strcat(path, "/");
+    strcat(path, STORAGE_DATA_FILE);
+#else
+    strcpy(path, STORAGE_DATA_FILE);
+#endif
+
+    unsigned int dataSize = 0;
+    unsigned int newDataSize = 0;
+    unsigned char *fileData = LoadFileData(path, &dataSize);
+    unsigned char *newFileData = NULL;
+
+    if (fileData != NULL)
+    {
+        if (dataSize <= (position*sizeof(int)))
+        {
+            // Increase data size up to position and store value
+            newDataSize = (position + 1)*sizeof(int);
+            newFileData = (unsigned char *)RL_REALLOC(fileData, newDataSize);
+
+            if (newFileData != NULL)
+            {
+                // RL_REALLOC succeded
+                int *dataPtr = (int *)newFileData;
+                dataPtr[position] = value;
+            }
+            else
+            {
+                // RL_REALLOC failed
+                TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to realloc data (%u), position in bytes (%u) bigger than actual file size", path, dataSize, position*sizeof(int));
+
+                // We store the old size of the file
+                newFileData = fileData;
+                newDataSize = dataSize;
+            }
+        }
+        else
+        {
+            // Store the old size of the file
+            newFileData = fileData;
+            newDataSize = dataSize;
+
+            // Replace value on selected position
+            int *dataPtr = (int *)newFileData;
+            dataPtr[position] = value;
+        }
+
+        success = SaveFileData(path, newFileData, newDataSize);
+        RL_FREE(newFileData);
+    }
+    else
+    {
+        TRACELOG(LOG_INFO, "FILEIO: [%s] File not found, creating it", path);
+
+        dataSize = (position + 1)*sizeof(int);
+        fileData = (unsigned char *)RL_MALLOC(dataSize);
+        int *dataPtr = (int *)fileData;
+        dataPtr[position] = value;
+
+        success = SaveFileData(path, fileData, dataSize);
+        UnloadFileData(fileData);
+    }
+#endif
+
+    return success;
+}
+
+// Load integer value from storage file (from defined position)
+// NOTE: If requested position could not be found, value 0 is returned
+int LoadStorageValue(unsigned int position)
+{
+    int value = 0;
+
+#if defined(SUPPORT_DATA_STORAGE)
+    char path[512] = { 0 };
+#if defined(PLATFORM_ANDROID)
+    strcpy(path, CORE.Android.internalDataPath);
+    strcat(path, "/");
+    strcat(path, STORAGE_DATA_FILE);
+#elif defined(PLATFORM_UWP)
+    strcpy(path, CORE.UWP.internalDataPath);
+    strcat(path, "/");
+    strcat(path, STORAGE_DATA_FILE);
+#else
+    strcpy(path, STORAGE_DATA_FILE);
+#endif
+
+    unsigned int dataSize = 0;
+    unsigned char *fileData = LoadFileData(path, &dataSize);
+
+    if (fileData != NULL)
+    {
+        if (dataSize < (position*4)) TRACELOG(LOG_WARNING, "SYSTEM: Failed to find storage position");
+        else
+        {
+            int *dataPtr = (int *)fileData;
+            value = dataPtr[position];
+        }
+
+        UnloadFileData(fileData);
+    }
+#endif
+    return value;
+}
+
+// Open URL with default system browser (if available)
+// NOTE: This function is only safe to use if you control the URL given.
+// A user could craft a malicious string performing another action.
+// Only call this function yourself not with user input or make sure to check the string yourself.
+// Ref: https://github.com/raysan5/raylib/issues/686
+void OpenURL(const char *url)
+{
+    // Small security check trying to avoid (partially) malicious code...
+    // sorry for the inconvenience when you hit this point...
+    if (strchr(url, '\'') != NULL)
+    {
+        TRACELOG(LOG_WARNING, "SYSTEM: Provided URL is not valid");
+    }
+    else
+    {
+#if defined(PLATFORM_DESKTOP)
+        char *cmd = (char *)RL_CALLOC(strlen(url) + 10, sizeof(char));
+    #if defined(_WIN32)
+        sprintf(cmd, "explorer %s", url);
+    #endif
+    #if defined(__linux__) || defined(__FreeBSD__)
+        sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser
+    #endif
+    #if defined(__APPLE__)
+        sprintf(cmd, "open '%s'", url);
+    #endif
+        system(cmd);
+        RL_FREE(cmd);
+#endif
+#if defined(PLATFORM_WEB)
+        emscripten_run_script(TextFormat("window.open('%s', '_blank')", url));
+#endif
+    }
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
+//----------------------------------------------------------------------------------
+// Detect if a key has been pressed once
+bool IsKeyPressed(int key)
+{
+    bool pressed = false;
+
+    if ((CORE.Input.Keyboard.previousKeyState[key] == 0) && (CORE.Input.Keyboard.currentKeyState[key] == 1)) pressed = true;
+    else pressed = false;
+
+    return pressed;
+}
+
+// Detect if a key is being pressed (key held down)
+bool IsKeyDown(int key)
+{
+    if (CORE.Input.Keyboard.currentKeyState[key] == 1) return true;
+    else return false;
+}
+
+// Detect if a key has been released once
+bool IsKeyReleased(int key)
+{
+    bool released = false;
+
+    if ((CORE.Input.Keyboard.previousKeyState[key] == 1) && (CORE.Input.Keyboard.currentKeyState[key] == 0)) released = true;
+    else released = false;
+
+    return released;
+}
+
+// Detect if a key is NOT being pressed (key not held down)
+bool IsKeyUp(int key)
+{
+    if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true;
+    else return false;
+}
+
+// Get the last key pressed
+int GetKeyPressed(void)
+{
+    int value = 0;
+
+    if (CORE.Input.Keyboard.keyPressedQueueCount > 0)
+    {
+        // Get character from the queue head
+        value = CORE.Input.Keyboard.keyPressedQueue[0];
+
+        // Shift elements 1 step toward the head.
+        for (int i = 0; i < (CORE.Input.Keyboard.keyPressedQueueCount - 1); i++)
+            CORE.Input.Keyboard.keyPressedQueue[i] = CORE.Input.Keyboard.keyPressedQueue[i + 1];
+
+        // Reset last character in the queue
+        CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 0;
+        CORE.Input.Keyboard.keyPressedQueueCount--;
+    }
+
+    return value;
+}
+
+// Get the last char pressed
+int GetCharPressed(void)
+{
+    int value = 0;
+
+    if (CORE.Input.Keyboard.charPressedQueueCount > 0)
+    {
+        // Get character from the queue head
+        value = CORE.Input.Keyboard.charPressedQueue[0];
+
+        // Shift elements 1 step toward the head.
+        for (int i = 0; i < (CORE.Input.Keyboard.charPressedQueueCount - 1); i++)
+            CORE.Input.Keyboard.charPressedQueue[i] = CORE.Input.Keyboard.charPressedQueue[i + 1];
+
+        // Reset last character in the queue
+        CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = 0;
+        CORE.Input.Keyboard.charPressedQueueCount--;
+    }
+
+    return value;
+}
+
+// Set a custom key to exit program
+// NOTE: default exitKey is ESCAPE
+void SetExitKey(int key)
+{
+#if !defined(PLATFORM_ANDROID)
+    CORE.Input.Keyboard.exitKey = key;
+#endif
+}
+
+// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
+
+// Detect if a gamepad is available
+bool IsGamepadAvailable(int gamepad)
+{
+    bool result = false;
+
+    if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad]) result = true;
+
+    return result;
+}
+
+// Check gamepad name (if available)
+bool IsGamepadName(int gamepad, const char *name)
+{
+    bool result = false;
+    const char *currentName = NULL;
+
+    if (CORE.Input.Gamepad.ready[gamepad]) currentName = GetGamepadName(gamepad);
+    if ((name != NULL) && (currentName != NULL)) result = (strcmp(name, currentName) == 0);
+
+    return result;
+}
+
+// Return gamepad internal name id
+const char *GetGamepadName(int gamepad)
+{
+#if defined(PLATFORM_DESKTOP)
+    if (CORE.Input.Gamepad.ready[gamepad]) return glfwGetJoystickName(gamepad);
+    else return NULL;
+#endif
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+    if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name);
+    return CORE.Input.Gamepad.name;
+#endif
+    return NULL;
+}
+
+// Return gamepad axis count
+int GetGamepadAxisCount(int gamepad)
+{
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+    int axisCount = 0;
+    if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGAXES, &axisCount);
+    CORE.Input.Gamepad.axisCount = axisCount;
+#endif
+
+    return CORE.Input.Gamepad.axisCount;
+}
+
+// Return axis movement vector for a gamepad
+float GetGamepadAxisMovement(int gamepad, int axis)
+{
+    float value = 0;
+
+    if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS) &&
+        (fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]) > 0.1f)) value = CORE.Input.Gamepad.axisState[gamepad][axis];      // 0.1f = GAMEPAD_AXIS_MINIMUM_DRIFT/DELTA
+
+    return value;
+}
+
+// Detect if a gamepad button has been pressed once
+bool IsGamepadButtonPressed(int gamepad, int button)
+{
+    bool pressed = false;
+
+    if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
+        (CORE.Input.Gamepad.previousState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentState[gamepad][button] == 1)) pressed = true;
+    else pressed = false;
+
+    return pressed;
+}
+
+// Detect if a gamepad button is being pressed
+bool IsGamepadButtonDown(int gamepad, int button)
+{
+    bool result = false;
+
+    if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
+        (CORE.Input.Gamepad.currentState[gamepad][button] == 1)) result = true;
+
+    return result;
+}
+
+// Detect if a gamepad button has NOT been pressed once
+bool IsGamepadButtonReleased(int gamepad, int button)
+{
+    bool released = false;
+
+    if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
+        (CORE.Input.Gamepad.previousState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentState[gamepad][button] == 0)) released = true;
+    else released = false;
+
+    return released;
+}
+
+// Detect if a gamepad button is NOT being pressed
+bool IsGamepadButtonUp(int gamepad, int button)
+{
+    bool result = false;
+
+    if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
+        (CORE.Input.Gamepad.currentState[gamepad][button] == 0)) result = true;
+
+    return result;
+}
+
+// Get the last gamepad button pressed
+int GetGamepadButtonPressed(void)
+{
+    return CORE.Input.Gamepad.lastButtonPressed;
+}
+
+// Set internal gamepad mappings
+int SetGamepadMappings(const char *mappings)
+{
+    int result = 0;
+
+#if defined(PLATFORM_DESKTOP)
+    result = glfwUpdateGamepadMappings(mappings);
+#endif
+
+    return result;
+}
+
+// Detect if a mouse button has been pressed once
+bool IsMouseButtonPressed(int button)
+{
+    bool pressed = false;
+
+    if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) pressed = true;
+
+    // Map touches to mouse buttons checking
+    if ((CORE.Input.Touch.currentTouchState[button] == 1) && (CORE.Input.Touch.previousTouchState[button] == 0)) pressed = true;
+
+    return pressed;
+}
+
+// Detect if a mouse button is being pressed
+bool IsMouseButtonDown(int button)
+{
+    bool down = false;
+
+    if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
+
+    // Map touches to mouse buttons checking
+    if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
+
+    return down;
+}
+
+// Detect if a mouse button has been released once
+bool IsMouseButtonReleased(int button)
+{
+    bool released = false;
+
+    if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) released = true;
+
+    // Map touches to mouse buttons checking
+    if ((CORE.Input.Touch.currentTouchState[button] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true;
+
+    return released;
+}
+
+// Detect if a mouse button is NOT being pressed
+bool IsMouseButtonUp(int button)
+{
+    return !IsMouseButtonDown(button);
+}
+
+// Returns mouse position X
+int GetMouseX(void)
+{
+#if defined(PLATFORM_ANDROID)
+    return (int)CORE.Input.Touch.position[0].x;
+#else
+    return (int)((CORE.Input.Mouse.position.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x);
+#endif
+}
+
+// Returns mouse position Y
+int GetMouseY(void)
+{
+#if defined(PLATFORM_ANDROID)
+    return (int)CORE.Input.Touch.position[0].y;
+#else
+    return (int)((CORE.Input.Mouse.position.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y);
+#endif
+}
+
+// Returns mouse position XY
+Vector2 GetMousePosition(void)
+{
+    Vector2 position = { 0 };
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
+    position = GetTouchPosition(0);
+#else
+    position.x = (CORE.Input.Mouse.position.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x;
+    position.y = (CORE.Input.Mouse.position.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y;
+#endif
+
+    return position;
+}
+
+// Set mouse position XY
+void SetMousePosition(int x, int y)
+{
+    CORE.Input.Mouse.position = (Vector2){ (float)x, (float)y };
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+    // NOTE: emscripten not implemented
+    glfwSetCursorPos(CORE.Window.handle, CORE.Input.Mouse.position.x, CORE.Input.Mouse.position.y);
+#endif
+#if defined(PLATFORM_UWP)
+    UWPGetMouseSetPosFunc()(x, y);
+#endif
+}
+
+// Set mouse offset
+// NOTE: Useful when rendering to different size targets
+void SetMouseOffset(int offsetX, int offsetY)
+{
+    CORE.Input.Mouse.offset = (Vector2){ (float)offsetX, (float)offsetY };
+}
+
+// Set mouse scaling
+// NOTE: Useful when rendering to different size targets
+void SetMouseScale(float scaleX, float scaleY)
+{
+    CORE.Input.Mouse.scale = (Vector2){ scaleX, scaleY };
+}
+
+// Returns mouse wheel movement Y
+float GetMouseWheelMove(void)
+{
+#if defined(PLATFORM_ANDROID)
+    return 0.0f;
+#endif
+#if defined(PLATFORM_WEB)
+    return CORE.Input.Mouse.previousWheelMove/100.0f;
+#endif
+
+    return CORE.Input.Mouse.previousWheelMove;
+}
+
+// Set mouse cursor
+// NOTE: This is a no-op on platforms other than PLATFORM_DESKTOP
+void SetMouseCursor(int cursor)
+{
+#if defined(PLATFORM_DESKTOP)
+    CORE.Input.Mouse.cursor = cursor;
+    if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(CORE.Window.handle, NULL);
+    else
+    {
+        // NOTE: We are relating internal GLFW enum values to our MouseCursor enum values
+        glfwSetCursor(CORE.Window.handle, glfwCreateStandardCursor(0x00036000 + cursor));
+    }
+#endif
+}
+
+// Returns touch position X for touch point 0 (relative to screen size)
+int GetTouchX(void)
+{
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
+    return (int)CORE.Input.Touch.position[0].x;
+#else   // PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM
+    return GetMouseX();
+#endif
+}
+
+// Returns touch position Y for touch point 0 (relative to screen size)
+int GetTouchY(void)
+{
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
+    return (int)CORE.Input.Touch.position[0].y;
+#else   // PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM
+    return GetMouseY();
+#endif
+}
+
+// Returns touch position XY for a touch point index (relative to screen size)
+// TODO: Touch position should be scaled depending on display size and render size
+Vector2 GetTouchPosition(int index)
+{
+    Vector2 position = { -1.0f, -1.0f };
+
+#if defined(PLATFORM_DESKTOP)
+    // TODO: GLFW does not support multi-touch input just yet
+    // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
+    // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
+    if (index == 0) position = GetMousePosition();
+#endif
+#if defined(PLATFORM_ANDROID)
+    if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
+    else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
+
+    if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
+    {
+        position.x = position.x*((float)CORE.Window.screen.width/(float)(CORE.Window.display.width - CORE.Window.renderOffset.x)) - CORE.Window.renderOffset.x/2;
+        position.y = position.y*((float)CORE.Window.screen.height/(float)(CORE.Window.display.height - CORE.Window.renderOffset.y)) - CORE.Window.renderOffset.y/2;
+    }
+    else
+    {
+        position.x = position.x*((float)CORE.Window.render.width/(float)CORE.Window.display.width) - CORE.Window.renderOffset.x/2;
+        position.y = position.y*((float)CORE.Window.render.height/(float)CORE.Window.display.height) - CORE.Window.renderOffset.y/2;
+    }
+#endif
+#if defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
+    if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
+    else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
+
+    // TODO: Touch position scaling required?
+#endif
+
+    return position;
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+// Initialize display device and framebuffer
+// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
+// If width or height are 0, default display size will be used for framebuffer size
+// NOTE: returns false in case graphic device could not be created
+static bool InitGraphicsDevice(int width, int height)
+{
+    CORE.Window.screen.width = width;            // User desired width
+    CORE.Window.screen.height = height;          // User desired height
+    CORE.Window.screenScale = MatrixIdentity();  // No draw scaling required by default
+
+    // NOTE: Framebuffer (render area - CORE.Window.render.width, CORE.Window.render.height) could include black bars...
+    // ...in top-down or left-right to match display aspect ratio (no weird scalings)
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+    glfwSetErrorCallback(ErrorCallback);
+
+#if defined(__APPLE__)
+    glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE);
+#endif
+
+    if (!glfwInit())
+    {
+        TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW");
+        return false;
+    }
+
+    // NOTE: Getting video modes is not implemented in emscripten GLFW3 version
+#if defined(PLATFORM_DESKTOP)
+    // Find monitor resolution
+    GLFWmonitor *monitor = glfwGetPrimaryMonitor();
+    if (!monitor)
+    {
+        TRACELOG(LOG_WARNING, "GLFW: Failed to get primary monitor");
+        return false;
+    }
+    const GLFWvidmode *mode = glfwGetVideoMode(monitor);
+
+    CORE.Window.display.width = mode->width;
+    CORE.Window.display.height = mode->height;
+
+    // Screen size security check
+    if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width;
+    if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height;
+#endif  // PLATFORM_DESKTOP
+
+#if defined(PLATFORM_WEB)
+    CORE.Window.display.width = CORE.Window.screen.width;
+    CORE.Window.display.height = CORE.Window.screen.height;
+#endif  // PLATFORM_WEB
+
+    glfwDefaultWindowHints();                       // Set default windows hints
+    //glfwWindowHint(GLFW_RED_BITS, 8);             // Framebuffer red color component bits
+    //glfwWindowHint(GLFW_GREEN_BITS, 8);           // Framebuffer green color component bits
+    //glfwWindowHint(GLFW_BLUE_BITS, 8);            // Framebuffer blue color component bits
+    //glfwWindowHint(GLFW_ALPHA_BITS, 8);           // Framebuffer alpha color component bits
+    //glfwWindowHint(GLFW_DEPTH_BITS, 24);          // Depthbuffer bits
+    //glfwWindowHint(GLFW_REFRESH_RATE, 0);         // Refresh rate for fullscreen window
+    //glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
+    //glfwWindowHint(GLFW_AUX_BUFFERS, 0);          // Number of auxiliar buffers
+
+    // Check window creation flags
+    if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true;
+
+    if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window
+    else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE);     // Window initially hidden
+
+    if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
+    else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE);   // Decorated window
+
+    if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window
+    else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);  // Avoid window being resizable
+
+    // Disable FLAG_WINDOW_MINIMIZED, not supported on initialization
+    if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
+
+    // Disable FLAG_WINDOW_MAXIMIZED, not supported on initialization
+    if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
+
+    if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
+    else glfwWindowHint(GLFW_FOCUSED, GLFW_TRUE);
+
+    if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);
+    else glfwWindowHint(GLFW_FLOATING, GLFW_FALSE);
+
+    // NOTE: Some GLFW flags are not supported on HTML5
+#if defined(PLATFORM_DESKTOP)
+    if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);     // Transparent framebuffer
+    else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE);  // Opaque framebuffer
+
+    if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+    {
+        // Resize window content area based on the monitor content scale.
+        // NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11.
+        // On platforms like macOS the resolution of the framebuffer is changed independently of the window size.
+        glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE);   // Scale content area based on the monitor content scale where window is placed on
+    #if defined(__APPLE__)
+        glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
+    #endif
+    }
+    else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
+#endif
+
+    if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+    {
+        // NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs
+        TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
+        glfwWindowHint(GLFW_SAMPLES, 4);   // Tries to enable multisampling x4 (MSAA), default is 0
+    }
+
+    // NOTE: When asking for an OpenGL context version, most drivers provide highest supported version
+    // with forward compatibility to older OpenGL versions.
+    // For example, if using OpenGL 1.1, driver can provide a 4.3 context forward compatible.
+
+    // Check selection OpenGL version
+    if (rlGetVersion() == OPENGL_21)
+    {
+        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);          // Choose OpenGL major version (just hint)
+        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);          // Choose OpenGL minor version (just hint)
+    }
+    else if (rlGetVersion() == OPENGL_33)
+    {
+        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);          // Choose OpenGL major version (just hint)
+        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);          // Choose OpenGL minor version (just hint)
+        glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
+                                                                       // Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
+#if defined(__APPLE__)
+        glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);  // OSX Requires fordward compatibility
+#else
+        glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
+#endif
+        //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
+    }
+    else if (rlGetVersion() == OPENGL_ES_20)                    // Request OpenGL ES 2.0 context
+    {
+        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
+        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+        glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+#if defined(PLATFORM_DESKTOP)
+        glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
+#else
+        glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
+#endif
+    }
+
+#if defined(PLATFORM_DESKTOP)
+    // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions.
+    // Forcing this initialization here avoids doing it on `PollInputEvents` called by `EndDrawing` after first frame has been just drawn.
+    // The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience.
+    // REF: https://github.com/raysan5/raylib/issues/1554
+    if (MAX_GAMEPADS > 0) glfwSetJoystickCallback(NULL);
+#endif
+
+    if (CORE.Window.fullscreen)
+    {
+        // remember center for switchinging from fullscreen to window
+        CORE.Window.position.x = CORE.Window.display.width/2 - CORE.Window.screen.width/2;
+        CORE.Window.position.y = CORE.Window.display.height/2 - CORE.Window.screen.height/2;
+
+        if (CORE.Window.position.x < 0) CORE.Window.position.x = 0;
+        if (CORE.Window.position.y < 0) CORE.Window.position.y = 0;
+
+        // Obtain recommended CORE.Window.display.width/CORE.Window.display.height from a valid videomode for the monitor
+        int count = 0;
+        const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
+
+        // Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height
+        for (int i = 0; i < count; i++)
+        {
+            if ((unsigned int)modes[i].width >= CORE.Window.screen.width)
+            {
+                if ((unsigned int)modes[i].height >= CORE.Window.screen.height)
+                {
+                    CORE.Window.display.width = modes[i].width;
+                    CORE.Window.display.height = modes[i].height;
+                    break;
+                }
+            }
+        }
+
+#if defined(PLATFORM_DESKTOP)
+        // If we are windowed fullscreen, ensures that window does not minimize when focus is lost
+        if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
+        {
+            glfwWindowHint(GLFW_AUTO_ICONIFY, 0);
+        }
+#endif
+        TRACELOG(LOG_WARNING, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
+
+        // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
+        // for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
+        // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
+        // by the sides to fit all monitor space...
+
+        // Try to setup the most appropiate fullscreen framebuffer for the requested screenWidth/screenHeight
+        // It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
+        // Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale
+        // TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
+        // HighDPI monitors are properly considered in a following similar function: SetupViewport()
+        SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
+
+        CORE.Window.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", glfwGetPrimaryMonitor(), NULL);
+
+        // NOTE: Full-screen change, not working properly...
+        //glfwSetWindowMonitor(CORE.Window.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+    }
+    else
+    {
+        // No-fullscreen window creation
+        CORE.Window.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL);
+
+        if (CORE.Window.handle)
+        {
+#if defined(PLATFORM_DESKTOP)
+            // Center window on screen
+            int windowPosX = CORE.Window.display.width/2 - CORE.Window.screen.width/2;
+            int windowPosY = CORE.Window.display.height/2 - CORE.Window.screen.height/2;
+
+            if (windowPosX < 0) windowPosX = 0;
+            if (windowPosY < 0) windowPosY = 0;
+
+            glfwSetWindowPos(CORE.Window.handle, windowPosX, windowPosY);
+#endif
+            CORE.Window.render.width = CORE.Window.screen.width;
+            CORE.Window.render.height = CORE.Window.screen.height;
+        }
+    }
+
+    if (!CORE.Window.handle)
+    {
+        glfwTerminate();
+        TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window");
+        return false;
+    }
+    else
+    {
+        TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
+#if defined(PLATFORM_DESKTOP)
+        TRACELOG(LOG_INFO, "    > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
+#endif
+        TRACELOG(LOG_INFO, "    > Render size:  %i x %i", CORE.Window.render.width, CORE.Window.render.height);
+        TRACELOG(LOG_INFO, "    > Screen size:  %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
+        TRACELOG(LOG_INFO, "    > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
+    }
+
+    // Set window callback events
+    glfwSetWindowSizeCallback(CORE.Window.handle, WindowSizeCallback);      // NOTE: Resizing not allowed by default!
+#if !defined(PLATFORM_WEB)
+    glfwSetWindowMaximizeCallback(CORE.Window.handle, WindowMaximizeCallback);
+#endif
+    glfwSetWindowIconifyCallback(CORE.Window.handle, WindowIconifyCallback);
+    glfwSetWindowFocusCallback(CORE.Window.handle, WindowFocusCallback);
+    glfwSetDropCallback(CORE.Window.handle, WindowDropCallback);
+    // Set input callback events
+    glfwSetKeyCallback(CORE.Window.handle, KeyCallback);
+    glfwSetCharCallback(CORE.Window.handle, CharCallback);
+    glfwSetMouseButtonCallback(CORE.Window.handle, MouseButtonCallback);
+    glfwSetCursorPosCallback(CORE.Window.handle, MouseCursorPosCallback);   // Track mouse position changes
+    glfwSetScrollCallback(CORE.Window.handle, MouseScrollCallback);
+    glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback);
+
+    glfwMakeContextCurrent(CORE.Window.handle);
+
+#if !defined(PLATFORM_WEB)
+    glfwSwapInterval(0);        // No V-Sync by default
+#endif
+
+    // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
+    // NOTE: V-Sync can be enabled by graphic driver configuration
+    if (CORE.Window.flags & FLAG_VSYNC_HINT)
+    {
+        // WARNING: It seems to hits a critical render path in Intel HD Graphics
+        glfwSwapInterval(1);
+        TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
+    }
+#endif  // PLATFORM_DESKTOP || PLATFORM_WEB
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
+    CORE.Window.fullscreen = true;
+    CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
+
+#if defined(PLATFORM_RPI)
+    bcm_host_init();
+
+    DISPMANX_ELEMENT_HANDLE_T dispmanElement;
+    DISPMANX_DISPLAY_HANDLE_T dispmanDisplay;
+    DISPMANX_UPDATE_HANDLE_T dispmanUpdate;
+
+    VC_RECT_T dstRect;
+    VC_RECT_T srcRect;
+#endif
+
+#if defined(PLATFORM_DRM)
+    CORE.Window.fd = -1;
+    CORE.Window.connector = NULL;
+    CORE.Window.modeIndex = -1;
+    CORE.Window.crtc = NULL;
+    CORE.Window.gbmDevice = NULL;
+    CORE.Window.gbmSurface = NULL;
+    CORE.Window.prevBO = NULL;
+    CORE.Window.prevFB = 0;
+
+#if defined(DEFAULT_GRAPHIC_DEVICE_DRM)
+    CORE.Window.fd = open(DEFAULT_GRAPHIC_DEVICE_DRM, O_RDWR);
+#else
+    TRACELOG(LOG_INFO, "DISPLAY: No graphic card set, trying card1");
+    CORE.Window.fd = open("/dev/dri/card1", O_RDWR); // VideoCore VI (Raspberry Pi 4)
+    if ((-1 == CORE.Window.fd) || (drmModeGetResources(CORE.Window.fd) == NULL))
+    {
+        TRACELOG(LOG_INFO, "DISPLAY: Failed to open graphic card1, trying card0");
+        CORE.Window.fd = open("/dev/dri/card0", O_RDWR); // VideoCore IV (Raspberry Pi 1-3)
+    }
+#endif
+    if (-1 == CORE.Window.fd)
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to open graphic card");
+        return false;
+    }
+
+    drmModeRes *res = drmModeGetResources(CORE.Window.fd);
+    if (!res)
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed get DRM resources");
+        return false;
+    }
+
+    TRACELOG(LOG_TRACE, "DISPLAY: Connectors found: %i", res->count_connectors);
+    for (size_t i = 0; i < res->count_connectors; i++)
+    {
+        TRACELOG(LOG_TRACE, "DISPLAY: Connector index %i", i);
+        drmModeConnector *con = drmModeGetConnector(CORE.Window.fd, res->connectors[i]);
+        TRACELOG(LOG_TRACE, "DISPLAY: Connector modes detected: %i", con->count_modes);
+        if ((con->connection == DRM_MODE_CONNECTED) && (con->encoder_id))
+        {
+            TRACELOG(LOG_TRACE, "DISPLAY: DRM mode connected");
+            CORE.Window.connector = con;
+            break;
+        }
+        else
+        {
+            TRACELOG(LOG_TRACE, "DISPLAY: DRM mode NOT connected (deleting)");
+            drmModeFreeConnector(con);
+        }
+    }
+    if (!CORE.Window.connector)
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: No suitable DRM connector found");
+        drmModeFreeResources(res);
+        return false;
+    }
+
+    drmModeEncoder *enc = drmModeGetEncoder(CORE.Window.fd, CORE.Window.connector->encoder_id);
+    if (!enc)
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode encoder");
+        drmModeFreeResources(res);
+        return false;
+    }
+
+    CORE.Window.crtc = drmModeGetCrtc(CORE.Window.fd, enc->crtc_id);
+    if (!CORE.Window.crtc)
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode crtc");
+        drmModeFreeEncoder(enc);
+        drmModeFreeResources(res);
+        return false;
+    }
+
+    // If InitWindow should use the current mode find it in the connector's mode list
+    if ((CORE.Window.screen.width <= 0) || (CORE.Window.screen.height <= 0))
+    {
+        TRACELOG(LOG_TRACE, "DISPLAY: Selecting DRM connector mode for current used mode...");
+
+        CORE.Window.modeIndex = FindMatchingConnectorMode(CORE.Window.connector, &CORE.Window.crtc->mode);
+
+        if (CORE.Window.modeIndex < 0)
+        {
+            TRACELOG(LOG_WARNING, "DISPLAY: No matching DRM connector mode found");
+            drmModeFreeEncoder(enc);
+            drmModeFreeResources(res);
+            return false;
+        }
+
+        CORE.Window.screen.width = CORE.Window.display.width;
+        CORE.Window.screen.height = CORE.Window.display.height;
+    }
+
+    const bool allowInterlaced = CORE.Window.flags & FLAG_INTERLACED_HINT;
+    const int fps = (CORE.Time.target > 0) ? (1.0/CORE.Time.target) : 60;
+    // try to find an exact matching mode
+    CORE.Window.modeIndex = FindExactConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced);
+    // if nothing found, try to find a nearly matching mode
+    if (CORE.Window.modeIndex < 0)
+        CORE.Window.modeIndex = FindNearestConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced);
+    // if nothing found, try to find an exactly matching mode including interlaced
+    if (CORE.Window.modeIndex < 0)
+        CORE.Window.modeIndex = FindExactConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true);
+    // if nothing found, try to find a nearly matching mode including interlaced
+    if (CORE.Window.modeIndex < 0)
+        CORE.Window.modeIndex = FindNearestConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true);
+    // if nothing found, there is no suitable mode
+    if (CORE.Window.modeIndex < 0)
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable DRM connector mode");
+        drmModeFreeEncoder(enc);
+        drmModeFreeResources(res);
+        return false;
+    }
+
+    CORE.Window.display.width = CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay;
+    CORE.Window.display.height = CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay;
+
+    TRACELOG(LOG_INFO, "DISPLAY: Selected DRM connector mode %s (%ux%u%c@%u)", CORE.Window.connector->modes[CORE.Window.modeIndex].name,
+        CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay, CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay,
+        (CORE.Window.connector->modes[CORE.Window.modeIndex].flags & DRM_MODE_FLAG_INTERLACE) ? 'i' : 'p',
+        CORE.Window.connector->modes[CORE.Window.modeIndex].vrefresh);
+
+    // Use the width and height of the surface for render
+    CORE.Window.render.width = CORE.Window.screen.width;
+    CORE.Window.render.height = CORE.Window.screen.height;
+
+    drmModeFreeEncoder(enc);
+    enc = NULL;
+
+    drmModeFreeResources(res);
+    res = NULL;
+
+    CORE.Window.gbmDevice = gbm_create_device(CORE.Window.fd);
+    if (!CORE.Window.gbmDevice)
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM device");
+        return false;
+    }
+
+    CORE.Window.gbmSurface = gbm_surface_create(CORE.Window.gbmDevice, CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay,
+        CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, GBM_FORMAT_ARGB8888, GBM_BO_USE_SCANOUT | GBM_BO_USE_RENDERING);
+    if (!CORE.Window.gbmSurface)
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM surface");
+        return false;
+    }
+#endif
+
+    EGLint samples = 0;
+    EGLint sampleBuffer = 0;
+    if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+    {
+        samples = 4;
+        sampleBuffer = 1;
+        TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
+    }
+
+    const EGLint framebufferAttribs[] =
+    {
+        EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,     // Type of context support -> Required on RPI?
+#if defined(PLATFORM_DRM)
+        EGL_SURFACE_TYPE, EGL_WINDOW_BIT,          // Don't use it on Android!
+#endif
+        EGL_RED_SIZE, 8,            // RED color bit depth (alternative: 5)
+        EGL_GREEN_SIZE, 8,          // GREEN color bit depth (alternative: 6)
+        EGL_BLUE_SIZE, 8,           // BLUE color bit depth (alternative: 5)
+#if defined(PLATFORM_DRM)
+        EGL_ALPHA_SIZE, 8,        // ALPHA bit depth (required for transparent framebuffer)
+#endif
+        //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
+        EGL_DEPTH_SIZE, 16,         // Depth buffer size (Required to use Depth testing!)
+        //EGL_STENCIL_SIZE, 8,      // Stencil buffer size
+        EGL_SAMPLE_BUFFERS, sampleBuffer,    // Activate MSAA
+        EGL_SAMPLES, samples,       // 4x Antialiasing if activated (Free on MALI GPUs)
+        EGL_NONE
+    };
+
+    const EGLint contextAttribs[] =
+    {
+        EGL_CONTEXT_CLIENT_VERSION, 2,
+        EGL_NONE
+    };
+
+#if defined(PLATFORM_UWP)
+    const EGLint surfaceAttributes[] =
+    {
+        // EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER is part of the same optimization as EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER (see above).
+        // If you have compilation issues with it then please update your Visual Studio templates.
+        EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER, EGL_TRUE,
+        EGL_NONE
+    };
+
+    const EGLint defaultDisplayAttributes[] =
+    {
+        // These are the default display attributes, used to request ANGLE's D3D11 renderer.
+        // eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
+        EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
+
+        // EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices.
+        // Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it.
+        EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
+
+        // EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call
+        // the IDXGIDevice3::Trim method on behalf of the application when it gets suspended.
+        // Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement.
+        EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
+        EGL_NONE,
+    };
+
+    const EGLint fl9_3DisplayAttributes[] =
+    {
+        // These can be used to request ANGLE's D3D11 renderer, with D3D11 Feature Level 9_3.
+        // These attributes are used if the call to eglInitialize fails with the default display attributes.
+        EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
+        EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
+        EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
+        EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
+        EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
+        EGL_NONE,
+    };
+
+    const EGLint warpDisplayAttributes[] =
+    {
+        // These attributes can be used to request D3D11 WARP.
+        // They are used if eglInitialize fails with both the default display attributes and the 9_3 display attributes.
+        EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
+        EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE,
+        EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
+        EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
+        EGL_NONE,
+    };
+
+    // eglGetPlatformDisplayEXT is an alternative to eglGetDisplay. It allows us to pass in display attributes, used to configure D3D11.
+    PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = (PFNEGLGETPLATFORMDISPLAYEXTPROC)(eglGetProcAddress("eglGetPlatformDisplayEXT"));
+    if (!eglGetPlatformDisplayEXT)
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to get function pointer: eglGetPlatformDisplayEXT()");
+        return false;
+    }
+
+    //
+    // To initialize the display, we make three sets of calls to eglGetPlatformDisplayEXT and eglInitialize, with varying
+    // parameters passed to eglGetPlatformDisplayEXT:
+    // 1) The first calls uses "defaultDisplayAttributes" as a parameter. This corresponds to D3D11 Feature Level 10_0+.
+    // 2) If eglInitialize fails for step 1 (e.g. because 10_0+ isn't supported by the default GPU), then we try again
+    //    using "fl9_3DisplayAttributes". This corresponds to D3D11 Feature Level 9_3.
+    // 3) If eglInitialize fails for step 2 (e.g. because 9_3+ isn't supported by the default GPU), then we try again
+    //    using "warpDisplayAttributes".  This corresponds to D3D11 Feature Level 11_0 on WARP, a D3D11 software rasterizer.
+    //
+
+    // This tries to initialize EGL to D3D11 Feature Level 10_0+. See above comment for details.
+    CORE.Window.device = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, defaultDisplayAttributes);
+    if (CORE.Window.device == EGL_NO_DISPLAY)
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
+        return false;
+    }
+
+    if (eglInitialize(CORE.Window.device, NULL, NULL) == EGL_FALSE)
+    {
+        // This tries to initialize EGL to D3D11 Feature Level 9_3, if 10_0+ is unavailable (e.g. on some mobile devices).
+        CORE.Window.device = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, fl9_3DisplayAttributes);
+        if (CORE.Window.device == EGL_NO_DISPLAY)
+        {
+            TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
+            return false;
+        }
+
+        if (eglInitialize(CORE.Window.device, NULL, NULL) == EGL_FALSE)
+        {
+            // This initializes EGL to D3D11 Feature Level 11_0 on WARP, if 9_3+ is unavailable on the default GPU.
+            CORE.Window.device = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, warpDisplayAttributes);
+            if (CORE.Window.device == EGL_NO_DISPLAY)
+            {
+                TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
+                return false;
+            }
+
+            if (eglInitialize(CORE.Window.device, NULL, NULL) == EGL_FALSE)
+            {
+                // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
+                TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
+                return false;
+            }
+        }
+    }
+
+    EGLint numConfigs = 0;
+    if ((eglChooseConfig(CORE.Window.device, framebufferAttribs, &CORE.Window.config, 1, &numConfigs) == EGL_FALSE) || (numConfigs == 0))
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to choose first EGL configuration");
+        return false;
+    }
+
+    // Create a PropertySet and initialize with the EGLNativeWindowType.
+    //PropertySet^ surfaceCreationProperties = ref new PropertySet();
+    //surfaceCreationProperties->Insert(ref new String(EGLNativeWindowTypeProperty), window);     // CoreWindow^ window
+
+    // You can configure the surface to render at a lower resolution and be scaled up to
+    // the full window size. The scaling is often free on mobile hardware.
+    //
+    // One way to configure the SwapChainPanel is to specify precisely which resolution it should render at.
+    // Size customRenderSurfaceSize = Size(800, 600);
+    // surfaceCreationProperties->Insert(ref new String(EGLRenderSurfaceSizeProperty), PropertyValue::CreateSize(customRenderSurfaceSize));
+    //
+    // Another way is to tell the SwapChainPanel to render at a certain scale factor compared to its size.
+    // e.g. if the SwapChainPanel is 1920x1280 then setting a factor of 0.5f will make the app render at 960x640
+    // float customResolutionScale = 0.5f;
+    // surfaceCreationProperties->Insert(ref new String(EGLRenderResolutionScaleProperty), PropertyValue::CreateSingle(customResolutionScale));
+
+
+    // eglCreateWindowSurface() requires a EGLNativeWindowType parameter,
+    // In Windows platform: typedef HWND EGLNativeWindowType;
+
+
+    // Property: EGLNativeWindowTypeProperty
+    // Type: IInspectable
+    // Description: Set this property to specify the window type to use for creating a surface.
+    //              If this property is missing, surface creation will fail.
+    //
+    //const wchar_t EGLNativeWindowTypeProperty[] = L"EGLNativeWindowTypeProperty";
+
+    //https://stackoverflow.com/questions/46550182/how-to-create-eglsurface-using-c-winrt-and-angle
+
+    //CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, reinterpret_cast<IInspectable*>(surfaceCreationProperties), surfaceAttributes);
+    CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, (EGLNativeWindowType) UWPGetCoreWindowPtr(), surfaceAttributes);
+    if (CORE.Window.surface == EGL_NO_SURFACE)
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL fullscreen surface");
+        return false;
+    }
+
+    CORE.Window.context = eglCreateContext(CORE.Window.device, CORE.Window.config, EGL_NO_CONTEXT, contextAttribs);
+    if (CORE.Window.context == EGL_NO_CONTEXT)
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
+        return false;
+    }
+
+    // Get EGL device window size
+    eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.screen.width);
+    eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.screen.height);
+
+    // Get display size
+    UWPGetDisplaySizeFunc()(&CORE.Window.display.width, &CORE.Window.display.height);
+
+    // Use the width and height of the surface for render
+    CORE.Window.render.width = CORE.Window.screen.width;
+    CORE.Window.render.height = CORE.Window.screen.height;
+
+#endif  // PLATFORM_UWP
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+    EGLint numConfigs = 0;
+
+    // Get an EGL device connection
+#if defined(PLATFORM_DRM)
+    CORE.Window.device = eglGetDisplay((EGLNativeDisplayType)CORE.Window.gbmDevice);
+#else
+    CORE.Window.device = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+#endif
+    if (CORE.Window.device == EGL_NO_DISPLAY)
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
+        return false;
+    }
+
+    // Initialize the EGL device connection
+    if (eglInitialize(CORE.Window.device, NULL, NULL) == EGL_FALSE)
+    {
+        // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
+        return false;
+    }
+
+#if defined(PLATFORM_DRM)
+    if (!eglChooseConfig(CORE.Window.device, NULL, NULL, 0, &numConfigs))
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config count: 0x%x", eglGetError());
+        return false;
+    }
+
+    TRACELOG(LOG_TRACE, "DISPLAY: EGL configs available: %d", numConfigs);
+
+    EGLConfig *configs = RL_CALLOC(numConfigs, sizeof(*configs));
+    if (!configs)
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to get memory for EGL configs");
+        return false;
+    }
+
+    EGLint matchingNumConfigs = 0;
+    if (!eglChooseConfig(CORE.Window.device, framebufferAttribs, configs, numConfigs, &matchingNumConfigs))
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to choose EGL config: 0x%x", eglGetError());
+        free(configs);
+        return false;
+    }
+
+    TRACELOG(LOG_TRACE, "DISPLAY: EGL matching configs available: %d", matchingNumConfigs);
+
+    // find the EGL config that matches the previously setup GBM format
+    int found = 0;
+    for (EGLint i = 0; i < matchingNumConfigs; ++i)
+    {
+        EGLint id = 0;
+        if (!eglGetConfigAttrib(CORE.Window.device, configs[i], EGL_NATIVE_VISUAL_ID, &id))
+        {
+            TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config attribute: 0x%x", eglGetError());
+            continue;
+        }
+
+        if (GBM_FORMAT_ARGB8888 == id)
+        {
+            TRACELOG(LOG_TRACE, "DISPLAY: Using EGL config: %d", i);
+            CORE.Window.config = configs[i];
+            found = 1;
+            break;
+        }
+    }
+
+    RL_FREE(configs);
+
+    if (!found)
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable EGL config");
+        return false;
+    }
+#else
+    // Get an appropriate EGL framebuffer configuration
+    eglChooseConfig(CORE.Window.device, framebufferAttribs, &CORE.Window.config, 1, &numConfigs);
+#endif
+
+    // Set rendering API
+    eglBindAPI(EGL_OPENGL_ES_API);
+
+    // Create an EGL rendering context
+    CORE.Window.context = eglCreateContext(CORE.Window.device, CORE.Window.config, EGL_NO_CONTEXT, contextAttribs);
+    if (CORE.Window.context == EGL_NO_CONTEXT)
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
+        return false;
+    }
+#endif
+
+    // Create an EGL window surface
+    //---------------------------------------------------------------------------------
+#if defined(PLATFORM_ANDROID)
+    EGLint displayFormat = 0;
+
+    // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
+    // As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
+    eglGetConfigAttrib(CORE.Window.device, CORE.Window.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
+
+    // At this point we need to manage render size vs screen size
+    // NOTE: This function use and modify global module variables:
+    //  -> CORE.Window.screen.width/CORE.Window.screen.height
+    //  -> CORE.Window.render.width/CORE.Window.render.height
+    //  -> CORE.Window.screenScale
+    SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
+
+    ANativeWindow_setBuffersGeometry(CORE.Android.app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat);
+    //ANativeWindow_setBuffersGeometry(CORE.Android.app->window, 0, 0, displayFormat);       // Force use of native display size
+
+    CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, CORE.Android.app->window, NULL);
+#endif  // PLATFORM_ANDROID
+
+#if defined(PLATFORM_RPI)
+    graphics_get_display_size(0, &CORE.Window.display.width, &CORE.Window.display.height);
+
+    // Screen size security check
+    if (CORE.Window.screen.width <= 0) CORE.Window.screen.width = CORE.Window.display.width;
+    if (CORE.Window.screen.height <= 0) CORE.Window.screen.height = CORE.Window.display.height;
+
+    // At this point we need to manage render size vs screen size
+    // NOTE: This function use and modify global module variables:
+    //  -> CORE.Window.screen.width/CORE.Window.screen.height
+    //  -> CORE.Window.render.width/CORE.Window.render.height
+    //  -> CORE.Window.screenScale
+    SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
+
+    dstRect.x = 0;
+    dstRect.y = 0;
+    dstRect.width = CORE.Window.display.width;
+    dstRect.height = CORE.Window.display.height;
+
+    srcRect.x = 0;
+    srcRect.y = 0;
+    srcRect.width = CORE.Window.render.width << 16;
+    srcRect.height = CORE.Window.render.height << 16;
+
+    // NOTE: RPI dispmanx windowing system takes care of source rectangle scaling to destination rectangle by hardware (no cost)
+    // Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio
+
+    VC_DISPMANX_ALPHA_T alpha;
+    alpha.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS;
+    //alpha.flags = DISPMANX_FLAGS_ALPHA_FROM_SOURCE;       // TODO: Allow transparent framebuffer! -> FLAG_WINDOW_TRANSPARENT
+    alpha.opacity = 255;    // Set transparency level for framebuffer, requires EGLAttrib: EGL_TRANSPARENT_TYPE
+    alpha.mask = 0;
+
+    dispmanDisplay = vc_dispmanx_display_open(0);   // LCD
+    dispmanUpdate = vc_dispmanx_update_start(0);
+
+    dispmanElement = vc_dispmanx_element_add(dispmanUpdate, dispmanDisplay, 0/*layer*/, &dstRect, 0/*src*/,
+                                            &srcRect, DISPMANX_PROTECTION_NONE, &alpha, 0/*clamp*/, DISPMANX_NO_ROTATE);
+
+    CORE.Window.handle.element = dispmanElement;
+    CORE.Window.handle.width = CORE.Window.render.width;
+    CORE.Window.handle.height = CORE.Window.render.height;
+    vc_dispmanx_update_submit_sync(dispmanUpdate);
+
+    CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, &CORE.Window.handle, NULL);
+
+    const unsigned char *const renderer = glGetString(GL_RENDERER);
+    if (renderer) TRACELOG(LOG_INFO, "DISPLAY: Renderer name is: %s", renderer);
+    else TRACELOG(LOG_WARNING, "DISPLAY: Failed to get renderer name");
+    //---------------------------------------------------------------------------------
+#endif  // PLATFORM_RPI
+
+#if defined(PLATFORM_DRM)
+    CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, (EGLNativeWindowType)CORE.Window.gbmSurface, NULL);
+    if (EGL_NO_SURFACE == CORE.Window.surface)
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL window surface: 0x%04x", eglGetError());
+        return false;
+    }
+
+    // At this point we need to manage render size vs screen size
+    // NOTE: This function use and modify global module variables:
+    //  -> CORE.Window.screen.width/CORE.Window.screen.height
+    //  -> CORE.Window.render.width/CORE.Window.render.height
+    //  -> CORE.Window.screenScale
+    SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
+#endif  // PLATFORM_DRM
+
+    // There must be at least one frame displayed before the buffers are swapped
+    //eglSwapInterval(CORE.Window.device, 1);
+
+    if (eglMakeCurrent(CORE.Window.device, CORE.Window.surface, CORE.Window.surface, CORE.Window.context) == EGL_FALSE)
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Failed to attach EGL rendering context to EGL surface");
+        return false;
+    }
+    else
+    {
+        TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
+        TRACELOG(LOG_INFO, "    > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
+        TRACELOG(LOG_INFO, "    > Render size:  %i x %i", CORE.Window.render.width, CORE.Window.render.height);
+        TRACELOG(LOG_INFO, "    > Screen size:  %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
+        TRACELOG(LOG_INFO, "    > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
+    }
+#endif  // PLATFORM_ANDROID || PLATFORM_RPI || PLATFORM_DRM || PLATFORM_UWP
+
+    // Load OpenGL extensions
+    // NOTE: GL procedures address loader is required to load extensions
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+    rlLoadExtensions(glfwGetProcAddress);
+#else
+    rlLoadExtensions(eglGetProcAddress);
+#endif
+
+    // Initialize OpenGL context (states and resources)
+    // NOTE: CORE.Window.screen.width and CORE.Window.screen.height not used, just stored as globals in rlgl
+    rlglInit(CORE.Window.screen.width, CORE.Window.screen.height);
+
+    int fbWidth = CORE.Window.render.width;
+    int fbHeight = CORE.Window.render.height;
+
+#if defined(PLATFORM_DESKTOP)
+    if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+    {
+        // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling
+        // Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
+    #if !defined(__APPLE__)
+        glfwGetFramebufferSize(CORE.Window.handle, &fbWidth, &fbHeight);
+
+        // Screen scaling matrix is required in case desired screen area is different than display area
+        CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f);
+
+        // Mouse input scaling for the new screen size
+        SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
+    #endif
+    }
+#endif
+
+    // Setup default viewport
+    SetupViewport(fbWidth, fbHeight);
+
+    CORE.Window.currentFbo.width = CORE.Window.screen.width;
+    CORE.Window.currentFbo.height = CORE.Window.screen.height;
+
+    ClearBackground(RAYWHITE);      // Default background color for raylib games :P
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_UWP)
+    CORE.Window.ready = true;
+#endif
+
+    if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
+
+    return true;
+}
+
+// Set viewport for a provided width and height
+static void SetupViewport(int width, int height)
+{
+    CORE.Window.render.width = width;
+    CORE.Window.render.height = height;
+
+    // Set viewport width and height
+    // NOTE: We consider render size (scaled) and offset in case black bars are required and
+    // render area does not match full display area (this situation is only applicable on fullscreen mode)
+#if defined(__APPLE__)
+    float xScale = 1.0f, yScale = 1.0f;
+    glfwGetWindowContentScale(CORE.Window.handle, &xScale, &yScale);
+    rlViewport(CORE.Window.renderOffset.x/2*xScale, CORE.Window.renderOffset.y/2*yScale, (CORE.Window.render.width - CORE.Window.renderOffset.x)*xScale, (CORE.Window.render.height - CORE.Window.renderOffset.y)*yScale);
+#else
+    rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width - CORE.Window.renderOffset.x, CORE.Window.render.height - CORE.Window.renderOffset.y);
+#endif
+
+    rlMatrixMode(RL_PROJECTION);        // Switch to projection matrix
+    rlLoadIdentity();                   // Reset current matrix (projection)
+
+    // Set orthographic projection to current framebuffer size
+    // NOTE: Configured top-left corner as (0, 0)
+    rlOrtho(0, CORE.Window.render.width, CORE.Window.render.height, 0, 0.0f, 1.0f);
+
+    rlMatrixMode(RL_MODELVIEW);         // Switch back to modelview matrix
+    rlLoadIdentity();                   // Reset current matrix (modelview)
+}
+
+// Compute framebuffer size relative to screen size and display size
+// NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified
+static void SetupFramebuffer(int width, int height)
+{
+    // Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var)
+    if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
+    {
+        TRACELOG(LOG_WARNING, "DISPLAY: Downscaling required: Screen size (%ix%i) is bigger than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
+
+        // Downscaling to fit display with border-bars
+        float widthRatio = (float)CORE.Window.display.width/(float)CORE.Window.screen.width;
+        float heightRatio = (float)CORE.Window.display.height/(float)CORE.Window.screen.height;
+
+        if (widthRatio <= heightRatio)
+        {
+            CORE.Window.render.width = CORE.Window.display.width;
+            CORE.Window.render.height = (int)round((float)CORE.Window.screen.height*widthRatio);
+            CORE.Window.renderOffset.x = 0;
+            CORE.Window.renderOffset.y = (CORE.Window.display.height - CORE.Window.render.height);
+        }
+        else
+        {
+            CORE.Window.render.width = (int)round((float)CORE.Window.screen.width*heightRatio);
+            CORE.Window.render.height = CORE.Window.display.height;
+            CORE.Window.renderOffset.x = (CORE.Window.display.width - CORE.Window.render.width);
+            CORE.Window.renderOffset.y = 0;
+        }
+
+        // Screen scaling required
+        float scaleRatio = (float)CORE.Window.render.width/(float)CORE.Window.screen.width;
+        CORE.Window.screenScale = MatrixScale(scaleRatio, scaleRatio, 1.0f);
+
+        // NOTE: We render to full display resolution!
+        // We just need to calculate above parameters for downscale matrix and offsets
+        CORE.Window.render.width = CORE.Window.display.width;
+        CORE.Window.render.height = CORE.Window.display.height;
+
+        TRACELOG(LOG_WARNING, "DISPLAY: Downscale matrix generated, content will be rendered at (%ix%i)", CORE.Window.render.width, CORE.Window.render.height);
+    }
+    else if ((CORE.Window.screen.width < CORE.Window.display.width) || (CORE.Window.screen.height < CORE.Window.display.height))
+    {
+        // Required screen size is smaller than display size
+        TRACELOG(LOG_INFO, "DISPLAY: Upscaling required: Screen size (%ix%i) smaller than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
+
+        if ((CORE.Window.screen.width == 0) || (CORE.Window.screen.height == 0))
+        {
+            CORE.Window.screen.width = CORE.Window.display.width;
+            CORE.Window.screen.height = CORE.Window.display.height;
+        }
+
+        // Upscaling to fit display with border-bars
+        float displayRatio = (float)CORE.Window.display.width/(float)CORE.Window.display.height;
+        float screenRatio = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
+
+        if (displayRatio <= screenRatio)
+        {
+            CORE.Window.render.width = CORE.Window.screen.width;
+            CORE.Window.render.height = (int)round((float)CORE.Window.screen.width/displayRatio);
+            CORE.Window.renderOffset.x = 0;
+            CORE.Window.renderOffset.y = (CORE.Window.render.height - CORE.Window.screen.height);
+        }
+        else
+        {
+            CORE.Window.render.width = (int)round((float)CORE.Window.screen.height*displayRatio);
+            CORE.Window.render.height = CORE.Window.screen.height;
+            CORE.Window.renderOffset.x = (CORE.Window.render.width - CORE.Window.screen.width);
+            CORE.Window.renderOffset.y = 0;
+        }
+    }
+    else
+    {
+        CORE.Window.render.width = CORE.Window.screen.width;
+        CORE.Window.render.height = CORE.Window.screen.height;
+        CORE.Window.renderOffset.x = 0;
+        CORE.Window.renderOffset.y = 0;
+    }
+}
+
+// Initialize hi-resolution timer
+static void InitTimer(void)
+{
+    srand((unsigned int)time(NULL));    // Initialize random seed
+
+// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions.
+// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often.
+// High resolutions can also prevent the CPU power management system from entering power-saving modes.
+// Setting a higher resolution does not improve the accuracy of the high-resolution performance counter.
+#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP)
+    timeBeginPeriod(1);                 // Setup high-resolution timer to 1ms (granularity of 1-2 ms)
+#endif
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+    struct timespec now = { 0 };
+
+    if (clock_gettime(CLOCK_MONOTONIC, &now) == 0)  // Success
+    {
+        CORE.Time.base = (unsigned long long int)now.tv_sec*1000000000LLU + (unsigned long long int)now.tv_nsec;
+    }
+    else TRACELOG(LOG_WARNING, "TIMER: Hi-resolution timer not available");
+#endif
+
+    CORE.Time.previous = GetTime();     // Get time as double
+}
+
+// Wait for some milliseconds (stop program execution)
+// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
+// take longer than expected... for that reason we use the busy wait loop
+// Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
+// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
+static void Wait(float ms)
+{
+#if defined(PLATFORM_UWP)
+    UWPGetSleepFunc()(ms/1000);
+    return;
+#endif
+
+#if defined(SUPPORT_BUSY_WAIT_LOOP)
+    double prevTime = GetTime();
+    double nextTime = 0.0;
+
+    // Busy wait loop
+    while ((nextTime - prevTime) < ms/1000.0f) nextTime = GetTime();
+#else
+    #if defined(SUPPORT_HALFBUSY_WAIT_LOOP)
+        #define MAX_HALFBUSY_WAIT_TIME  4
+        double destTime = GetTime() + ms/1000;
+        if (ms > MAX_HALFBUSY_WAIT_TIME) ms -= MAX_HALFBUSY_WAIT_TIME;
+    #endif
+
+    #if defined(_WIN32)
+        Sleep((unsigned int)ms);
+    #endif
+    #if defined(__linux__) || defined(__FreeBSD__) || defined(__EMSCRIPTEN__)
+        struct timespec req = { 0 };
+        time_t sec = (int)(ms/1000.0f);
+        ms -= (sec*1000);
+        req.tv_sec = sec;
+        req.tv_nsec = ms*1000000L;
+
+        // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
+        while (nanosleep(&req, &req) == -1) continue;
+    #endif
+    #if defined(__APPLE__)
+        usleep(ms*1000.0f);
+    #endif
+
+    #if defined(SUPPORT_HALFBUSY_WAIT_LOOP)
+        while (GetTime() < destTime) { }
+    #endif
+#endif
+}
+
+// Poll (store) all input events
+static void PollInputEvents(void)
+{
+#if defined(SUPPORT_GESTURES_SYSTEM)
+    // NOTE: Gestures update must be called every frame to reset gestures correctly
+    // because ProcessGestureEvent() is just called on an event, not every frame
+    UpdateGestures();
+#endif
+
+    // Reset keys/chars pressed registered
+    CORE.Input.Keyboard.keyPressedQueueCount = 0;
+    CORE.Input.Keyboard.charPressedQueueCount = 0;
+
+#if !(defined(PLATFORM_RPI) || defined(PLATFORM_DRM))
+    // Reset last gamepad button/axis registered state
+    CORE.Input.Gamepad.lastButtonPressed = -1;
+    CORE.Input.Gamepad.axisCount = 0;
+#endif
+
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+    // Register previous keys states
+    for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
+
+    PollKeyboardEvents();
+
+    // Register previous mouse states
+    CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
+    CORE.Input.Mouse.currentWheelMove = 0.0f;
+    for (int i = 0; i < 3; i++)
+    {
+        CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
+        CORE.Input.Mouse.currentButtonState[i] = CORE.Input.Mouse.currentButtonStateEvdev[i];
+    }
+
+    // Register gamepads buttons events
+    for (int i = 0; i < MAX_GAMEPADS; i++)
+    {
+        if (CORE.Input.Gamepad.ready[i])     // Check if gamepad is available
+        {
+            // Register previous gamepad states
+            for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k];
+        }
+    }
+#endif
+
+#if defined(PLATFORM_UWP)
+    // Register previous keys states
+    for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
+
+    for (int i = 0; i < MAX_GAMEPADS; i++)
+    {
+        if (CORE.Input.Gamepad.ready[i])
+        {
+            for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k];
+        }
+    }
+
+    // Register previous mouse states
+    CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
+    CORE.Input.Mouse.currentWheelMove = 0.0f;
+
+    for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
+#endif  // PLATFORM_UWP
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+    // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
+
+    // Register previous keys states
+    for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
+
+    // Register previous mouse states
+    for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
+
+    // Register previous mouse wheel state
+    CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
+    CORE.Input.Mouse.currentWheelMove = 0.0f;
+#endif
+
+    // Register previous touch states
+    for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
+
+#if defined(PLATFORM_DESKTOP)
+    // Check if gamepads are ready
+    // NOTE: We do it here in case of disconnection
+    for (int i = 0; i < MAX_GAMEPADS; i++)
+    {
+        if (glfwJoystickPresent(i)) CORE.Input.Gamepad.ready[i] = true;
+        else CORE.Input.Gamepad.ready[i] = false;
+    }
+
+    // Register gamepads buttons events
+    for (int i = 0; i < MAX_GAMEPADS; i++)
+    {
+        if (CORE.Input.Gamepad.ready[i])     // Check if gamepad is available
+        {
+            // Register previous gamepad states
+            for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k];
+
+            // Get current gamepad state
+            // NOTE: There is no callback available, so we get it manually
+            // Get remapped buttons
+            GLFWgamepadstate state = { 0 };
+            glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
+
+            const unsigned char *buttons = state.buttons;
+
+            for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
+            {
+                GamepadButton button = -1;
+
+                switch (k)
+                {
+                    case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+                    case GLFW_GAMEPAD_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+                    case GLFW_GAMEPAD_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+                    case GLFW_GAMEPAD_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+
+                    case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+                    case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+
+                    case GLFW_GAMEPAD_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+                    case GLFW_GAMEPAD_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break;
+                    case GLFW_GAMEPAD_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+
+                    case GLFW_GAMEPAD_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+                    case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+                    case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+                    case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+
+                    case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
+                    case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+                    default: break;
+                }
+
+                if (button != -1)   // Check for valid button
+                {
+                    if (buttons[k] == GLFW_PRESS)
+                    {
+                        CORE.Input.Gamepad.currentState[i][button] = 1;
+                        CORE.Input.Gamepad.lastButtonPressed = button;
+                    }
+                    else CORE.Input.Gamepad.currentState[i][button] = 0;
+                }
+            }
+
+            // Get current axis state
+            const float *axes = state.axes;
+
+            for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
+            {
+                CORE.Input.Gamepad.axisState[i][k] = axes[k];
+            }
+
+            // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
+            CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
+            CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
+
+            CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST + 1;
+        }
+    }
+
+    CORE.Window.resizedLastFrame = false;
+
+#if defined(SUPPORT_EVENTS_WAITING)
+    glfwWaitEvents();
+#else
+    glfwPollEvents();       // Register keyboard/mouse events (callbacks)... and window events!
+#endif
+#endif  // PLATFORM_DESKTOP
+
+// Gamepad support using emscripten API
+// NOTE: GLFW3 joystick functionality not available in web
+#if defined(PLATFORM_WEB)
+    // Get number of gamepads connected
+    int numGamepads = 0;
+    if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS) numGamepads = emscripten_get_num_gamepads();
+
+    for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
+    {
+        // Register previous gamepad button states
+        for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k];
+
+        EmscriptenGamepadEvent gamepadState;
+
+        int result = emscripten_get_gamepad_status(i, &gamepadState);
+
+        if (result == EMSCRIPTEN_RESULT_SUCCESS)
+        {
+            // Register buttons data for every connected gamepad
+            for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
+            {
+                GamepadButton button = -1;
+
+                // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
+                switch (j)
+                {
+                    case 0: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+                    case 1: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+                    case 2: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+                    case 3: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+                    case 4: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+                    case 5: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+                    case 6: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
+                    case 7: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
+                    case 8: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+                    case 9: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+                    case 10: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
+                    case 11: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+                    case 12: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+                    case 13: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+                    case 14: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+                    case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+                    default: break;
+                }
+
+                if (button != -1)   // Check for valid button
+                {
+                    if (gamepadState.digitalButton[j] == 1)
+                    {
+                        CORE.Input.Gamepad.currentState[i][button] = 1;
+                        CORE.Input.Gamepad.lastButtonPressed = button;
+                    }
+                    else CORE.Input.Gamepad.currentState[i][button] = 0;
+                }
+
+                //TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
+            }
+
+            // Register axis data for every connected gamepad
+            for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
+            {
+                CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
+            }
+
+            CORE.Input.Gamepad.axisCount = gamepadState.numAxes;
+        }
+    }
+#endif
+
+#if defined(PLATFORM_ANDROID)
+    // Register previous keys states
+    // NOTE: Android supports up to 260 keys
+    for (int i = 0; i < 260; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
+
+    // Android ALooper_pollAll() variables
+    int pollResult = 0;
+    int pollEvents = 0;
+
+    // Poll Events (registered events)
+    // NOTE: Activity is paused if not enabled (CORE.Android.appEnabled)
+    while ((pollResult = ALooper_pollAll(CORE.Android.appEnabled? 0 : -1, NULL, &pollEvents, (void**)&CORE.Android.source)) >= 0)
+    {
+        // Process this event
+        if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source);
+
+        // NOTE: Never close window, native activity is controlled by the system!
+        if (CORE.Android.app->destroyRequested != 0)
+        {
+            //CORE.Window.shouldClose = true;
+            //ANativeActivity_finish(CORE.Android.app->activity);
+        }
+    }
+#endif
+
+#if (defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) && defined(SUPPORT_SSH_KEYBOARD_RPI)
+    // NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin,
+    // we now use both methods inside here. 2nd method is still used for legacy purposes (Allows for input trough SSH console)
+    ProcessKeyboard();
+
+    // NOTE: Mouse input events polling is done asynchronously in another pthread - EventThread()
+    // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread()
+#endif
+}
+
+// Copy back buffer to front buffers
+static void SwapBuffers(void)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+    glfwSwapBuffers(CORE.Window.handle);
+#endif
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
+    eglSwapBuffers(CORE.Window.device, CORE.Window.surface);
+
+#if defined(PLATFORM_DRM)
+    if (!CORE.Window.gbmSurface || (-1 == CORE.Window.fd) || !CORE.Window.connector || !CORE.Window.crtc)
+    {
+        TRACELOG(LOG_ERROR, "DISPLAY: DRM initialization failed to swap");
+        abort();
+    }
+
+    struct gbm_bo *bo = gbm_surface_lock_front_buffer(CORE.Window.gbmSurface);
+    if (!bo)
+    {
+        TRACELOG(LOG_ERROR, "DISPLAY: Failed GBM to lock front buffer");
+        abort();
+    }
+
+    uint32_t fb = 0;
+    int result = drmModeAddFB(CORE.Window.fd, CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay,
+        CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, 24, 32, gbm_bo_get_stride(bo), gbm_bo_get_handle(bo).u32, &fb);
+    if (0 != result)
+    {
+        TRACELOG(LOG_ERROR, "DISPLAY: drmModeAddFB() failed with result: %d", result);
+        abort();
+    }
+
+    result = drmModeSetCrtc(CORE.Window.fd, CORE.Window.crtc->crtc_id, fb, 0, 0,
+        &CORE.Window.connector->connector_id, 1, &CORE.Window.connector->modes[CORE.Window.modeIndex]);
+    if (0 != result)
+    {
+        TRACELOG(LOG_ERROR, "DISPLAY: drmModeSetCrtc() failed with result: %d", result);
+        abort();
+    }
+
+    if (CORE.Window.prevFB)
+    {
+        result = drmModeRmFB(CORE.Window.fd, CORE.Window.prevFB);
+        if (0 != result)
+        {
+            TRACELOG(LOG_ERROR, "DISPLAY: drmModeRmFB() failed with result: %d", result);
+            abort();
+        }
+    }
+    CORE.Window.prevFB = fb;
+
+    if (CORE.Window.prevBO)
+    {
+        gbm_surface_release_buffer(CORE.Window.gbmSurface, CORE.Window.prevBO);
+    }
+    CORE.Window.prevBO = bo;
+#endif  // PLATFORM_DRM
+#endif  // PLATFORM_ANDROID || PLATFORM_RPI || PLATFORM_DRM || PLATFORM_UWP
+}
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+// GLFW3 Error Callback, runs on GLFW3 error
+static void ErrorCallback(int error, const char *description)
+{
+    TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description);
+}
+
+
+// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
+// NOTE: Window resizing not allowed by default
+static void WindowSizeCallback(GLFWwindow *window, int width, int height)
+{
+    SetupViewport(width, height);    // Reset viewport and projection matrix for new size
+    CORE.Window.currentFbo.width = width;
+    CORE.Window.currentFbo.height = height;
+    CORE.Window.resizedLastFrame = true;
+
+    if (IsWindowFullscreen()) return;
+
+    // Set current screen size
+    CORE.Window.screen.width = width;
+    CORE.Window.screen.height = height;
+    // NOTE: Postprocessing texture is not scaled to new size
+
+}
+
+// GLFW3 WindowIconify Callback, runs when window is minimized/restored
+static void WindowIconifyCallback(GLFWwindow *window, int iconified)
+{
+    if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED;  // The window was iconified
+    else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;           // The window was restored
+}
+
+#if !defined(PLATFORM_WEB)
+// GLFW3 WindowMaximize Callback, runs when window is maximized/restored
+static void WindowMaximizeCallback(GLFWwindow *window, int maximized)
+{
+    if (maximized) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;  // The window was maximized
+    else CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;           // The window was restored
+}
+#endif
+
+// GLFW3 WindowFocus Callback, runs when window get/lose focus
+static void WindowFocusCallback(GLFWwindow *window, int focused)
+{
+    if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED;   // The window was focused
+    else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED;            // The window lost focus
+}
+
+// GLFW3 Keyboard Callback, runs on key pressed
+static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
+{
+    //TRACELOG(LOG_DEBUG, "Key Callback: KEY:%i(%c) - SCANCODE:%i (STATE:%i)", key, key, scancode, action);
+
+    if (key == CORE.Input.Keyboard.exitKey && action == GLFW_PRESS)
+    {
+        glfwSetWindowShouldClose(CORE.Window.handle, GLFW_TRUE);
+
+        // NOTE: Before closing window, while loop must be left!
+    }
+#if defined(SUPPORT_SCREEN_CAPTURE)
+    else if (key == GLFW_KEY_F12 && action == GLFW_PRESS)
+    {
+#if defined(SUPPORT_GIF_RECORDING)
+        if (mods == GLFW_MOD_CONTROL)
+        {
+            if (gifRecording)
+            {
+                gifRecording = false;
+
+                MsfGifResult result = msf_gif_end(&gifState);
+
+                char path[512] = { 0 };
+            #if defined(PLATFORM_ANDROID)
+                strcpy(path, CORE.Android.internalDataPath);
+                strcat(path, TextFormat("./screenrec%03i.gif", screenshotCounter));
+            #else
+                strcpy(path, TextFormat("./screenrec%03i.gif", screenshotCounter));
+            #endif
+
+                SaveFileData(path, result.data, (unsigned int)result.dataSize);
+                msf_gif_free(result);
+
+            #if defined(PLATFORM_WEB)
+                // Download file from MEMFS (emscripten memory filesystem)
+                // saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
+                emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
+            #endif
+
+                TRACELOG(LOG_INFO, "SYSTEM: Finish animated GIF recording");
+            }
+            else
+            {
+                gifRecording = true;
+                gifFramesCounter = 0;
+
+                msf_gif_begin(&gifState, CORE.Window.screen.width, CORE.Window.screen.height);
+                screenshotCounter++;
+
+                TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
+            }
+        }
+        else
+#endif  // SUPPORT_GIF_RECORDING
+        {
+            TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
+            screenshotCounter++;
+        }
+    }
+#endif  // SUPPORT_SCREEN_CAPTURE
+    else
+    {
+        // WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
+        // to work properly with our implementation (IsKeyDown/IsKeyUp checks)
+        if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
+        else CORE.Input.Keyboard.currentKeyState[key] = 1;
+
+        // Check if there is space available in the key queue
+        if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
+        {
+            // Add character to the queue
+            CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
+            CORE.Input.Keyboard.keyPressedQueueCount++;
+        }
+    }
+}
+
+// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value)
+static void CharCallback(GLFWwindow *window, unsigned int key)
+{
+    //TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
+
+    // NOTE: Registers any key down considering OS keyboard layout but
+    // do not detects action events, those should be managed by user...
+    // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
+    // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
+
+    // Check if there is space available in the queue
+    if (CORE.Input.Keyboard.charPressedQueueCount < MAX_KEY_PRESSED_QUEUE)
+    {
+        // Add character to the queue
+        CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key;
+        CORE.Input.Keyboard.charPressedQueueCount++;
+    }
+}
+
+// GLFW3 Mouse Button Callback, runs on mouse button pressed
+static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
+{
+    // WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
+    // but future releases may add more actions (i.e. GLFW_REPEAT)
+    CORE.Input.Mouse.currentButtonState[button] = action;
+
+#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
+    // Process mouse events as touches to be able to use mouse-gestures
+    GestureEvent gestureEvent = { 0 };
+
+    // Register touch actions
+    if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_DOWN;
+    else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_UP;
+
+    // NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
+
+    // Assign a pointer ID
+    gestureEvent.pointerId[0] = 0;
+
+    // Register touch points count
+    gestureEvent.pointCount = 1;
+
+    // Register touch points position, only one point registered
+    gestureEvent.position[0] = GetMousePosition();
+
+    // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
+    gestureEvent.position[0].x /= (float)GetScreenWidth();
+    gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+    // Gesture data is sent to gestures system for processing
+    ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+// GLFW3 Cursor Position Callback, runs on mouse move
+static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
+{
+    CORE.Input.Mouse.position.x = (float)x;
+    CORE.Input.Mouse.position.y = (float)y;
+    CORE.Input.Touch.position[0] = CORE.Input.Mouse.position;
+
+#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
+    // Process mouse events as touches to be able to use mouse-gestures
+    GestureEvent gestureEvent = { 0 };
+
+    gestureEvent.touchAction = TOUCH_MOVE;
+
+    // Assign a pointer ID
+    gestureEvent.pointerId[0] = 0;
+
+    // Register touch points count
+    gestureEvent.pointCount = 1;
+
+    // Register touch points position, only one point registered
+    gestureEvent.position[0] = CORE.Input.Touch.position[0];
+
+    // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
+    gestureEvent.position[0].x /= (float)GetScreenWidth();
+    gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+    // Gesture data is sent to gestures system for processing
+    ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+// GLFW3 Srolling Callback, runs on mouse wheel
+static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
+{
+    CORE.Input.Mouse.currentWheelMove = (float)yoffset;
+}
+
+// GLFW3 CursorEnter Callback, when cursor enters the window
+static void CursorEnterCallback(GLFWwindow *window, int enter)
+{
+    if (enter == true) CORE.Input.Mouse.cursorOnScreen = true;
+    else CORE.Input.Mouse.cursorOnScreen = false;
+}
+
+// GLFW3 Window Drop Callback, runs when drop files into window
+// NOTE: Paths are stored in dynamic memory for further retrieval
+// Everytime new files are dropped, old ones are discarded
+static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
+{
+    ClearDroppedFiles();
+
+    CORE.Window.dropFilesPath = (char **)RL_MALLOC(sizeof(char *)*count);
+
+    for (int i = 0; i < count; i++)
+    {
+        CORE.Window.dropFilesPath[i] = (char *)RL_MALLOC(sizeof(char)*MAX_FILEPATH_LENGTH);
+        strcpy(CORE.Window.dropFilesPath[i], paths[i]);
+    }
+
+    CORE.Window.dropFilesCount = count;
+}
+#endif
+
+#if defined(PLATFORM_ANDROID)
+// ANDROID: Process activity lifecycle commands
+static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
+{
+    switch (cmd)
+    {
+        case APP_CMD_START:
+        {
+            //rendering = true;
+        } break;
+        case APP_CMD_RESUME: break;
+        case APP_CMD_INIT_WINDOW:
+        {
+            if (app->window != NULL)
+            {
+                if (CORE.Android.contextRebindRequired)
+                {
+                    // Reset screen scaling to full display size
+                    EGLint displayFormat;
+                    eglGetConfigAttrib(CORE.Window.device, CORE.Window.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
+                    ANativeWindow_setBuffersGeometry(app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat);
+
+                    // Recreate display surface and re-attach OpenGL context
+                    CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, app->window, NULL);
+                    eglMakeCurrent(CORE.Window.device, CORE.Window.surface, CORE.Window.surface, CORE.Window.context);
+
+                    CORE.Android.contextRebindRequired = false;
+                }
+                else
+                {
+                    CORE.Window.display.width  = ANativeWindow_getWidth(CORE.Android.app->window);
+                    CORE.Window.display.height = ANativeWindow_getHeight(CORE.Android.app->window);
+
+                    // Init graphics device (display device and OpenGL context)
+                    InitGraphicsDevice(CORE.Window.screen.width, CORE.Window.screen.height);
+
+                    // Init hi-res timer
+                    InitTimer();
+
+                #if defined(SUPPORT_DEFAULT_FONT)
+                    // Load default font
+                    // NOTE: External function (defined in module: text)
+                    LoadFontDefault();
+                    Rectangle rec = GetFontDefault().recs[95];
+                    // NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
+                    SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
+                #endif
+
+                    // TODO: GPU assets reload in case of lost focus (lost context)
+                    // NOTE: This problem has been solved just unbinding and rebinding context from display
+                    /*
+                    if (assetsReloadRequired)
+                    {
+                        for (int i = 0; i < assetsCount; i++)
+                        {
+                            // TODO: Unload old asset if required
+
+                            // Load texture again to pointed texture
+                            (*textureAsset + i) = LoadTexture(assetPath[i]);
+                        }
+                    }
+                    */
+                }
+            }
+        } break;
+        case APP_CMD_GAINED_FOCUS:
+        {
+            CORE.Android.appEnabled = true;
+            //ResumeMusicStream();
+        } break;
+        case APP_CMD_PAUSE: break;
+        case APP_CMD_LOST_FOCUS:
+        {
+            CORE.Android.appEnabled = false;
+            //PauseMusicStream();
+        } break;
+        case APP_CMD_TERM_WINDOW:
+        {
+            // Dettach OpenGL context and destroy display surface
+            // NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
+            // NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :(
+            eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+            eglDestroySurface(CORE.Window.device, CORE.Window.surface);
+
+            CORE.Android.contextRebindRequired = true;
+        } break;
+        case APP_CMD_SAVE_STATE: break;
+        case APP_CMD_STOP: break;
+        case APP_CMD_DESTROY:
+        {
+            // TODO: Finish activity?
+            //ANativeActivity_finish(CORE.Android.app->activity);
+        } break;
+        case APP_CMD_CONFIG_CHANGED:
+        {
+            //AConfiguration_fromAssetManager(CORE.Android.app->config, CORE.Android.app->activity->assetManager);
+            //print_cur_config(CORE.Android.app);
+
+            // Check screen orientation here!
+        } break;
+        default: break;
+    }
+}
+
+// ANDROID: Get input events
+static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
+{
+    // If additional inputs are required check:
+    // https://developer.android.com/ndk/reference/group/input
+    // https://developer.android.com/training/game-controllers/controller-input
+
+    int type = AInputEvent_getType(event);
+    int source = AInputEvent_getSource(event);
+
+    if (type == AINPUT_EVENT_TYPE_MOTION)
+    {
+        if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) ||
+            ((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD))
+        {
+            // Get first touch position
+            CORE.Input.Touch.position[0].x = AMotionEvent_getX(event, 0);
+            CORE.Input.Touch.position[0].y = AMotionEvent_getY(event, 0);
+
+            // Get second touch position
+            CORE.Input.Touch.position[1].x = AMotionEvent_getX(event, 1);
+            CORE.Input.Touch.position[1].y = AMotionEvent_getY(event, 1);
+
+            int32_t keycode = AKeyEvent_getKeyCode(event);
+            if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
+            {
+                CORE.Input.Keyboard.currentKeyState[keycode] = 1;   // Key down
+
+                CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode;
+                CORE.Input.Keyboard.keyPressedQueueCount++;
+            }
+            else CORE.Input.Keyboard.currentKeyState[keycode] = 0;  // Key up
+
+            // Stop processing gamepad buttons
+            return 1;
+        }
+    }
+    else if (type == AINPUT_EVENT_TYPE_KEY)
+    {
+        int32_t keycode = AKeyEvent_getKeyCode(event);
+        //int32_t AKeyEvent_getMetaState(event);
+
+        // Save current button and its state
+        // NOTE: Android key action is 0 for down and 1 for up
+        if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
+        {
+            CORE.Input.Keyboard.currentKeyState[keycode] = 1;   // Key down
+
+            CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode;
+            CORE.Input.Keyboard.keyPressedQueueCount++;
+        }
+        else CORE.Input.Keyboard.currentKeyState[keycode] = 0;  // Key up
+
+        if (keycode == AKEYCODE_POWER)
+        {
+            // Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
+            // Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
+            // It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
+            // NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
+            // Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
+            return 0;
+        }
+        else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
+        {
+            // Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
+            return 1;
+        }
+        else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
+        {
+            // Set default OS behaviour
+            return 0;
+        }
+
+        return 0;
+    }
+
+    CORE.Input.Touch.position[0].x = AMotionEvent_getX(event, 0);
+    CORE.Input.Touch.position[0].y = AMotionEvent_getY(event, 0);
+
+    int32_t action = AMotionEvent_getAction(event);
+    unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
+
+    if (flags == AMOTION_EVENT_ACTION_DOWN || flags == AMOTION_EVENT_ACTION_MOVE)
+    {
+        CORE.Input.Touch.currentTouchState[MOUSE_LEFT_BUTTON] = 1;
+    }
+    else if (flags == AMOTION_EVENT_ACTION_UP)
+    {
+        CORE.Input.Touch.currentTouchState[MOUSE_LEFT_BUTTON] = 0;
+    }
+
+#if defined(SUPPORT_GESTURES_SYSTEM)
+
+    GestureEvent gestureEvent;
+
+    // Register touch actions
+    if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN;
+    else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP;
+    else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE;
+
+    // Register touch points count
+    // NOTE: Documentation says pointerCount is Always >= 1,
+    // but in practice it can be 0 or over a million
+    gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
+
+    // Only enable gestures for 1-3 touch points
+    if ((gestureEvent.pointCount > 0) && (gestureEvent.pointCount < 4))
+    {
+        // Register touch points id
+        // NOTE: Only two points registered
+        gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
+        gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
+
+        // Register touch points position
+        gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
+        gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
+
+        // Normalize gestureEvent.position[x] for screenWidth and screenHeight
+        gestureEvent.position[0].x /= (float)GetScreenWidth();
+        gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+        gestureEvent.position[1].x /= (float)GetScreenWidth();
+        gestureEvent.position[1].y /= (float)GetScreenHeight();
+
+        // Gesture data is sent to gestures system for processing
+        ProcessGestureEvent(gestureEvent);
+    }
+#endif
+
+    return 0;
+}
+#endif
+
+#if defined(PLATFORM_WEB)
+// Register touch input events
+static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
+{
+    for (int i = 0; i < touchEvent->numTouches; i++)
+    {
+        if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
+        else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0;
+    }
+
+#if defined(SUPPORT_GESTURES_SYSTEM)
+    GestureEvent gestureEvent = { 0 };
+
+    // Register touch actions
+    if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN;
+    else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP;
+    else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE;
+
+    // Register touch points count
+    gestureEvent.pointCount = touchEvent->numTouches;
+
+    // Register touch points id
+    gestureEvent.pointerId[0] = touchEvent->touches[0].identifier;
+    gestureEvent.pointerId[1] = touchEvent->touches[1].identifier;
+
+    // Register touch points position
+    // NOTE: Only two points registered
+    gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
+    gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY };
+
+    double canvasWidth, canvasHeight;
+    // NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but
+    // we are looking for actual CSS size: canvas.style.width and canvas.style.height
+    //EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
+    emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
+
+    // Normalize gestureEvent.position[x] for CORE.Window.screen.width and CORE.Window.screen.height
+    gestureEvent.position[0].x *= ((float)GetScreenWidth()/(float)canvasWidth);
+    gestureEvent.position[0].y *= ((float)GetScreenHeight()/(float)canvasHeight);
+    gestureEvent.position[1].x *= ((float)GetScreenWidth()/(float)canvasWidth);
+    gestureEvent.position[1].y *= ((float)GetScreenHeight()/(float)canvasHeight);
+
+    CORE.Input.Touch.position[0] = gestureEvent.position[0];
+    CORE.Input.Touch.position[1] = gestureEvent.position[1];
+
+    // Gesture data is sent to gestures system for processing
+    ProcessGestureEvent(gestureEvent);
+#else
+    // Support only simple touch position
+    if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART)
+    {
+        // Get first touch position
+        CORE.Input.Touch.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
+
+        double canvasWidth, canvasHeight;
+        //EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
+        emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
+
+        // Normalize gestureEvent.position[x] for screenWidth and screenHeight
+        CORE.Input.Touch.position[0].x *= ((float)GetScreenWidth()/(float)canvasWidth);
+        CORE.Input.Touch.position[0].y *= ((float)GetScreenHeight()/(float)canvasHeight);
+    }
+#endif
+
+    return 1;
+}
+
+// Register connected/disconnected gamepads events
+static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
+{
+    /*
+    TRACELOGD("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"",
+           eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
+           gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
+
+    for (int i = 0; i < gamepadEvent->numAxes; ++i) TRACELOGD("Axis %d: %g", i, gamepadEvent->axis[i]);
+    for (int i = 0; i < gamepadEvent->numButtons; ++i) TRACELOGD("Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
+    */
+
+    if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) CORE.Input.Gamepad.ready[gamepadEvent->index] = true;
+    else CORE.Input.Gamepad.ready[gamepadEvent->index] = false;
+
+    // TODO: Test gamepadEvent->index
+
+    return 0;
+}
+#endif
+
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+
+#if defined(SUPPORT_SSH_KEYBOARD_RPI)
+// Initialize Keyboard system (using standard input)
+static void InitKeyboard(void)
+{
+    // NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor
+
+    // Make stdin non-blocking (not enough, need to configure to non-canonical mode)
+    int flags = fcntl(STDIN_FILENO, F_GETFL, 0);          // F_GETFL: Get the file access mode and the file status flags
+    fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK);     // F_SETFL: Set the file status flags to the value specified
+
+    // Save terminal keyboard settings and reconfigure terminal with new settings
+    struct termios keyboardNewSettings;
+    tcgetattr(STDIN_FILENO, &CORE.Input.Keyboard.defaultSettings);    // Get current keyboard settings
+    keyboardNewSettings = CORE.Input.Keyboard.defaultSettings;
+
+    // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing
+    // NOTE: ISIG controls if ^C and ^Z generate break signals or not
+    keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
+    //keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF);
+    keyboardNewSettings.c_cc[VMIN] = 1;
+    keyboardNewSettings.c_cc[VTIME] = 0;
+
+    // Set new keyboard settings (change occurs immediately)
+    tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
+
+    // NOTE: Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE
+
+    // Save old keyboard mode to restore it at the end
+    if (ioctl(STDIN_FILENO, KDGKBMODE, &CORE.Input.Keyboard.defaultMode) < 0)
+    {
+        // NOTE: It could mean we are using a remote keyboard through ssh!
+        TRACELOG(LOG_WARNING, "RPI: Failed to change keyboard mode (SSH keyboard?)");
+    }
+    else
+    {
+        // We reconfigure keyboard mode to get:
+        //    - scancodes (K_RAW)
+        //    - keycodes (K_MEDIUMRAW)
+        //    - ASCII chars (K_XLATE)
+        //    - UNICODE chars (K_UNICODE)
+        ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE);
+    }
+
+    // Register keyboard restore when program finishes
+    atexit(RestoreKeyboard);
+}
+
+// Process keyboard inputs
+// TODO: Most probably input reading and processing should be in a separate thread
+static void ProcessKeyboard(void)
+{
+    #define MAX_KEYBUFFER_SIZE      32      // Max size in bytes to read
+
+    // Keyboard input polling (fill keys[256] array with status)
+    int bufferByteCount = 0;                // Bytes available on the buffer
+    char keysBuffer[MAX_KEYBUFFER_SIZE];    // Max keys to be read at a time
+
+    // Read availables keycodes from stdin
+    bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE);     // POSIX system call
+
+    // Reset pressed keys array (it will be filled below)
+    if (bufferByteCount > 0) for (int i = 0; i < 512; i++) CORE.Input.Keyboard.currentKeyState[i] = 0;
+
+    // Check keys from event input workers (This is the new keyboard reading method)
+    //for (int i = 0; i < 512; i++) CORE.Input.Keyboard.currentKeyState[i] = CORE.Input.Keyboard.currentKeyStateEvdev[i];
+
+    // Fill all read bytes (looking for keys)
+    for (int i = 0; i < bufferByteCount; i++)
+    {
+        // NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code!
+        // Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
+        if (keysBuffer[i] == 0x1b)
+        {
+            // Detect ESC to stop program
+            if (bufferByteCount == 1) CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] = 1;
+            else
+            {
+                if (keysBuffer[i + 1] == 0x5b)    // Special function key
+                {
+                    if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32))
+                    {
+                        // Process special function keys (F1 - F12)
+                        switch (keysBuffer[i + 3])
+                        {
+                            case 0x41: CORE.Input.Keyboard.currentKeyState[290] = 1; break;    // raylib KEY_F1
+                            case 0x42: CORE.Input.Keyboard.currentKeyState[291] = 1; break;    // raylib KEY_F2
+                            case 0x43: CORE.Input.Keyboard.currentKeyState[292] = 1; break;    // raylib KEY_F3
+                            case 0x44: CORE.Input.Keyboard.currentKeyState[293] = 1; break;    // raylib KEY_F4
+                            case 0x45: CORE.Input.Keyboard.currentKeyState[294] = 1; break;    // raylib KEY_F5
+                            case 0x37: CORE.Input.Keyboard.currentKeyState[295] = 1; break;    // raylib KEY_F6
+                            case 0x38: CORE.Input.Keyboard.currentKeyState[296] = 1; break;    // raylib KEY_F7
+                            case 0x39: CORE.Input.Keyboard.currentKeyState[297] = 1; break;    // raylib KEY_F8
+                            case 0x30: CORE.Input.Keyboard.currentKeyState[298] = 1; break;    // raylib KEY_F9
+                            case 0x31: CORE.Input.Keyboard.currentKeyState[299] = 1; break;    // raylib KEY_F10
+                            case 0x33: CORE.Input.Keyboard.currentKeyState[300] = 1; break;    // raylib KEY_F11
+                            case 0x34: CORE.Input.Keyboard.currentKeyState[301] = 1; break;    // raylib KEY_F12
+                            default: break;
+                        }
+
+                        if (keysBuffer[i + 2] == 0x5b) i += 4;
+                        else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5;
+                    }
+                    else
+                    {
+                        switch (keysBuffer[i + 2])
+                        {
+                            case 0x41: CORE.Input.Keyboard.currentKeyState[265] = 1; break;    // raylib KEY_UP
+                            case 0x42: CORE.Input.Keyboard.currentKeyState[264] = 1; break;    // raylib KEY_DOWN
+                            case 0x43: CORE.Input.Keyboard.currentKeyState[262] = 1; break;    // raylib KEY_RIGHT
+                            case 0x44: CORE.Input.Keyboard.currentKeyState[263] = 1; break;    // raylib KEY_LEFT
+                            default: break;
+                        }
+
+                        i += 3;  // Jump to next key
+                    }
+
+                    // NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT)
+                }
+            }
+        }
+        else if (keysBuffer[i] == 0x0a)     // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
+        {
+            CORE.Input.Keyboard.currentKeyState[257] = 1;
+
+            CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257;     // Add keys pressed into queue
+            CORE.Input.Keyboard.keyPressedQueueCount++;
+        }
+        else if (keysBuffer[i] == 0x7f)     // raylib KEY_BACKSPACE
+        {
+            CORE.Input.Keyboard.currentKeyState[259] = 1;
+
+            CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257;     // Add keys pressed into queue
+            CORE.Input.Keyboard.keyPressedQueueCount++;
+        }
+        else
+        {
+            // Translate lowercase a-z letters to A-Z
+            if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122))
+            {
+                CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i] - 32] = 1;
+            }
+            else CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i]] = 1;
+
+            CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keysBuffer[i];     // Add keys pressed into queue
+            CORE.Input.Keyboard.keyPressedQueueCount++;
+        }
+    }
+
+    // Check exit key (same functionality as GLFW3 KeyCallback())
+    if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true;
+
+#if defined(SUPPORT_SCREEN_CAPTURE)
+    // Check screen capture key (raylib key: KEY_F12)
+    if (CORE.Input.Keyboard.currentKeyState[301] == 1)
+    {
+        TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
+        screenshotCounter++;
+    }
+#endif
+}
+
+// Restore default keyboard input
+static void RestoreKeyboard(void)
+{
+    // Reset to default keyboard settings
+    tcsetattr(STDIN_FILENO, TCSANOW, &CORE.Input.Keyboard.defaultSettings);
+
+    // Reconfigure keyboard to default mode
+    ioctl(STDIN_FILENO, KDSKBMODE, CORE.Input.Keyboard.defaultMode);
+}
+#endif  // SUPPORT_SSH_KEYBOARD_RPI
+
+// Initialise user input from evdev(/dev/input/event<N>) this means mouse, keyboard or gamepad devices
+static void InitEvdevInput(void)
+{
+    char path[MAX_FILEPATH_LENGTH];
+    DIR *directory;
+    struct dirent *entity;
+
+    // Initialise keyboard file descriptor
+    CORE.Input.Keyboard.fd = -1;
+
+    // Reset variables
+    for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
+    {
+        CORE.Input.Touch.position[i].x = -1;
+        CORE.Input.Touch.position[i].y = -1;
+    }
+
+    // Reset keyboard key state
+    for (int i = 0; i < 512; i++) CORE.Input.Keyboard.currentKeyState[i] = 0;
+
+    // Open the linux directory of "/dev/input"
+    directory = opendir(DEFAULT_EVDEV_PATH);
+
+    if (directory)
+    {
+        while ((entity = readdir(directory)) != NULL)
+        {
+            if (strncmp("event", entity->d_name, strlen("event")) == 0)         // Search for devices named "event*"
+            {
+                sprintf(path, "%s%s", DEFAULT_EVDEV_PATH, entity->d_name);
+                ConfigureEvdevDevice(path);                                     // Configure the device if appropriate
+            }
+        }
+
+        closedir(directory);
+    }
+    else TRACELOG(LOG_WARNING, "RPI: Failed to open linux event directory: %s", DEFAULT_EVDEV_PATH);
+}
+
+// Identifies a input device and configures it for use if appropriate
+static void ConfigureEvdevDevice(char *device)
+{
+    #define BITS_PER_LONG   (8*sizeof(long))
+    #define NBITS(x)        ((((x) - 1)/BITS_PER_LONG) + 1)
+    #define OFF(x)          ((x)%BITS_PER_LONG)
+    #define BIT(x)          (1UL<<OFF(x))
+    #define LONG(x)         ((x)/BITS_PER_LONG)
+    #define TEST_BIT(array, bit) ((array[LONG(bit)] >> OFF(bit)) & 1)
+
+    struct input_absinfo absinfo;
+    unsigned long evBits[NBITS(EV_MAX)];
+    unsigned long absBits[NBITS(ABS_MAX)];
+    unsigned long relBits[NBITS(REL_MAX)];
+    unsigned long keyBits[NBITS(KEY_MAX)];
+    bool hasAbs = false;
+    bool hasRel = false;
+    bool hasAbsMulti = false;
+    int freeWorkerId = -1;
+    int fd = -1;
+
+    InputEventWorker *worker;
+
+    // Open the device and allocate worker
+    //-------------------------------------------------------------------------------------------------------
+    // Find a free spot in the workers array
+    for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
+    {
+        if (CORE.Input.eventWorker[i].threadId == 0)
+        {
+            freeWorkerId = i;
+            break;
+        }
+    }
+
+    // Select the free worker from array
+    if (freeWorkerId >= 0)
+    {
+        worker = &(CORE.Input.eventWorker[freeWorkerId]);       // Grab a pointer to the worker
+        memset(worker, 0, sizeof(InputEventWorker));  // Clear the worker
+    }
+    else
+    {
+        TRACELOG(LOG_WARNING, "RPI: Failed to create input device thread for %s, out of worker slots", device);
+        return;
+    }
+
+    // Open the device
+    fd = open(device, O_RDONLY | O_NONBLOCK);
+    if (fd < 0)
+    {
+        TRACELOG(LOG_WARNING, "RPI: Failed to open input device %s", device);
+        return;
+    }
+    worker->fd = fd;
+
+    // Grab number on the end of the devices name "event<N>"
+    int devNum = 0;
+    char *ptrDevName = strrchr(device, 't');
+    worker->eventNum = -1;
+
+    if (ptrDevName != NULL)
+    {
+        if (sscanf(ptrDevName, "t%d", &devNum) == 1)
+            worker->eventNum = devNum;
+    }
+
+    // At this point we have a connection to the device, but we don't yet know what the device is.
+    // It could be many things, even as simple as a power button...
+    //-------------------------------------------------------------------------------------------------------
+
+    // Identify the device
+    //-------------------------------------------------------------------------------------------------------
+    ioctl(fd, EVIOCGBIT(0, sizeof(evBits)), evBits);    // Read a bitfield of the available device properties
+
+    // Check for absolute input devices
+    if (TEST_BIT(evBits, EV_ABS))
+    {
+        ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absBits)), absBits);
+
+        // Check for absolute movement support (usualy touchscreens, but also joysticks)
+        if (TEST_BIT(absBits, ABS_X) && TEST_BIT(absBits, ABS_Y))
+        {
+            hasAbs = true;
+
+            // Get the scaling values
+            ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
+            worker->absRange.x = absinfo.minimum;
+            worker->absRange.width = absinfo.maximum - absinfo.minimum;
+            ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
+            worker->absRange.y = absinfo.minimum;
+            worker->absRange.height = absinfo.maximum - absinfo.minimum;
+        }
+
+        // Check for multiple absolute movement support (usualy multitouch touchscreens)
+        if (TEST_BIT(absBits, ABS_MT_POSITION_X) && TEST_BIT(absBits, ABS_MT_POSITION_Y))
+        {
+            hasAbsMulti = true;
+
+            // Get the scaling values
+            ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
+            worker->absRange.x = absinfo.minimum;
+            worker->absRange.width = absinfo.maximum - absinfo.minimum;
+            ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
+            worker->absRange.y = absinfo.minimum;
+            worker->absRange.height = absinfo.maximum - absinfo.minimum;
+        }
+    }
+
+    // Check for relative movement support (usualy mouse)
+    if (TEST_BIT(evBits, EV_REL))
+    {
+        ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relBits)), relBits);
+
+        if (TEST_BIT(relBits, REL_X) && TEST_BIT(relBits, REL_Y)) hasRel = true;
+    }
+
+    // Check for button support to determine the device type(usualy on all input devices)
+    if (TEST_BIT(evBits, EV_KEY))
+    {
+        ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keyBits)), keyBits);
+
+        if (hasAbs || hasAbsMulti)
+        {
+            if (TEST_BIT(keyBits, BTN_TOUCH)) worker->isTouch = true;          // This is a touchscreen
+            if (TEST_BIT(keyBits, BTN_TOOL_FINGER)) worker->isTouch = true;    // This is a drawing tablet
+            if (TEST_BIT(keyBits, BTN_TOOL_PEN)) worker->isTouch = true;       // This is a drawing tablet
+            if (TEST_BIT(keyBits, BTN_STYLUS)) worker->isTouch = true;         // This is a drawing tablet
+            if (worker->isTouch || hasAbsMulti) worker->isMultitouch = true;   // This is a multitouch capable device
+        }
+
+        if (hasRel)
+        {
+            if (TEST_BIT(keyBits, BTN_LEFT)) worker->isMouse = true;           // This is a mouse
+            if (TEST_BIT(keyBits, BTN_RIGHT)) worker->isMouse = true;          // This is a mouse
+        }
+
+        if (TEST_BIT(keyBits, BTN_A)) worker->isGamepad = true;                // This is a gamepad
+        if (TEST_BIT(keyBits, BTN_TRIGGER)) worker->isGamepad = true;          // This is a gamepad
+        if (TEST_BIT(keyBits, BTN_START)) worker->isGamepad = true;            // This is a gamepad
+        if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true;               // This is a gamepad
+        if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true;               // This is a gamepad
+
+        if (TEST_BIT(keyBits, KEY_SPACE)) worker->isKeyboard = true;           // This is a keyboard
+    }
+    //-------------------------------------------------------------------------------------------------------
+
+    // Decide what to do with the device
+    //-------------------------------------------------------------------------------------------------------
+    if (worker->isKeyboard && CORE.Input.Keyboard.fd == -1)
+    {
+        // Use the first keyboard encountered. This assumes that a device that says it's a keyboard is just a
+        // keyboard. The keyboard is polled synchronously, whereas other input devices are polled in separate
+        // threads so that they don't drop events when the frame rate is slow.
+        TRACELOG(LOG_INFO, "RPI: Opening keyboard device: %s", device);
+        CORE.Input.Keyboard.fd = worker->fd;
+    }
+    else if (worker->isTouch || worker->isMouse)
+    {
+        // Looks like an interesting device
+        TRACELOG(LOG_INFO, "RPI: Opening input device: %s (%s%s%s%s)", device,
+            worker->isMouse? "mouse " : "",
+            worker->isMultitouch? "multitouch " : "",
+            worker->isTouch? "touchscreen " : "",
+            worker->isGamepad? "gamepad " : "");
+
+        // Create a thread for this device
+        int error = pthread_create(&worker->threadId, NULL, &EventThread, (void *)worker);
+        if (error != 0)
+        {
+            TRACELOG(LOG_WARNING, "RPI: Failed to create input device thread: %s (error: %d)", device, error);
+            worker->threadId = 0;
+            close(fd);
+        }
+
+#if defined(USE_LAST_TOUCH_DEVICE)
+        // Find touchscreen with the highest index
+        int maxTouchNumber = -1;
+
+        for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
+        {
+            if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum > maxTouchNumber)) maxTouchNumber = CORE.Input.eventWorker[i].eventNum;
+        }
+
+        // Find touchscreens with lower indexes
+        for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
+        {
+            if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum < maxTouchNumber))
+            {
+                if (CORE.Input.eventWorker[i].threadId != 0)
+                {
+                    TRACELOG(LOG_WARNING, "RPI: Found duplicate touchscreen, killing touchscreen on event: %d", i);
+                    pthread_cancel(CORE.Input.eventWorker[i].threadId);
+                    close(CORE.Input.eventWorker[i].fd);
+                }
+            }
+        }
+#endif
+    }
+    else close(fd);  // We are not interested in this device
+    //-------------------------------------------------------------------------------------------------------
+}
+
+static void PollKeyboardEvents(void)
+{
+    // Scancode to keycode mapping for US keyboards
+    // TODO: Probably replace this with a keymap from the X11 to get the correct regional map for the keyboard:
+    // Currently non US keyboards will have the wrong mapping for some keys
+    static const int keymap_US[] =
+        { 0,256,49,50,51,52,53,54,55,56,57,48,45,61,259,258,81,87,69,82,84,
+        89,85,73,79,80,91,93,257,341,65,83,68,70,71,72,74,75,76,59,39,96,
+        340,92,90,88,67,86,66,78,77,44,46,47,344,332,342,32,280,290,291,
+        292,293,294,295,296,297,298,299,282,281,327,328,329,333,324,325,
+        326,334,321,322,323,320,330,0,85,86,300,301,89,90,91,92,93,94,95,
+        335,345,331,283,346,101,268,265,266,263,262,269,264,267,260,261,
+        112,113,114,115,116,117,118,119,120,121,122,123,124,125,347,127,
+        128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,
+        144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,
+        160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,
+        176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,
+        192,193,194,0,0,0,0,0,200,201,202,203,204,205,206,207,208,209,210,
+        211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,
+        227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,
+        243,244,245,246,247,248,0,0,0,0,0,0,0, };
+
+    int fd = CORE.Input.Keyboard.fd;
+    if (fd == -1) return;
+
+    struct input_event event;
+    int keycode;
+
+    // Try to read data from the keyboard and only continue if successful
+    while (read(fd, &event, sizeof(event)) == (int)sizeof(event))
+    {
+        // Button parsing
+        if (event.type == EV_KEY)
+        {
+            // Keyboard button parsing
+            if ((event.code >= 1) && (event.code <= 255))     //Keyboard keys appear for codes 1 to 255
+            {
+                keycode = keymap_US[event.code & 0xFF];     // The code we get is a scancode so we look up the apropriate keycode
+
+                // Make sure we got a valid keycode
+                if ((keycode > 0) && (keycode < sizeof(CORE.Input.Keyboard.currentKeyState)))
+                {
+                    // WARNING: https://www.kernel.org/doc/Documentation/input/input.txt
+                    // Event interface: 'value' is the value the event carries. Either a relative change for EV_REL,
+                    // absolute new value for EV_ABS (joysticks ...), or 0 for EV_KEY for release, 1 for keypress and 2 for autorepeat
+                    CORE.Input.Keyboard.currentKeyState[keycode] = (event.value >= 1)? 1 : 0;
+                    if (event.value >= 1)
+                    {
+                        CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode;     // Register last key pressed
+                        CORE.Input.Keyboard.keyPressedQueueCount++;
+                    }
+
+                    #if defined(SUPPORT_SCREEN_CAPTURE)
+                        // Check screen capture key (raylib key: KEY_F12)
+                        if (CORE.Input.Keyboard.currentKeyState[301] == 1)
+                        {
+                            TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
+                            screenshotCounter++;
+                        }
+                    #endif
+
+                    if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true;
+
+                    TRACELOGD("RPI: KEY_%s ScanCode: %4i KeyCode: %4i", event.value == 0 ? "UP":"DOWN", event.code, keycode);
+                }
+            }
+        }
+    }
+}
+
+// Input device events reading thread
+static void *EventThread(void *arg)
+{
+    struct input_event event;
+    InputEventWorker *worker = (InputEventWorker *)arg;
+
+    int touchAction = -1;
+    bool gestureUpdate = false;
+
+    while (!CORE.Window.shouldClose)
+    {
+        // Try to read data from the device and only continue if successful
+        while (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event))
+        {
+            // Relative movement parsing
+            if (event.type == EV_REL)
+            {
+                if (event.code == REL_X)
+                {
+                    CORE.Input.Mouse.position.x += event.value;
+                    CORE.Input.Touch.position[0].x = CORE.Input.Mouse.position.x;
+
+                    #if defined(SUPPORT_GESTURES_SYSTEM)
+                        touchAction = TOUCH_MOVE;
+                        gestureUpdate = true;
+                    #endif
+                }
+
+                if (event.code == REL_Y)
+                {
+                    CORE.Input.Mouse.position.y += event.value;
+                    CORE.Input.Touch.position[0].y = CORE.Input.Mouse.position.y;
+
+                    #if defined(SUPPORT_GESTURES_SYSTEM)
+                        touchAction = TOUCH_MOVE;
+                        gestureUpdate = true;
+                    #endif
+                }
+
+                if (event.code == REL_WHEEL) CORE.Input.Mouse.currentWheelMove += event.value;
+            }
+
+            // Absolute movement parsing
+            if (event.type == EV_ABS)
+            {
+                // Basic movement
+                if (event.code == ABS_X)
+                {
+                    CORE.Input.Mouse.position.x    = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width;   // Scale acording to absRange
+                    CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width;   // Scale acording to absRange
+
+                    #if defined(SUPPORT_GESTURES_SYSTEM)
+                        touchAction = TOUCH_MOVE;
+                        gestureUpdate = true;
+                    #endif
+                }
+
+                if (event.code == ABS_Y)
+                {
+                    CORE.Input.Mouse.position.y    = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange
+                    CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange
+
+                    #if defined(SUPPORT_GESTURES_SYSTEM)
+                        touchAction = TOUCH_MOVE;
+                        gestureUpdate = true;
+                    #endif
+                }
+
+                // Multitouch movement
+                if (event.code == ABS_MT_SLOT) worker->touchSlot = event.value;   // Remember the slot number for the folowing events
+
+                if (event.code == ABS_MT_POSITION_X)
+                {
+                    if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width;    // Scale acording to absRange
+                }
+
+                if (event.code == ABS_MT_POSITION_Y)
+                {
+                    if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height;  // Scale acording to absRange
+                }
+
+                if (event.code == ABS_MT_TRACKING_ID)
+                {
+                    if ((event.value < 0) && (worker->touchSlot < MAX_TOUCH_POINTS))
+                    {
+                        // Touch has ended for this point
+                        CORE.Input.Touch.position[worker->touchSlot].x = -1;
+                        CORE.Input.Touch.position[worker->touchSlot].y = -1;
+                    }
+                }
+
+                // Touchscreen tap
+                if (event.code == ABS_PRESSURE)
+                {
+                    int previousMouseLeftButtonState = CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON];
+
+                    if (!event.value && previousMouseLeftButtonState)
+                    {
+                        CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 0;
+
+                        #if defined(SUPPORT_GESTURES_SYSTEM)
+                            touchAction = TOUCH_UP;
+                            gestureUpdate = true;
+                        #endif
+                    }
+
+                    if (event.value && !previousMouseLeftButtonState)
+                    {
+                        CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 1;
+
+                        #if defined(SUPPORT_GESTURES_SYSTEM)
+                            touchAction = TOUCH_DOWN;
+                            gestureUpdate = true;
+                        #endif
+                    }
+                }
+
+            }
+
+            // Button parsing
+            if (event.type == EV_KEY)
+            {
+                // Mouse button parsing
+                if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT))
+                {
+                    CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = event.value;
+
+                    #if defined(SUPPORT_GESTURES_SYSTEM)
+                        if (event.value > 0) touchAction = TOUCH_DOWN;
+                        else touchAction = TOUCH_UP;
+                        gestureUpdate = true;
+                    #endif
+                }
+
+                if (event.code == BTN_RIGHT) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_RIGHT_BUTTON] = event.value;
+                if (event.code == BTN_MIDDLE) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_MIDDLE_BUTTON] = event.value;
+            }
+
+            // Screen confinement
+            if (!CORE.Input.Mouse.cursorHidden)
+            {
+                if (CORE.Input.Mouse.position.x < 0) CORE.Input.Mouse.position.x = 0;
+                if (CORE.Input.Mouse.position.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x) CORE.Input.Mouse.position.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x;
+
+                if (CORE.Input.Mouse.position.y < 0) CORE.Input.Mouse.position.y = 0;
+                if (CORE.Input.Mouse.position.y > CORE.Window.screen.height/CORE.Input.Mouse.scale.y) CORE.Input.Mouse.position.y = CORE.Window.screen.height/CORE.Input.Mouse.scale.y;
+            }
+
+            // Gesture update
+            if (gestureUpdate)
+            {
+            #if defined(SUPPORT_GESTURES_SYSTEM)
+                GestureEvent gestureEvent = { 0 };
+
+                gestureEvent.pointCount = 0;
+                gestureEvent.touchAction = touchAction;
+
+                if (CORE.Input.Touch.position[0].x >= 0) gestureEvent.pointCount++;
+                if (CORE.Input.Touch.position[1].x >= 0) gestureEvent.pointCount++;
+                if (CORE.Input.Touch.position[2].x >= 0) gestureEvent.pointCount++;
+                if (CORE.Input.Touch.position[3].x >= 0) gestureEvent.pointCount++;
+
+                gestureEvent.pointerId[0] = 0;
+                gestureEvent.pointerId[1] = 1;
+                gestureEvent.pointerId[2] = 2;
+                gestureEvent.pointerId[3] = 3;
+
+                gestureEvent.position[0] = CORE.Input.Touch.position[0];
+                gestureEvent.position[1] = CORE.Input.Touch.position[1];
+                gestureEvent.position[2] = CORE.Input.Touch.position[2];
+                gestureEvent.position[3] = CORE.Input.Touch.position[3];
+
+                ProcessGestureEvent(gestureEvent);
+            #endif
+            }
+        }
+        Wait(5);    // Sleep for 5ms to avoid hogging CPU time
+    }
+
+    close(worker->fd);
+
+    return NULL;
+}
+
+// Init gamepad system
+static void InitGamepad(void)
+{
+    char gamepadDev[128] = "";
+
+    for (int i = 0; i < MAX_GAMEPADS; i++)
+    {
+        sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i);
+
+        if ((CORE.Input.Gamepad.streamId[i] = open(gamepadDev, O_RDONLY|O_NONBLOCK)) < 0)
+        {
+            // NOTE: Only show message for first gamepad
+            if (i == 0) TRACELOG(LOG_WARNING, "RPI: Failed to open Gamepad device, no gamepad available");
+        }
+        else
+        {
+            CORE.Input.Gamepad.ready[i] = true;
+
+            // NOTE: Only create one thread
+            if (i == 0)
+            {
+                int error = pthread_create(&CORE.Input.Gamepad.threadId, NULL, &GamepadThread, NULL);
+
+                if (error != 0) TRACELOG(LOG_WARNING, "RPI: Failed to create gamepad input event thread");
+                else  TRACELOG(LOG_INFO, "RPI: Gamepad device initialized successfully");
+            }
+        }
+    }
+}
+
+// Process Gamepad (/dev/input/js0)
+static void *GamepadThread(void *arg)
+{
+    #define JS_EVENT_BUTTON         0x01    // Button pressed/released
+    #define JS_EVENT_AXIS           0x02    // Joystick axis moved
+    #define JS_EVENT_INIT           0x80    // Initial state of device
+
+    struct js_event {
+        unsigned int time;      // event timestamp in milliseconds
+        short value;            // event value
+        unsigned char type;     // event type
+        unsigned char number;   // event axis/button number
+    };
+
+    // Read gamepad event
+    struct js_event gamepadEvent;
+
+    while (!CORE.Window.shouldClose)
+    {
+        for (int i = 0; i < MAX_GAMEPADS; i++)
+        {
+            if (read(CORE.Input.Gamepad.streamId[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
+            {
+                gamepadEvent.type &= ~JS_EVENT_INIT;     // Ignore synthetic events
+
+                // Process gamepad events by type
+                if (gamepadEvent.type == JS_EVENT_BUTTON)
+                {
+                    //TRACELOG(LOG_WARNING, "RPI: Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
+
+                    if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
+                    {
+                        // 1 - button pressed, 0 - button released
+                        CORE.Input.Gamepad.currentState[i][gamepadEvent.number] = (int)gamepadEvent.value;
+
+                        if ((int)gamepadEvent.value == 1) CORE.Input.Gamepad.lastButtonPressed = gamepadEvent.number;
+                        else CORE.Input.Gamepad.lastButtonPressed = -1;
+                    }
+                }
+                else if (gamepadEvent.type == JS_EVENT_AXIS)
+                {
+                    //TRACELOG(LOG_WARNING, "RPI: Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
+
+                    if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
+                    {
+                        // NOTE: Scaling of gamepadEvent.value to get values between -1..1
+                        CORE.Input.Gamepad.axisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
+                    }
+                }
+            }
+            else Wait(1);    // Sleep for 1 ms to avoid hogging CPU time
+        }
+    }
+
+    return NULL;
+}
+#endif  // PLATFORM_RPI || PLATFORM_DRM
+
+#if defined(PLATFORM_UWP)
+// UWP function pointers
+// NOTE: Those pointers are set by UWP App
+static UWPQueryTimeFunc uwpQueryTimeFunc = NULL;
+static UWPSleepFunc uwpSleepFunc = NULL;
+static UWPDisplaySizeFunc uwpDisplaySizeFunc = NULL;
+static UWPMouseFunc uwpMouseLockFunc = NULL;
+static UWPMouseFunc uwpMouseUnlockFunc = NULL;
+static UWPMouseFunc uwpMouseShowFunc = NULL;
+static UWPMouseFunc uwpMouseHideFunc = NULL;
+static UWPMouseSetPosFunc uwpMouseSetPosFunc = NULL;
+static void *uwpCoreWindow = NULL;
+
+// Check all required UWP function pointers have been set
+bool UWPIsConfigured()
+{
+    bool pass = true;
+
+    if (uwpQueryTimeFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetQueryTimeFunc() must be called with a valid function before InitWindow()"); pass = false; }
+    if (uwpSleepFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetSleepFunc() must be called with a valid function before InitWindow()"); pass = false; }
+    if (uwpDisplaySizeFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetDisplaySizeFunc() must be called with a valid function before InitWindow()"); pass = false; }
+    if (uwpMouseLockFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseLockFunc() must be called with a valid function before InitWindow()"); pass = false; }
+    if (uwpMouseUnlockFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseUnlockFunc() must be called with a valid function before InitWindow()"); pass = false; }
+    if (uwpMouseShowFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseShowFunc() must be called with a valid function before InitWindow()"); pass = false; }
+    if (uwpMouseHideFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseHideFunc() must be called with a valid function before InitWindow()"); pass = false; }
+    if (uwpMouseSetPosFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseSetPosFunc() must be called with a valid function before InitWindow()"); pass = false; }
+    if (uwpCoreWindow == NULL) { TRACELOG(LOG_ERROR, "UWP: A pointer to the UWP core window must be set before InitWindow()"); pass = false; }
+
+    return pass;
+}
+
+// UWP function handlers get/set
+void UWPSetDataPath(const char* path) { CORE.UWP.internalDataPath = path; }
+UWPQueryTimeFunc UWPGetQueryTimeFunc(void) { return uwpQueryTimeFunc; }
+void UWPSetQueryTimeFunc(UWPQueryTimeFunc func) { uwpQueryTimeFunc = func; }
+UWPSleepFunc UWPGetSleepFunc(void) { return uwpSleepFunc; }
+void UWPSetSleepFunc(UWPSleepFunc func) { uwpSleepFunc = func; }
+UWPDisplaySizeFunc UWPGetDisplaySizeFunc(void) { return uwpDisplaySizeFunc; }
+void UWPSetDisplaySizeFunc(UWPDisplaySizeFunc func) { uwpDisplaySizeFunc = func; }
+UWPMouseFunc UWPGetMouseLockFunc() { return uwpMouseLockFunc; }
+void UWPSetMouseLockFunc(UWPMouseFunc func) { uwpMouseLockFunc = func; }
+UWPMouseFunc UWPGetMouseUnlockFunc() { return uwpMouseUnlockFunc; }
+void UWPSetMouseUnlockFunc(UWPMouseFunc func) { uwpMouseUnlockFunc = func; }
+UWPMouseFunc UWPGetMouseShowFunc() { return uwpMouseShowFunc; }
+void UWPSetMouseShowFunc(UWPMouseFunc func) { uwpMouseShowFunc = func; }
+UWPMouseFunc UWPGetMouseHideFunc() { return uwpMouseHideFunc; }
+void UWPSetMouseHideFunc(UWPMouseFunc func) { uwpMouseHideFunc = func; }
+UWPMouseSetPosFunc UWPGetMouseSetPosFunc() { return uwpMouseSetPosFunc; }
+void UWPSetMouseSetPosFunc(UWPMouseSetPosFunc func) { uwpMouseSetPosFunc = func; }
+
+void *UWPGetCoreWindowPtr() { return uwpCoreWindow; }
+void UWPSetCoreWindowPtr(void* ptr) { uwpCoreWindow = ptr; }
+void UWPMouseWheelEvent(int deltaY) { CORE.Input.Mouse.currentWheelMove = (float)deltaY; }
+
+void UWPKeyDownEvent(int key, bool down, bool controlKey)
+{
+    if (key == CORE.Input.Keyboard.exitKey && down)
+    {
+        // Time to close the window.
+        CORE.Window.shouldClose = true;
+    }
+#if defined(SUPPORT_SCREEN_CAPTURE)
+    else if (key == KEY_F12 && down)
+    {
+#if defined(SUPPORT_GIF_RECORDING)
+        if (controlKey)
+        {
+            if (gifRecording)
+            {
+                gifRecording = false;
+
+                MsfGifResult result = msf_gif_end(&gifState);
+
+                SaveFileData(TextFormat("%s/screenrec%03i.gif", CORE.UWP.internalDataPath, screenshotCounter), result.data, result.dataSize);
+                msf_gif_free(result);
+
+#if defined(PLATFORM_WEB)
+                // Download file from MEMFS (emscripten memory filesystem)
+                // saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
+                emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
+#endif
+                TRACELOG(LOG_INFO, "SYSTEM: Finish animated GIF recording");
+            }
+            else
+            {
+                gifRecording = true;
+                gifFramesCounter = 0;
+
+                msf_gif_begin(&gifState, CORE.Window.screen.width, CORE.Window.screen.height);
+                screenshotCounter++;
+
+                TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
+            }
+        }
+        else
+#endif  // SUPPORT_GIF_RECORDING
+        {
+            TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
+            screenshotCounter++;
+        }
+    }
+#endif  // SUPPORT_SCREEN_CAPTURE
+    else
+    {
+        CORE.Input.Keyboard.currentKeyState[key] = down;
+    }
+}
+
+void UWPKeyCharEvent(int key)
+{
+    if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE)
+    {
+        // Add character to the queue
+        CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
+        CORE.Input.Keyboard.keyPressedQueueCount++;
+    }
+}
+
+void UWPMouseButtonEvent(int button, bool down)
+{
+    CORE.Input.Mouse.currentButtonState[button] = down;
+
+#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
+    // Process mouse events as touches to be able to use mouse-gestures
+    GestureEvent gestureEvent = { 0 };
+
+    // Register touch actions
+    if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_DOWN;
+    else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_UP;
+
+    // NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
+
+    // Assign a pointer ID
+    gestureEvent.pointerId[0] = 0;
+
+    // Register touch points count
+    gestureEvent.pointCount = 1;
+
+    // Register touch points position, only one point registered
+    gestureEvent.position[0] = GetMousePosition();
+
+    // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
+    gestureEvent.position[0].x /= (float)GetScreenWidth();
+    gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+    // Gesture data is sent to gestures system for processing
+    ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+void UWPMousePosEvent(double x, double y)
+{
+    CORE.Input.Mouse.position.x = (float)x;
+    CORE.Input.Mouse.position.y = (float)y;
+    CORE.Input.Touch.position[0] = CORE.Input.Mouse.position;
+
+#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
+    // Process mouse events as touches to be able to use mouse-gestures
+    GestureEvent gestureEvent = { 0 };
+
+    gestureEvent.touchAction = TOUCH_MOVE;
+
+    // Assign a pointer ID
+    gestureEvent.pointerId[0] = 0;
+
+    // Register touch points count
+    gestureEvent.pointCount = 1;
+
+    // Register touch points position, only one point registered
+    gestureEvent.position[0] = CORE.Input.Mouse.position;
+
+    // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
+    gestureEvent.position[0].x /= (float)GetScreenWidth();
+    gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+    // Gesture data is sent to gestures system for processing
+    ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+void UWPResizeEvent(int width, int height)
+{
+    SetupViewport(width, height);    // Reset viewport and projection matrix for new size
+
+    // Set current screen size
+    CORE.Window.screen.width = width;
+    CORE.Window.screen.height = height;
+    CORE.Window.currentFbo.width = width;
+    CORE.Window.currentFbo.height = height;
+
+    // NOTE: Postprocessing texture is not scaled to new size
+
+    CORE.Window.resizedLastFrame = true;
+}
+
+void UWPActivateGamepadEvent(int gamepad, bool active)
+{
+    if (gamepad < MAX_GAMEPADS) CORE.Input.Gamepad.ready[gamepad] = active;
+}
+
+void UWPRegisterGamepadButton(int gamepad, int button, bool down)
+{
+    if (gamepad < MAX_GAMEPADS)
+    {
+        if (button < MAX_GAMEPAD_BUTTONS)
+        {
+            CORE.Input.Gamepad.currentState[gamepad][button] = down;
+            CORE.Input.Gamepad.lastButtonPressed = button;
+        }
+    }
+}
+
+void UWPRegisterGamepadAxis(int gamepad, int axis, float value)
+{
+    if (gamepad < MAX_GAMEPADS)
+    {
+        if (axis < MAX_GAMEPAD_AXIS) CORE.Input.Gamepad.axisState[gamepad][axis] = value;
+    }
+}
+
+void UWPGestureMove(int pointer, float x, float y)
+{
+#if defined(SUPPORT_GESTURES_SYSTEM)
+    GestureEvent gestureEvent = { 0 };
+
+    // Assign the pointer ID and touch action
+    gestureEvent.pointerId[0] = pointer;
+    gestureEvent.touchAction = TOUCH_MOVE;
+
+    // Register touch points count
+    gestureEvent.pointCount = 1;
+
+    // Register touch points position, only one point registered
+    gestureEvent.position[0].x = x;
+    gestureEvent.position[0].y = y;
+
+    // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
+    gestureEvent.position[0].x /= (float)GetScreenWidth();
+    gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+    // Gesture data is sent to gestures system for processing
+    ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+void UWPGestureTouch(int pointer, float x, float y, bool touch)
+{
+#if defined(SUPPORT_GESTURES_SYSTEM)
+    GestureEvent gestureEvent = { 0 };
+
+    // Assign the pointer ID and touch action
+    gestureEvent.pointerId[0] = pointer;
+    gestureEvent.touchAction = touch ? TOUCH_DOWN : TOUCH_UP;
+
+    // Register touch points count
+    gestureEvent.pointCount = 1;
+
+    // Register touch points position, only one point registered
+    gestureEvent.position[0].x = x;
+    gestureEvent.position[0].y = y;
+
+    // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
+    gestureEvent.position[0].x /= (float)GetScreenWidth();
+    gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+    // Gesture data is sent to gestures system for processing
+    ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+#endif  // PLATFORM_UWP
+
+#if defined(PLATFORM_DRM)
+// Search matching DRM mode in connector's mode list
+static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode)
+{
+    if (NULL == connector) return -1;
+    if (NULL == mode) return -1;
+
+    // safe bitwise comparison of two modes
+    #define BINCMP(a, b) memcmp((a), (b), (sizeof(a) < sizeof(b)) ? sizeof(a) : sizeof(b))
+
+    for (size_t i = 0; i < connector->count_modes; i++)
+    {
+        TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, connector->modes[i].hdisplay, connector->modes[i].vdisplay,
+            connector->modes[i].vrefresh, (connector->modes[i].flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive");
+
+        if (0 == BINCMP(&CORE.Window.crtc->mode, &CORE.Window.connector->modes[i])) return i;
+    }
+
+    return -1;
+
+    #undef BINCMP
+}
+
+// Search exactly matching DRM connector mode in connector's list
+static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced)
+{
+    TRACELOG(LOG_TRACE, "DISPLAY: Searching exact connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced ? "yes" : "no");
+
+    if (NULL == connector) return -1;
+
+    for (int i = 0; i < CORE.Window.connector->count_modes; i++)
+    {
+        const drmModeModeInfo *const mode = &CORE.Window.connector->modes[i];
+
+        TRACELOG(LOG_TRACE, "DISPLAY: DRM Mode %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh, (mode->flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive");
+
+        if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced)) continue;
+
+        if ((mode->hdisplay == width) && (mode->vdisplay == height) && (mode->vrefresh == fps)) return i;
+    }
+
+    TRACELOG(LOG_TRACE, "DISPLAY: No DRM exact matching mode found");
+    return -1;
+}
+
+// Search the nearest matching DRM connector mode in connector's list
+static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced)
+{
+    TRACELOG(LOG_TRACE, "DISPLAY: Searching nearest connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced ? "yes" : "no");
+
+    if (NULL == connector) return -1;
+
+    int nearestIndex = -1;
+    for (int i = 0; i < CORE.Window.connector->count_modes; i++)
+    {
+        const drmModeModeInfo *const mode = &CORE.Window.connector->modes[i];
+
+        TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh,
+            (mode->flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive");
+
+        if ((mode->hdisplay < width) || (mode->vdisplay < height) | (mode->vrefresh < fps))
+        {
+            TRACELOG(LOG_TRACE, "DISPLAY: DRM mode is too small");
+            continue;
+        }
+
+        if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced))
+        {
+            TRACELOG(LOG_TRACE, "DISPLAY: DRM shouldn't choose an interlaced mode");
+            continue;
+        }
+
+        if ((mode->hdisplay >= width) && (mode->vdisplay >= height) && (mode->vrefresh >= fps))
+        {
+            const int widthDiff = mode->hdisplay - width;
+            const int heightDiff = mode->vdisplay - height;
+            const int fpsDiff = mode->vrefresh - fps;
+
+            if (nearestIndex < 0)
+            {
+                nearestIndex = i;
+                continue;
+            }
+
+            const int nearestWidthDiff = CORE.Window.connector->modes[nearestIndex].hdisplay - width;
+            const int nearestHeightDiff = CORE.Window.connector->modes[nearestIndex].vdisplay - height;
+            const int nearestFpsDiff = CORE.Window.connector->modes[nearestIndex].vrefresh - fps;
+
+            if ((widthDiff < nearestWidthDiff) || (heightDiff < nearestHeightDiff) || (fpsDiff < nearestFpsDiff)) nearestIndex = i;
+        }
+    }
+
+    return nearestIndex;
+}
+#endif