text: // ImGui GLFW binding with OpenGL3 + shaders
  // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
  
  // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  // https://github.com/ocornut/imgui
  
  struct GLFWwindow;
  
  #define IMGUI_API
  
  IMGUI_API bool        ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
  IMGUI_API void        ImGui_ImplGlfwGL3_Shutdown();
  IMGUI_API void        ImGui_ImplGlfwGL3_NewFrame();
  
  // Use if you want to reset your rendering device without losing ImGui state.
  IMGUI_API void        ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
  IMGUI_API bool        ImGui_ImplGlfwGL3_CreateDeviceObjects();
  
  // GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
  // Provided here if you want to chain callbacks.
  // You can also handle inputs yourself and use those as a reference.
  IMGUI_API void        ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
  IMGUI_API void        ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
  IMGUI_API void        ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
  IMGUI_API void        ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c);
  