text: // dear imgui: Platform Binding for SDL2
  // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
  // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
  
  // Implemented features:
  //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  //  [X] Platform: Clipboard support.
  //  [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
  //  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  // Missing features:
  //  [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
  //  [ ] Platform: Gamepad support (need to use SDL_GameController API to fill the io.NavInputs[] value when ImGuiConfigFlags_NavEnableGamepad is set).
  
  // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  // https://github.com/ocornut/imgui
  
  // CHANGELOG
  // (minor and older changes stripped away, please see git history for details)
  //  2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  //  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_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
  //  2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. 
  //  2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
  //  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  //  2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
  //  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.
  //  2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
  //  2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. 
  //  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  //  2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
  //  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.h"
  #include "imgui_impl_sdl.h"
  
  // SDL
  // (the multi-viewports feature requires SDL features supported from SDL 2.0.5+)
  #include "..\SDL\include\SDL.h"
  #include "..\SDL\include\SDL_syswm.h"
  #define SDL_HAS_WARP_MOUSE_GLOBAL           SDL_VERSION_ATLEAST(2,0,4)
  #define SDL_HAS_CAPTURE_MOUSE               SDL_VERSION_ATLEAST(2,0,4)
  #define SDL_HAS_WINDOW_OPACITY              SDL_VERSION_ATLEAST(2,0,5)
  #define SDL_HAS_ALWAYS_ON_TOP               SDL_VERSION_ATLEAST(2,0,5)
  #define SDL_HAS_USABLE_DISPLAY_BOUNDS       SDL_VERSION_ATLEAST(2,0,5)
  #define SDL_HAS_PER_MONITOR_DPI             SDL_VERSION_ATLEAST(2,0,4)
  #define SDL_HAS_VULKAN                      SDL_VERSION_ATLEAST(2,0,6)
  #define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH    SDL_VERSION_ATLEAST(2,0,5)
  #if !SDL_HAS_VULKAN
  static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
  #endif
  
  // Data
  static SDL_Window*  g_Window = NULL;
  static Uint64       g_Time = 0;
  static bool         g_MousePressed[3] = { false, false, false };
  static SDL_Cursor*  g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
  static char*        g_ClipboardTextData = NULL;
  
  // Forward Declarations
  static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
  static void ImGui_ImplSDL2_ShutdownPlatformInterface();
  
  static const char* ImGui_ImplSDL2_GetClipboardText(void*)
  {
      if (g_ClipboardTextData)
          SDL_free(g_ClipboardTextData);
      g_ClipboardTextData = SDL_GetClipboardText();
      return g_ClipboardTextData;
  }
  
  static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
  {
      SDL_SetClipboardText(text);
  }
  
  // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event)
  {
      ImGuiIO& io = ImGui::GetIO();
      switch (event->type)
      {
      case SDL_MOUSEWHEEL:
          {
              if (event->wheel.x > 0) io.MouseWheelH += 1;
              if (event->wheel.x < 0) io.MouseWheelH -= 1;
              if (event->wheel.y > 0) io.MouseWheel += 1;
              if (event->wheel.y < 0) io.MouseWheel -= 1;
              return true;
          }
      case SDL_MOUSEBUTTONDOWN:
          {
              if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
              if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
              if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
              return true;
          }
      case SDL_TEXTINPUT:
          {
              io.AddInputCharactersUTF8(event->text.text);
              return true;
          }
      case SDL_KEYDOWN:
      case SDL_KEYUP:
          {
              int key = event->key.keysym.scancode;
              IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
              io.KeysDown[key] = (event->type == SDL_KEYDOWN);
              io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
              io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
              io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
              io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
              return true;
          }
      // Multi-viewport support
      case SDL_WINDOWEVENT:
          Uint8 window_event = event->window.event;
          if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
              if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
              {
                  if (window_event == SDL_WINDOWEVENT_CLOSE)
                      viewport->PlatformRequestClose = true;
                  if (window_event == SDL_WINDOWEVENT_MOVED)
                      viewport->PlatformRequestMove = true;
                  if (window_event == SDL_WINDOWEVENT_RESIZED)
                      viewport->PlatformRequestResize = true;
                  return true;
              }
          break;
      }
      return false;
  }
  
  static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
  {
      g_Window = window;
  
      // Setup back-end capabilities flags
      ImGuiIO& io = ImGui::GetIO();
      io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional)
  #if SDL_HAS_WARP_MOUSE_GLOBAL
      io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;        // We can honor io.WantSetMousePos requests (optional, rarely used)
  #endif
  #if SDL_HAS_CAPTURE_MOUSE
      io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;  // We can create multi-viewports on the Platform side (optional)
  #endif
  
      // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
      io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
      io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
      io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
      io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
      io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
      io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
      io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
      io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
      io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
      io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
      io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
      io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
      io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
      io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
      io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
      io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
      io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
      io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
      io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
      io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
      io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
  
      io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
      io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
      io.ClipboardUserData = NULL;
  
      g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
      g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
      g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
      g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
      g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
      g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
      g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
      g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
  
      // Our mouse update function expect PlatformHandle to be filled for the main viewport
      ImGuiViewport* main_viewport = ImGui::GetMainViewport();
      main_viewport->PlatformHandle = (void*)window;
  
      // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
      // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
      if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
          ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
  
      return true;
  }
  
  bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
  {
      (void)sdl_gl_context; // Viewport branch will need this.
      return ImGui_ImplSDL2_Init(window, sdl_gl_context);
  }
  
  bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
  {
      #if !SDL_HAS_VULKAN
      IM_ASSERT(0 && "Unsupported");
      #endif
      return ImGui_ImplSDL2_Init(window, NULL);
  }
  
  void ImGui_ImplSDL2_Shutdown()
  {
      ImGui_ImplSDL2_ShutdownPlatformInterface();
      g_Window = NULL;
  
      // Destroy last known clipboard data
      if (g_ClipboardTextData)
          SDL_free(g_ClipboardTextData);
      g_ClipboardTextData = NULL;
  
      // Destroy SDL mouse cursors
      for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
          SDL_FreeCursor(g_MouseCursors[cursor_n]);
      memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
  }
  
  static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
  {
      ImGuiIO& io = ImGui::GetIO();
      io.MouseHoveredViewport = 0;
  
      // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
      // (When multi-viewports are enabled, all imgui positions are same as OS positions.)
  #if SDL_HAS_WARP_MOUSE_GLOBAL
      if (!io.WantSetMousePos)
          io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
      else if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
          SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y);
      else
          SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
  #else
      io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  #endif
  
      int mx, my;
      Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
      io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0;  // 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[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
      io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
      g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  
  #if SDL_HAS_CAPTURE_MOUSE && !defined(__EMSCRIPTEN__)
      SDL_Window* focused_window = SDL_GetKeyboardFocus();
      if (focused_window)
      {
          // SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
          // The creation of new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
          int wx, wy;
          SDL_GetWindowPosition(focused_window, &wx, &wy);
          SDL_GetGlobalMouseState(&mx, &my);
          mx -= wx;
          my -= wy;
      }
      if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_window))
          io.MousePos = ImVec2(viewport->Pos.x + (float)mx, viewport->Pos.y + (float)my);
  
      // We already retrieve global mouse position, SDL_CaptureMouse() also let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't trigger the OS window resize cursor
      // The function is only supported from SDL 2.0.4 (released Jan 2016)
      bool any_mouse_button_down = ImGui::IsAnyMouseDown();
      SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
  #else
      if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
          io.MousePos = ImVec2((float)mx, (float)my);
  #endif
  }
  
  static void ImGui_ImplSDL2_UpdateMouseCursor()
  {
      ImGuiIO& io = ImGui::GetIO();
      if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
          return;
  
      ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
      if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
      {
          // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
          SDL_ShowCursor(SDL_FALSE);
      }
      else
      {
          // Show OS mouse cursor
          SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
          SDL_ShowCursor(SDL_TRUE);
      }
  }
  
  void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
  {
      ImGuiIO& io = ImGui::GetIO();
      IM_ASSERT(io.Fonts->IsBuilt());     // Font atlas needs to be built, call 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;
      SDL_GetWindowSize(window, &w, &h);
      SDL_GL_GetDrawableSize(window, &display_w, &display_h);
      io.DisplaySize = ImVec2((float)w, (float)h);
      io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  
      // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
      static Uint64 frequency = SDL_GetPerformanceFrequency();
      Uint64 current_time = SDL_GetPerformanceCounter();
      io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
      g_Time = current_time;
  
      ImGui_ImplSDL2_UpdateMousePosAndButtons();
      ImGui_ImplSDL2_UpdateMouseCursor();
  }
  
  //--------------------------------------------------------------------------------------------------------
  // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  // This is an _advanced_ and _optional_ feature, allowing the back-end 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..
  //--------------------------------------------------------------------------------------------------------
  
  struct ImGuiViewportDataSDL2
  {
      SDL_Window*     Window;
      Uint32          WindowID;
      bool            WindowOwned;
      SDL_GLContext   GLContext;
  
      ImGuiViewportDataSDL2() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
      ~ImGuiViewportDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); }
  };
  
  static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
  {
      ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
      viewport->PlatformUserData = data;
  
      ImGuiViewport* main_viewport = ImGui::GetMainViewport();
      ImGuiViewportDataSDL2* main_viewport_data = (ImGuiViewportDataSDL2*)main_viewport->PlatformUserData;
  
      // Share GL resources with main context
      bool use_opengl = (main_viewport_data->GLContext != NULL);
      SDL_GLContext backup_context = NULL;
      if (use_opengl)
      {
          backup_context = SDL_GL_GetCurrentContext();
          SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
          SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
      }
  
      // We don't enable SDL_WINDOW_RESIZABLE because it enforce windows decorations
      Uint32 sdl_flags = 0;
      sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : SDL_WINDOW_VULKAN;
      sdl_flags |= SDL_WINDOW_HIDDEN;
      sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
      sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
  #if SDL_HAS_ALWAYS_ON_TOP
      sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
  #endif
      data->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
      data->WindowOwned = true; 
      if (use_opengl)
      {
          data->GLContext = SDL_GL_CreateContext(data->Window);
          SDL_GL_SetSwapInterval(0);
      }
      if (use_opengl && backup_context)
          SDL_GL_MakeCurrent(data->Window, backup_context);
      viewport->PlatformHandle = (void*)data->Window;
  }
  
  static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
  {
      if (ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData)
      {
          if (data->GLContext && data->WindowOwned)
              SDL_GL_DeleteContext(data->GLContext);
          if (data->Window && data->WindowOwned)
              SDL_DestroyWindow(data->Window);
          data->GLContext = NULL;
          data->Window = NULL;
          IM_DELETE(data);
      }
      viewport->PlatformUserData = viewport->PlatformHandle = NULL;
  }
  
  static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
  {
      ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
  #if defined(_WIN32)
      SDL_SysWMinfo info;
      SDL_VERSION(&info.version);
      if (SDL_GetWindowWMInfo(data->Window, &info))
      {
          HWND hwnd = info.info.win.window;
  
          // SDL hack: Hide icon from task bar
          // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition.
          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);
          }
  
          // SDL hack: SDL always activate/focus windows :/
          if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
          {
              ::ShowWindow(hwnd, SW_SHOWNA);
              return;
          }
      }
  #endif
  
      SDL_ShowWindow(data->Window);
  }
  
  static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
  {
      ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
      int x = 0, y = 0;
      SDL_GetWindowPosition(data->Window, &x, &y);
      return ImVec2((float)x, (float)y);
  }
  
  static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  {
      ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
      SDL_SetWindowPosition(data->Window, (int)pos.x, (int)pos.y);
  }
  
  static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
  {
      ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
      int w = 0, h = 0;
      SDL_GetWindowSize(data->Window, &w, &h);
      return ImVec2((float)w, (float)h);
  }
  
  static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  {
      ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
      SDL_SetWindowSize(data->Window, (int)size.x, (int)size.y);
  }
  
  static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  {
      ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
      SDL_SetWindowTitle(data->Window, title);
  }
  
  static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport)
  {
      ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
      SDL_RaiseWindow(data->Window);
  }
  
  static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
  {
      ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
      return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
  }
  
  static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
  {
      ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
      if (data->GLContext)
          SDL_GL_MakeCurrent(data->Window, data->GLContext);
  }
  
  static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
  {
      ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
      if (data->GLContext)
      {
          SDL_GL_MakeCurrent(data->Window, data->GLContext);
          SDL_GL_SwapWindow(data->Window);
      }
  }
  
  // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
  // SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
  #if SDL_HAS_VULKAN
  #include "..\SDL\include\SDL_vulkan.h"
  static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
  {
      ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
      (void)vk_allocator;
      SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
      return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY 
  }
  #endif // SDL_HAS_VULKAN
  
  // FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes
  static void ImGui_ImplSDL2_UpdateMonitors()
  {
      ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
      platform_io.Monitors.resize(0);
      int display_count = SDL_GetNumVideoDisplays();
      for (int n = 0; n < display_count; n++)
      {
          // 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.
          ImGuiPlatformMonitor monitor;
          SDL_Rect r;
          SDL_GetDisplayBounds(n, &r);
          monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
          monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
  #if SDL_HAS_USABLE_DISPLAY_BOUNDS
          SDL_GetDisplayUsableBounds(n, &r);
          monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
          monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
  #endif
  #if SDL_HAS_PER_MONITOR_DPI
          float dpi = 0.0f;
          if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
              monitor.DpiScale = dpi / 96.0f;
  #endif
          platform_io.Monitors.push_back(monitor);
      }
  }
  
  static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
  {
      // Register platform interface (will be coupled with a renderer interface)
      ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
      platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
      platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
      platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
      platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
      platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
      platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
      platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
      platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
      platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
      platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
      platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
      platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
  #if SDL_HAS_VULKAN
      platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
  #endif
  
      // SDL2 by default doesn't pass mouse clicks to the application when the click focused a window. This is getting in the way of our interactions and we disable that behavior.
  #if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
      SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
  #endif
  
      ImGui_ImplSDL2_UpdateMonitors();
  
      // Register main window handle (which is owned by the main application, not by us)
      ImGuiViewport* main_viewport = ImGui::GetMainViewport();
      ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
      data->Window = window;
      data->WindowID = SDL_GetWindowID(window);
      data->WindowOwned = false;
      data->GLContext = sdl_gl_context;
      main_viewport->PlatformUserData = data;
      main_viewport->PlatformHandle = data->Window;
  }
  
  static void ImGui_ImplSDL2_ShutdownPlatformInterface()
  {
  }
  