text: // ImGui Allegro 5 bindings
  // In this binding, ImTextureID is used to store a 'ALLEGRO_BITMAP*' 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
  // by @birthggd
  
  #pragma once
  
  struct ALLEGRO_DISPLAY;
  union ALLEGRO_EVENT;
  
  IMGUI_API bool    ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display);
  IMGUI_API void    ImGui_ImplA5_Shutdown();
  IMGUI_API void    ImGui_ImplA5_NewFrame();
  IMGUI_API bool    ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event);
  
  // Use if you want to reset your rendering device without losing ImGui state.
  IMGUI_API bool    Imgui_ImplA5_CreateDeviceObjects();
  IMGUI_API void    ImGui_ImplA5_InvalidateDeviceObjects();
  