text: // ImGui SDL2 binding with OpenGL
  // 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
  
  IMGUI_API bool        ImGui_ImplSdl_Init(SDL_Window* window);
  IMGUI_API void        ImGui_ImplSdl_Shutdown();
  IMGUI_API void        ImGui_ImplSdl_NewFrame(SDL_Window* window);
  IMGUI_API bool        ImGui_ImplSdl_ProcessEvent(SDL_Event* event);
  
  // Use if you want to reset your rendering device without losing ImGui state.
  IMGUI_API void        ImGui_ImplSdl_InvalidateDeviceObjects();
  IMGUI_API bool        ImGui_ImplSdl_CreateDeviceObjects();