text: // dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
  // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
  
  // Implemented features:
  //  [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
  //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  //  [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
  //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  
  #pragma once
  
  #include <windows.h>
  
  IMGUI_IMPL_API bool     ImGui_ImplWin32_Init(void* hwnd);
  IMGUI_IMPL_API void     ImGui_ImplWin32_Shutdown();
  IMGUI_IMPL_API void     ImGui_ImplWin32_NewFrame();
  
  // Configuration: Disable gamepad support or linking with xinput.lib
  //#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  //#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
  
  // Handler for Win32 messages, update mouse/keyboard data.
  // You may or not need this for your implementation, but it can serve as reference for handling inputs.
  // Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can COPY this line into your .cpp code instead.
  
  IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  
  