text: #include "pch.h"
  
  // 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 dear 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'.
  
  #include "imgui.h"
  #include "imgui_impl_win32.h"
  #ifndef WIN32_LEAN_AND_MEAN
  #define WIN32_LEAN_AND_MEAN
  #endif
  #include <windows.h>
  #include <tchar.h>
  
  // Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
  #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  #include <XInput.h>
  #else
  #define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
  #endif
  #if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
  #pragma comment(lib, "xinput")
  //#pragma comment(lib, "Xinput9_1_0")
  #endif
  
  // CHANGELOG
  // (minor and older changes stripped away, please see git history for details)
  //  2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  //  2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  //  2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  //  2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  //  2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  //  2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  //  2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  //  2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  //  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  //  2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  //  2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  //  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  //  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  //  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  //  2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  //  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  //  2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  //  2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  //  2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  //  2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  //  2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
  
  // Win32 Data
  static HWND                 g_hWnd = nullptr;
  static INT64                g_Time = 0;
  static INT64                g_TicksPerSecond = 0;
  static ImGuiMouseCursor     g_LastMouseCursor = ImGuiMouseCursor_COUNT;
  static bool                 g_HasGamepad = false;
  static bool                 g_WantUpdateHasGamepad = true;
  
  // Functions
  bool    ImGui_ImplWin32_Init(void* hwnd)
  {
      if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond))
          return false;
      if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
          return false;
  
      // Setup back-end capabilities flags
      g_hWnd = (HWND)hwnd;
      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.BackendPlatformName = "imgui_impl_win32";
      io.ImeWindowHandle = hwnd;
  
      // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
      io.KeyMap[ImGuiKey_Tab] = VK_TAB;
      io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
      io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
      io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
      io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
      io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
      io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
      io.KeyMap[ImGuiKey_Home] = VK_HOME;
      io.KeyMap[ImGuiKey_End] = VK_END;
      io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
      io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
      io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
      io.KeyMap[ImGuiKey_Space] = VK_SPACE;
      io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
      io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
      io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
      io.KeyMap[ImGuiKey_A] = 'A';
      io.KeyMap[ImGuiKey_C] = 'C';
      io.KeyMap[ImGuiKey_V] = 'V';
      io.KeyMap[ImGuiKey_X] = 'X';
      io.KeyMap[ImGuiKey_Y] = 'Y';
      io.KeyMap[ImGuiKey_Z] = 'Z';
  
      return true;
  }
  
  void    ImGui_ImplWin32_Shutdown()
  {
      g_hWnd = (HWND)0;
  }
  
  static bool ImGui_ImplWin32_UpdateMouseCursor()
  {
      ImGuiIO& io = ImGui::GetIO();
      if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
          return false;
  
      ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
      if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
      {
          // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
          ::SetCursor(nullptr);
      }
      else
      {
          // Show OS mouse cursor
          LPTSTR win32_cursor = IDC_ARROW;
          switch (imgui_cursor)
          {
          case ImGuiMouseCursor_Arrow:        win32_cursor = IDC_ARROW; break;
          case ImGuiMouseCursor_TextInput:    win32_cursor = IDC_IBEAM; break;
          case ImGuiMouseCursor_ResizeAll:    win32_cursor = IDC_SIZEALL; break;
          case ImGuiMouseCursor_ResizeEW:     win32_cursor = IDC_SIZEWE; break;
          case ImGuiMouseCursor_ResizeNS:     win32_cursor = IDC_SIZENS; break;
          case ImGuiMouseCursor_ResizeNESW:   win32_cursor = IDC_SIZENESW; break;
          case ImGuiMouseCursor_ResizeNWSE:   win32_cursor = IDC_SIZENWSE; break;
          case ImGuiMouseCursor_Hand:         win32_cursor = IDC_HAND; break;
          case ImGuiMouseCursor_NotAllowed:   win32_cursor = IDC_NO; break;
          }
          ::SetCursor(::LoadCursor(nullptr, win32_cursor));
      }
      return true;
  }
  
  static void ImGui_ImplWin32_UpdateMousePos()
  {
  
      ImGuiIO& io = ImGui::GetIO();
  
      // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
      if (io.WantSetMousePos)
      {
          POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
          ::ClientToScreen(g_hWnd, &pos);
          ::SetCursorPos(pos.x, pos.y);
      }
  
      // Set mouse position
      io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
      POINT pos;
      if (HWND active_window = ::GetForegroundWindow())
          if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
              if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos)) {
                  auto ud = static_cast<IOUserData*>(io.UserData);
                  io.MousePos = ImVec2((float)pos.x * ud->btsRatio.X, (float)pos.y * ud->btsRatio.Y);
              }
  }
  
  // Gamepad navigation mapping
  static void ImGui_ImplWin32_UpdateGamepads()
  {
  #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
      ImGuiIO& io = ImGui::GetIO();
      memset(io.NavInputs, 0, sizeof(io.NavInputs));
      if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
          return;
  
      // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
      // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
      if (g_WantUpdateHasGamepad)
      {
          XINPUT_CAPABILITIES caps;
          g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
          g_WantUpdateHasGamepad = false;
      }
  
      XINPUT_STATE xinput_state;
      io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
      if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
      {
          const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
          io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  
          #define MAP_BUTTON(NAV_NO, BUTTON_ENUM)     { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
          #define MAP_ANALOG(NAV_NO, VALUE, V0, V1)   { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
          MAP_BUTTON(ImGuiNavInput_Activate,      XINPUT_GAMEPAD_A);              // Cross / A
          MAP_BUTTON(ImGuiNavInput_Cancel,        XINPUT_GAMEPAD_B);              // Circle / B
          MAP_BUTTON(ImGuiNavInput_Menu,          XINPUT_GAMEPAD_X);              // Square / X
          MAP_BUTTON(ImGuiNavInput_Input,         XINPUT_GAMEPAD_Y);              // Triangle / Y
          MAP_BUTTON(ImGuiNavInput_DpadLeft,      XINPUT_GAMEPAD_DPAD_LEFT);      // D-Pad Left
          MAP_BUTTON(ImGuiNavInput_DpadRight,     XINPUT_GAMEPAD_DPAD_RIGHT);     // D-Pad Right
          MAP_BUTTON(ImGuiNavInput_DpadUp,        XINPUT_GAMEPAD_DPAD_UP);        // D-Pad Up
          MAP_BUTTON(ImGuiNavInput_DpadDown,      XINPUT_GAMEPAD_DPAD_DOWN);      // D-Pad Down
          MAP_BUTTON(ImGuiNavInput_FocusPrev,     XINPUT_GAMEPAD_LEFT_SHOULDER);  // L1 / LB
          MAP_BUTTON(ImGuiNavInput_FocusNext,     XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
          MAP_BUTTON(ImGuiNavInput_TweakSlow,     XINPUT_GAMEPAD_LEFT_SHOULDER);  // L1 / LB
          MAP_BUTTON(ImGuiNavInput_TweakFast,     XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
          MAP_ANALOG(ImGuiNavInput_LStickLeft,    gamepad.sThumbLX,  -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
          MAP_ANALOG(ImGuiNavInput_LStickRight,   gamepad.sThumbLX,  +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
          MAP_ANALOG(ImGuiNavInput_LStickUp,      gamepad.sThumbLY,  +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
          MAP_ANALOG(ImGuiNavInput_LStickDown,    gamepad.sThumbLY,  -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
          #undef MAP_BUTTON
          #undef MAP_ANALOG
      }
  #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  }
  
  void    ImGui_ImplWin32_NewFrame()
  {
      ImGuiIO& io = ImGui::GetIO();
      IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
  
      // Setup display size (every frame to accommodate for window resizing)
      //io.DisplaySize = displaySize;
  
      // Setup time step
      INT64 current_time;
      ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
      io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
      g_Time = current_time;
  
      // Read keyboard modifiers inputs
      //io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
      //io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
      //io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
      io.KeyShift = io.KeysDown[VK_SHIFT];
      io.KeyCtrl = io.KeysDown[VK_CONTROL];
      io.KeyAlt = io.KeysDown[VK_MENU];
      io.KeySuper = false;
  
      // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
      
      // Update OS mouse position
      ImGui_ImplWin32_UpdateMousePos();
  
      // Update OS mouse cursor with the cursor requested by imgui
      ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
      if (g_LastMouseCursor != mouse_cursor)
      {
          g_LastMouseCursor = mouse_cursor;
          ImGui_ImplWin32_UpdateMouseCursor();
      }
  
      // Update game controllers (if enabled and available)
      ImGui_ImplWin32_UpdateGamepads();
  }
  
  // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  #ifndef WM_MOUSEHWHEEL
  #define WM_MOUSEHWHEEL 0x020E
  #endif
  #ifndef DBT_DEVNODES_CHANGED
  #define DBT_DEVNODES_CHANGED 0x0007
  #endif
  
  // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  // Call from your application's message handler.
  // When implementing your own back-end, 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.
  // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
  // PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
  #if 0
  // Copy this line into your .cpp file to forward declare the function.
  extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  #endif
  
  IMGUI_IMPL_API void ImGui_DInput_Handler(uint32_t code, bool down)
  {
      if (ImGui::GetCurrentContext() == nullptr)
          return;
  
      ImGuiIO& io = ImGui::GetIO();
  
      if (code == 256) {
          io.MouseDown[0] = down;
      }
  }
  
  IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  {
      if (ImGui::GetCurrentContext() == nullptr)
          return 0;
  
      ImGuiIO& io = ImGui::GetIO();
      switch (msg)
      {
      case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
      case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
      case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
      case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
      {
          int button = 0;
          if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
          if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
          if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
          if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
          if (!ImGui::IsAnyMouseDown() && ::GetCapture() == nullptr)
              ::SetCapture(hwnd);
          io.MouseDown[button] = true;
          return 0;
      }
      case WM_LBUTTONUP:
      case WM_RBUTTONUP:
      case WM_MBUTTONUP:
      case WM_XBUTTONUP:
      {
          int button = 0;
          if (msg == WM_LBUTTONUP) { button = 0; }
          if (msg == WM_RBUTTONUP) { button = 1; }
          if (msg == WM_MBUTTONUP) { button = 2; }
          if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
          io.MouseDown[button] = false;
          if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
              ::ReleaseCapture();
          return 0;
      }
      case WM_MOUSEWHEEL:
          io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
          return 0;
      case WM_MOUSEHWHEEL:
          io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
          return 0;
      case WM_KEYDOWN:
      case WM_SYSKEYDOWN:
          if (wParam < 256)
              io.KeysDown[wParam] = 1;
          return 0;
      case WM_KEYUP:
      case WM_SYSKEYUP:
          if (wParam < 256)
              io.KeysDown[wParam] = 0;
          return 0;
      case WM_CHAR:
          // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
          if (wParam > 0 && wParam < 0x10000)
              io.AddInputCharacterUTF16((unsigned short)wParam);
          return 0;
      case WM_SETCURSOR:
          if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
              return 1;
          return 0;
      case WM_DEVICECHANGE:
          if ((UINT)wParam == DBT_DEVNODES_CHANGED)
              g_WantUpdateHasGamepad = true;
          return 0;
      }
      return 0;
  }
  
  
  //--------------------------------------------------------------------------------------------------------
  // DPI-related helpers (optional)
  //--------------------------------------------------------------------------------------------------------
  // - Use to enable DPI awareness without having to create an application manifest.
  // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  //   but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  //   neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  //---------------------------------------------------------------------------------------------------------
  // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  // If you are trying to implement your own back-end for your own engine, you may ignore that noise.
  //---------------------------------------------------------------------------------------------------------
  
  // Implement some of the functions and types normally declared in recent Windows SDK.
  #if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS)
  static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
  {
      OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 };
      DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR;
      ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL);
      cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL);
      cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
      return ::VerifyVersionInfoW(&osvi, mask, cond);
  }
  #define IsWindows8Point1OrGreater()  IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE
  #endif
  
  #ifndef DPI_ENUMS_DECLARED
  typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  #endif
  #ifndef _DPI_AWARENESS_CONTEXTS_
  DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE    (DPI_AWARENESS_CONTEXT)-3
  #endif
  #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  #endif
  typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS);                     // Shcore.lib + dll, Windows 8.1+
  typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*);        // Shcore.lib + dll, Windows 8.1+
  typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  
  // Helper function to enable DPI awareness without setting up a manifest
  void ImGui_ImplWin32_EnableDpiAwareness()
  {
      // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer!
      {
          static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
          if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
          {
              SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
              return;
          }
      }
      if (IsWindows8Point1OrGreater())
      {
          static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
          if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
          {
              SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
              return;
          }
      }
  #if _WIN32_WINNT >= 0x0600
      ::SetProcessDPIAware();
  #endif
  }
  
  #if defined(_MSC_VER) && !defined(NOGDI)
  #pragma comment(lib, "gdi32")   // Link with gdi32.lib for GetDeviceCaps()
  #endif
  
  float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  {
      UINT xdpi = 96, ydpi = 96;
      static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater();
      if (bIsWindows8Point1OrGreater)
      {
          static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
          if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"))
              GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
      }
  #ifndef NOGDI
      else
      {
          const HDC dc = ::GetDC(nullptr);
          xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
          ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
          ::ReleaseDC(nullptr, dc);
      }
  #endif
      IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
      return xdpi / 96.0f;
  }
  
  float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  {
      HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
      return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  }
  
  //---------------------------------------------------------------------------------------------------------
  