text: // dear imgui: Platform Backend for GLFW
  // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
  // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  // (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
  
  // Implemented features:
  //  [X] Platform: Clipboard support.
  //  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
  //  [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
  //  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  
  // Issues:
  //  [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
  
  // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  // Read online: https://github.com/ocornut/imgui/tree/master/docs
  
  // CHANGELOG
  // (minor and older changes stripped away, please see git history for details)
  //  2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  //  2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
  //  2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
  //  2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
  //  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
  //  2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
  //  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
  //  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  //  2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
  //  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
  //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  //  2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
  //  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  //  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
  //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  //  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  //  2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
  //  2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  //  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  //  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  //  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  //  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  
  #include "ImGui/imgui.h"
  #include "imgui_impl_glfw.h"
  
  // GLFW
  #include <GLFW/glfw3.h>
  #ifdef _WIN32
  #undef APIENTRY
  #define GLFW_EXPOSE_NATIVE_WIN32
  #include <GLFW/glfw3native.h>   // for glfwGetWin32Window
  #endif
  #define GLFW_HAS_WINDOW_TOPMOST       (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
  #define GLFW_HAS_WINDOW_HOVERED       (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
  #define GLFW_HAS_WINDOW_ALPHA         (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
  #define GLFW_HAS_PER_MONITOR_DPI      (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
  #define GLFW_HAS_VULKAN               (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
  #define GLFW_HAS_FOCUS_WINDOW         (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow
  #define GLFW_HAS_FOCUS_ON_SHOW        (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
  #define GLFW_HAS_MONITOR_WORK_AREA    (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea
  #define GLFW_HAS_OSX_WINDOW_POS_FIX   (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION * 10 >= 3310) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
  #ifdef GLFW_RESIZE_NESW_CURSOR        // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
  #define GLFW_HAS_NEW_CURSORS          (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
  #else
  #define GLFW_HAS_NEW_CURSORS          (0)
  #endif
  #ifdef GLFW_MOUSE_PASSTHROUGH         // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough)
  #define GLFW_HAS_MOUSE_PASSTHROUGH    (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
  #else
  #define GLFW_HAS_MOUSE_PASSTHROUGH    (0)
  #endif
  
  // Data
  enum GlfwClientApi
  {
      GlfwClientApi_Unknown,
      GlfwClientApi_OpenGL,
      GlfwClientApi_Vulkan
  };
  static GLFWwindow*          g_Window = NULL;    // Main window
  static GlfwClientApi        g_ClientApi = GlfwClientApi_Unknown;
  static double               g_Time = 0.0;
  static bool                 g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
  static GLFWcursor*          g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
  static bool                 g_InstalledCallbacks = false;
  static bool                 g_WantUpdateMonitors = true;
  
  // Chain GLFW callbacks for main viewport: our callbacks will call the user's previously installed callbacks, if any.
  static GLFWmousebuttonfun   g_PrevUserCallbackMousebutton = NULL;
  static GLFWscrollfun        g_PrevUserCallbackScroll = NULL;
  static GLFWkeyfun           g_PrevUserCallbackKey = NULL;
  static GLFWcharfun          g_PrevUserCallbackChar = NULL;
  static GLFWmonitorfun       g_PrevUserCallbackMonitor = NULL;
  
  // Forward Declarations
  static void ImGui_ImplGlfw_UpdateMonitors();
  static void ImGui_ImplGlfw_InitPlatformInterface();
  static void ImGui_ImplGlfw_ShutdownPlatformInterface();
  
  static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
  {
      return glfwGetClipboardString((GLFWwindow*)user_data);
  }
  
  static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
  {
      glfwSetClipboardString((GLFWwindow*)user_data, text);
  }
  
  void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
  {
      if (g_PrevUserCallbackMousebutton != NULL && window == g_Window)
          g_PrevUserCallbackMousebutton(window, button, action, mods);
  
      if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
          g_MouseJustPressed[button] = true;
  }
  
  void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
  {
      if (g_PrevUserCallbackScroll != NULL && window == g_Window)
          g_PrevUserCallbackScroll(window, xoffset, yoffset);
  
      ImGuiIO& io = ImGui::GetIO();
      io.MouseWheelH += (float)xoffset;
      io.MouseWheel += (float)yoffset;
  }
  
  void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
  {
      if (g_PrevUserCallbackKey != NULL && window == g_Window)
          g_PrevUserCallbackKey(window, key, scancode, action, mods);
  
      ImGuiIO& io = ImGui::GetIO();
      if (action == GLFW_PRESS)
          io.KeysDown[key] = true;
      if (action == GLFW_RELEASE)
          io.KeysDown[key] = false;
  
      // Modifiers are not reliable across systems
      io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
      io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
      io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
  #ifdef _WIN32
      io.KeySuper = false;
  #else
      io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
  #endif
  }
  
  void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
  {
      if (g_PrevUserCallbackChar != NULL && window == g_Window)
          g_PrevUserCallbackChar(window, c);
  
      ImGuiIO& io = ImGui::GetIO();
      io.AddInputCharacter(c);
  }
  
  void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
  {
      g_WantUpdateMonitors = true;
  }
  
  static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
  {
      g_Window = window;
      g_Time = 0.0;
  
      // Setup backend capabilities flags
      ImGuiIO& io = ImGui::GetIO();
      io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)
      io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
      io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;    // We can create multi-viewports on the Platform side (optional)
  #if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
      io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
  #endif
      io.BackendPlatformName = "imgui_impl_glfw";
  
      // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
      io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
      io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
      io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
      io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
      io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
      io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
      io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
      io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
      io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
      io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
      io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
      io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
      io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
      io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
      io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
      io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
      io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
      io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
      io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
      io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
      io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
      io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
  
      io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
      io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
      io.ClipboardUserData = g_Window;
  
      // Create mouse cursors
      // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
      // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
      // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
      GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
      g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
      g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
      g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
      g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
      g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
  #if GLFW_HAS_NEW_CURSORS
      g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
      g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
      g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
      g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
  #else
      g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
      g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
      g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
      g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  #endif
      glfwSetErrorCallback(prev_error_callback);
  
      // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
      g_PrevUserCallbackMousebutton = NULL;
      g_PrevUserCallbackScroll = NULL;
      g_PrevUserCallbackKey = NULL;
      g_PrevUserCallbackChar = NULL;
      g_PrevUserCallbackMonitor = NULL;
      if (install_callbacks)
      {
          g_InstalledCallbacks = true;
          g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
          g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
          g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
          g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
          g_PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
      }
  
      // Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
      ImGui_ImplGlfw_UpdateMonitors();
      glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
  
      // Our mouse update function expect PlatformHandle to be filled for the main viewport
      ImGuiViewport* main_viewport = ImGui::GetMainViewport();
      main_viewport->PlatformHandle = (void*)g_Window;
  #ifdef _WIN32
      main_viewport->PlatformHandleRaw = glfwGetWin32Window(g_Window);
  #endif
      if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
          ImGui_ImplGlfw_InitPlatformInterface();
  
      g_ClientApi = client_api;
      return true;
  }
  
  bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
  {
      return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
  }
  
  bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
  {
      return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
  }
  
  void ImGui_ImplGlfw_Shutdown()
  {
      ImGui_ImplGlfw_ShutdownPlatformInterface();
  
      if (g_InstalledCallbacks)
      {
          glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
          glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll);
          glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey);
          glfwSetCharCallback(g_Window, g_PrevUserCallbackChar);
          g_InstalledCallbacks = false;
      }
  
      for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
      {
          glfwDestroyCursor(g_MouseCursors[cursor_n]);
          g_MouseCursors[cursor_n] = NULL;
      }
      g_ClientApi = GlfwClientApi_Unknown;
  }
  
  static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
  {
      // Update buttons
      ImGuiIO& io = ImGui::GetIO();
      for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
      {
          // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
          io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
          g_MouseJustPressed[i] = false;
      }
  
      // Update mouse position
      const ImVec2 mouse_pos_backup = io.MousePos;
      io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
      io.MouseHoveredViewport = 0;
      ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
      for (int n = 0; n < platform_io.Viewports.Size; n++)
      {
          ImGuiViewport* viewport = platform_io.Viewports[n];
          GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
          IM_ASSERT(window != NULL);
  #ifdef __EMSCRIPTEN__
          const bool focused = true;
          IM_ASSERT(platform_io.Viewports.Size == 1);
  #else
          const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
  #endif
          if (focused)
          {
              if (io.WantSetMousePos)
              {
                  glfwSetCursorPos(window, (double)(mouse_pos_backup.x - viewport->Pos.x), (double)(mouse_pos_backup.y - viewport->Pos.y));
              }
              else
              {
                  double mouse_x, mouse_y;
                  glfwGetCursorPos(window, &mouse_x, &mouse_y);
                  if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
                  {
                      // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
                      int window_x, window_y;
                      glfwGetWindowPos(window, &window_x, &window_y);
                      io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y);
                  }
                  else
                  {
                      // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
                      io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
                  }
              }
              for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
                  io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
          }
  
          // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
          // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
          // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
          // - This is _regardless_ of whether another viewport is focused or being dragged from.
          // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the
          // rectangles and last focused time of every viewports it knows about. It will be unaware of other windows that may be sitting between or over your windows.
          // [GLFW] FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
          // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
  #if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
          const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
  #if GLFW_HAS_MOUSE_PASSTHROUGH
          glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
  #endif
          if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input)
              io.MouseHoveredViewport = viewport->ID;
  #endif
      }
  }
  
  static void ImGui_ImplGlfw_UpdateMouseCursor()
  {
      ImGuiIO& io = ImGui::GetIO();
      if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
          return;
  
      ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
      ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
      for (int n = 0; n < platform_io.Viewports.Size; n++)
      {
          GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
          if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
          {
              // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
              glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
          }
          else
          {
              // Show OS mouse cursor
              // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
              glfwSetCursor(window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
              glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
          }
      }
  }
  
  static void ImGui_ImplGlfw_UpdateGamepads()
  {
      ImGuiIO& io = ImGui::GetIO();
      memset(io.NavInputs, 0, sizeof(io.NavInputs));
      if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
          return;
  
      // Update gamepad inputs
      #define MAP_BUTTON(NAV_NO, BUTTON_NO)       { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
      #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
      int axes_count = 0, buttons_count = 0;
      const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
      const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
      MAP_BUTTON(ImGuiNavInput_Activate,   0);     // Cross / A
      MAP_BUTTON(ImGuiNavInput_Cancel,     1);     // Circle / B
      MAP_BUTTON(ImGuiNavInput_Menu,       2);     // Square / X
      MAP_BUTTON(ImGuiNavInput_Input,      3);     // Triangle / Y
      MAP_BUTTON(ImGuiNavInput_DpadLeft,   13);    // D-Pad Left
      MAP_BUTTON(ImGuiNavInput_DpadRight,  11);    // D-Pad Right
      MAP_BUTTON(ImGuiNavInput_DpadUp,     10);    // D-Pad Up
      MAP_BUTTON(ImGuiNavInput_DpadDown,   12);    // D-Pad Down
      MAP_BUTTON(ImGuiNavInput_FocusPrev,  4);     // L1 / LB
      MAP_BUTTON(ImGuiNavInput_FocusNext,  5);     // R1 / RB
      MAP_BUTTON(ImGuiNavInput_TweakSlow,  4);     // L1 / LB
      MAP_BUTTON(ImGuiNavInput_TweakFast,  5);     // R1 / RB
      MAP_ANALOG(ImGuiNavInput_LStickLeft, 0,  -0.3f,  -0.9f);
      MAP_ANALOG(ImGuiNavInput_LStickRight,0,  +0.3f,  +0.9f);
      MAP_ANALOG(ImGuiNavInput_LStickUp,   1,  +0.3f,  +0.9f);
      MAP_ANALOG(ImGuiNavInput_LStickDown, 1,  -0.3f,  -0.9f);
      #undef MAP_BUTTON
      #undef MAP_ANALOG
      if (axes_count > 0 && buttons_count > 0)
          io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
      else
          io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  }
  
  static void ImGui_ImplGlfw_UpdateMonitors()
  {
      ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
      int monitors_count = 0;
      GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
      platform_io.Monitors.resize(0);
      for (int n = 0; n < monitors_count; n++)
      {
          ImGuiPlatformMonitor monitor;
          int x, y;
          glfwGetMonitorPos(glfw_monitors[n], &x, &y);
          const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
          monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
          monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
  #if GLFW_HAS_MONITOR_WORK_AREA
          int w, h;
          glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
          if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761
          {
              monitor.WorkPos = ImVec2((float)x, (float)y);
              monitor.WorkSize = ImVec2((float)w, (float)h);
          }
  #endif
  #if GLFW_HAS_PER_MONITOR_DPI
          // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
          float x_scale, y_scale;
          glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
          monitor.DpiScale = x_scale;
  #endif
          platform_io.Monitors.push_back(monitor);
      }
      g_WantUpdateMonitors = false;
  }
  
  void ImGui_ImplGlfw_NewFrame()
  {
      ImGuiIO& io = ImGui::GetIO();
      IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
  
      // Setup display size (every frame to accommodate for window resizing)
      int w, h;
      int display_w, display_h;
      glfwGetWindowSize(g_Window, &w, &h);
      glfwGetFramebufferSize(g_Window, &display_w, &display_h);
      io.DisplaySize = ImVec2((float)w, (float)h);
      if (w > 0 && h > 0)
          io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
      if (g_WantUpdateMonitors)
          ImGui_ImplGlfw_UpdateMonitors();
  
      // Setup time step
      double current_time = glfwGetTime();
      io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
      g_Time = current_time;
  
      ImGui_ImplGlfw_UpdateMousePosAndButtons();
      ImGui_ImplGlfw_UpdateMouseCursor();
  
      // Update game controllers (if enabled and available)
      ImGui_ImplGlfw_UpdateGamepads();
  }
  
  //--------------------------------------------------------------------------------------------------------
  // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
  //--------------------------------------------------------------------------------------------------------
  
  // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
  struct ImGuiViewportDataGlfw
  {
      GLFWwindow* Window;
      bool        WindowOwned;
      int         IgnoreWindowPosEventFrame;
      int         IgnoreWindowSizeEventFrame;
  
      ImGuiViewportDataGlfw()  { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
      ~ImGuiViewportDataGlfw() { IM_ASSERT(Window == NULL); }
  };
  
  static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
  {
      if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
          viewport->PlatformRequestClose = true;
  }
  
  // GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
  // However: depending on the platform the callback may be invoked at different time:
  // - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
  // - on Linux it is queued and invoked during glfwPollEvents()
  // Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
  // ignore recent glfwSetWindowXXX() calls.
  static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
  {
      if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
      {
          if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
          {
              bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowPosEventFrame + 1);
              //data->IgnoreWindowPosEventFrame = -1;
              if (ignore_event)
                  return;
          }
          viewport->PlatformRequestMove = true;
      }
  }
  
  static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
  {
      if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
      {
          if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
          {
              bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowSizeEventFrame + 1);
              //data->IgnoreWindowSizeEventFrame = -1;
              if (ignore_event)
                  return;
          }
          viewport->PlatformRequestResize = true;
      }
  }
  
  static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
  {
      ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
      viewport->PlatformUserData = data;
  
      // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
      // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
      glfwWindowHint(GLFW_VISIBLE, false);
      glfwWindowHint(GLFW_FOCUSED, false);
  #if GLFW_HAS_FOCUS_ON_SHOW
       glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
   #endif
      glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
  #if GLFW_HAS_WINDOW_TOPMOST
      glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
  #endif
      GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL;
      data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
      data->WindowOwned = true;
      viewport->PlatformHandle = (void*)data->Window;
  #ifdef _WIN32
      viewport->PlatformHandleRaw = glfwGetWin32Window(data->Window);
  #endif
      glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
  
      // Install GLFW callbacks for secondary viewports
      glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback);
      glfwSetScrollCallback(data->Window, ImGui_ImplGlfw_ScrollCallback);
      glfwSetKeyCallback(data->Window, ImGui_ImplGlfw_KeyCallback);
      glfwSetCharCallback(data->Window, ImGui_ImplGlfw_CharCallback);
      glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback);
      glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback);
      glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback);
      if (g_ClientApi == GlfwClientApi_OpenGL)
      {
          glfwMakeContextCurrent(data->Window);
          glfwSwapInterval(0);
      }
  }
  
  static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
  {
      if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
      {
          if (data->WindowOwned)
          {
  #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
              HWND hwnd = (HWND)viewport->PlatformHandleRaw;
              ::RemovePropA(hwnd, "IMGUI_VIEWPORT");
  #endif
              glfwDestroyWindow(data->Window);
          }
          data->Window = NULL;
          IM_DELETE(data);
      }
      viewport->PlatformUserData = viewport->PlatformHandle = NULL;
  }
  
  // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
  // In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
  #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
  static WNDPROC g_GlfwWndProc = NULL;
  static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  {
      if (msg == WM_NCHITTEST)
      {
          // Let mouse pass-through the window. This will allow the backend to set io.MouseHoveredViewport properly (which is OPTIONAL).
          // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
          // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
          // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
          ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
          if (viewport->Flags & ImGuiViewportFlags_NoInputs)
              return HTTRANSPARENT;
      }
      return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam);
  }
  #endif
  
  static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
  {
      ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  
  #if defined(_WIN32)
      // GLFW hack: Hide icon from task bar
      HWND hwnd = (HWND)viewport->PlatformHandleRaw;
      if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
      {
          LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
          ex_style &= ~WS_EX_APPWINDOW;
          ex_style |= WS_EX_TOOLWINDOW;
          ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
      }
  
      // GLFW hack: install hook for WM_NCHITTEST message handler
  #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
      ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
      if (g_GlfwWndProc == NULL)
          g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
      ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs);
  #endif
  
  #if !GLFW_HAS_FOCUS_ON_SHOW
      // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
      // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute.
      // See https://github.com/glfw/glfw/issues/1189
      // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
      if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
      {
          ::ShowWindow(hwnd, SW_SHOWNA);
          return;
      }
  #endif
  #endif
  
      glfwShowWindow(data->Window);
  }
  
  static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
  {
      ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
      int x = 0, y = 0;
      glfwGetWindowPos(data->Window, &x, &y);
      return ImVec2((float)x, (float)y);
  }
  
  static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  {
      ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
      data->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
      glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y);
  }
  
  static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
  {
      ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
      int w = 0, h = 0;
      glfwGetWindowSize(data->Window, &w, &h);
      return ImVec2((float)w, (float)h);
  }
  
  static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  {
      ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
  #if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX
      // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
      // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
      // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
      // on the upper-left corner.
      int x, y, width, height;
      glfwGetWindowPos(data->Window, &x, &y);
      glfwGetWindowSize(data->Window, &width, &height);
      glfwSetWindowPos(data->Window, x, y - height + size.y);
  #endif
      data->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
      glfwSetWindowSize(data->Window, (int)size.x, (int)size.y);
  }
  
  static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  {
      ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
      glfwSetWindowTitle(data->Window, title);
  }
  
  static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
  {
  #if GLFW_HAS_FOCUS_WINDOW
      ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
      glfwFocusWindow(data->Window);
  #else
      // FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later.
      (void)viewport;
  #endif
  }
  
  static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
  {
      ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
      return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0;
  }
  
  static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
  {
      ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
      return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0;
  }
  
  #if GLFW_HAS_WINDOW_ALPHA
  static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
  {
      ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
      glfwSetWindowOpacity(data->Window, alpha);
  }
  #endif
  
  static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
  {
      ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
      if (g_ClientApi == GlfwClientApi_OpenGL)
          glfwMakeContextCurrent(data->Window);
  }
  
  static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
  {
      ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
      if (g_ClientApi == GlfwClientApi_OpenGL)
      {
          glfwMakeContextCurrent(data->Window);
          glfwSwapBuffers(data->Window);
      }
  }
  
  //--------------------------------------------------------------------------------------------------------
  // IME (Input Method Editor) basic support for e.g. Asian language users
  //--------------------------------------------------------------------------------------------------------
  
  // We provide a Win32 implementation because this is such a common issue for IME users
  #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
  #define HAS_WIN32_IME   1
  #include <imm.h>
  #ifdef _MSC_VER
  #pragma comment(lib, "imm32")
  #endif
  static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
  {
      COMPOSITIONFORM cf = { CFS_FORCE_POSITION, { (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) }, { 0, 0, 0, 0 } };
      if (HWND hwnd = (HWND)viewport->PlatformHandleRaw)
          if (HIMC himc = ::ImmGetContext(hwnd))
          {
              ::ImmSetCompositionWindow(himc, &cf);
              ::ImmReleaseContext(hwnd, himc);
          }
  }
  #else
  #define HAS_WIN32_IME   0
  #endif
  
  //--------------------------------------------------------------------------------------------------------
  // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
  //--------------------------------------------------------------------------------------------------------
  
  // Avoid including <vulkan.h> so we can build without it
  #if GLFW_HAS_VULKAN
  #ifndef VULKAN_H_
  #define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
  #if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
  #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
  #else
  #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
  #endif
  VK_DEFINE_HANDLE(VkInstance)
  VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
  struct VkAllocationCallbacks;
  enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
  #endif // VULKAN_H_
  extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
  static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
  {
      ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
      IM_ASSERT(g_ClientApi == GlfwClientApi_Vulkan);
      VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, data->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
      return (int)err;
  }
  #endif // GLFW_HAS_VULKAN
  
  static void ImGui_ImplGlfw_InitPlatformInterface()
  {
      // Register platform interface (will be coupled with a renderer interface)
      ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
      platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
      platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
      platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
      platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
      platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
      platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
      platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
      platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
      platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
      platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
      platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
      platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
      platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
  #if GLFW_HAS_WINDOW_ALPHA
      platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
  #endif
  #if GLFW_HAS_VULKAN
      platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
  #endif
  #if HAS_WIN32_IME
      platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
  #endif
  
      // Register main window handle (which is owned by the main application, not by us)
      // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
      ImGuiViewport* main_viewport = ImGui::GetMainViewport();
      ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
      data->Window = g_Window;
      data->WindowOwned = false;
      main_viewport->PlatformUserData = data;
      main_viewport->PlatformHandle = (void*)g_Window;
  }
  
  static void ImGui_ImplGlfw_ShutdownPlatformInterface()
  {
  }
  