// dear imgui: Platform Binding for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics
// context creation, etc.) (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)

// Implemented features:
//  [X] Platform: Clipboard support.
//  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |=
//  ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). [X] Platform: Keyboard
//  arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). [X] Platform: Multi-viewport
//  support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.

// Issues:
//  [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has
//  no effect (minor).

// 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)
//  2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
//  2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them
//  and it generates errors. 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing
//  cursors, not allowed cursor). 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
//  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
//  2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
//  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
//  2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and
//  chain call them. 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_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor
//  ImGuiConfigFlags_NoMouseCursorChange flag. 2018-02-20: Inputs: Added support for mouse cursors
//  (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). 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. 2018-01-25: Inputs: Added gamepad support if
//  ImGuiConfigFlags_NavEnableGamepad is set. 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the
//  mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). 2018-01-20: Inputs: Added Horizontal Mouse
//  Wheel support. 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_impl_glfw.h"
#include "imgui.h"

#include "Core/Input/InputManager.h"

// GLFW
#include <GLFW/glfw3.h>
#ifdef _WIN32
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
#include "Core/Input/InputManager.h"
#include <GLFW/glfw3native.h> // for glfwGetWin32Window
#endif
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
#define GLFW_HAS_WINDOW_ALPHA                                                                                        \
	(GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI                                                                                     \
	(GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
#define GLFW_HAS_VULKAN       (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow
#define GLFW_HAS_FOCUS_ON_SHOW                                                                                       \
	(GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
#define GLFW_HAS_MONITOR_WORK_AREA                                                                                   \
	(GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea
#define GLFW_HAS_OSX_WINDOW_POS_FIX                                                                                  \
	(GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION * 10 >=                              \
	 3310)                       // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and
                               // 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#define GLFW_HAS_NEW_CURSORS                                                                                         \
	(GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >=                                                           \
	 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
#else
#define GLFW_HAS_NEW_CURSORS (0)
#endif
#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and
                              // 2020-07-17 (passthrough)
#define GLFW_HAS_MOUSE_PASSTHROUGH                                                                                   \
	(GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
#else
#define GLFW_HAS_MOUSE_PASSTHROUGH (0)
#endif

// Data
enum GlfwClientApi
{
	GlfwClientApi_Unknown,
	GlfwClientApi_OpenGL,
	GlfwClientApi_Vulkan
};
static GLFWwindow* g_Window = NULL; // Main window
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
static double g_Time = 0.0;
static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
static bool g_InstalledCallbacks = false;
static bool g_WantUpdateMonitors = true;

// Chain GLFW callbacks for main viewport: our callbacks will call the user's previously installed callbacks, if any.
static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
static GLFWkeyfun g_PrevUserCallbackKey = NULL;
static GLFWcharfun g_PrevUserCallbackChar = NULL;
static GLFWmonitorfun g_PrevUserCallbackMonitor = NULL;

// Forward Declarations
static void ImGui_ImplGlfw_UpdateMonitors();
static void ImGui_ImplGlfw_InitPlatformInterface();
static void ImGui_ImplGlfw_ShutdownPlatformInterface();

static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
{
	return glfwGetClipboardString((GLFWwindow*)user_data);
}

static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
{
	glfwSetClipboardString((GLFWwindow*)user_data, text);
}

void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
	if (g_PrevUserCallbackMousebutton != NULL && window == g_Window)
		g_PrevUserCallbackMousebutton(window, button, action, mods);

	if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
		g_MouseJustPressed[button] = true;

	if (action == GLFW_PRESS)
  {
    switch (button)
    {
    case GLFW_MOUSE_BUTTON_MIDDLE:
      InputManager::setPressed(Keys::mouseMiddle);
      break;
    case GLFW_MOUSE_BUTTON_RIGHT:
      InputManager::setPressed(Keys::mouseRight);
      break;
    }
	}

	if (action == GLFW_RELEASE)
	{
		switch (button)
		{
		case GLFW_MOUSE_BUTTON_MIDDLE:
			InputManager::setUnpressed(Keys::mouseMiddle);
			break;
		case GLFW_MOUSE_BUTTON_RIGHT:
			InputManager::setUnpressed(Keys::mouseRight);
			break;
		}
	}
}

void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
	if (g_PrevUserCallbackScroll != NULL && window == g_Window)
		g_PrevUserCallbackScroll(window, xoffset, yoffset);

	if (abs(yoffset) < 0.0001)
  {
		InputManager::setUnpressed(Keys::mouseScrlDown);
		InputManager::setUnpressed(Keys::mouseScrlUp);
	}
	else if (yoffset > 0.0)
  {
    InputManager::setPressed(Keys::mouseScrlUp);
    InputManager::setUnpressed(Keys::mouseScrlDown);
	}
  else if (yoffset < 0.0)
  {
    InputManager::setPressed(Keys::mouseScrlDown);
    InputManager::setUnpressed(Keys::mouseScrlUp);
  }

	ImGuiIO& io = ImGui::GetIO();
	io.MouseWheelH += (float)xoffset;
	io.MouseWheel += (float)yoffset;
}

void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
	if (g_PrevUserCallbackKey != NULL && window == g_Window)
		g_PrevUserCallbackKey(window, key, scancode, action, mods);

	ImGuiIO& io = ImGui::GetIO();
	if (action == GLFW_PRESS)
	{
		io.KeysDown[key] = true;
		InputManager::keyDown(key);
	}
	if (action == GLFW_RELEASE)
	{
		io.KeysDown[key] = false;
		InputManager::keyUp(key);
	}

	// Modifiers are not used.
	io.KeyCtrl = false;
	io.KeyShift = false;
	io.KeyAlt = false;
#ifdef _WIN32
	io.KeySuper = false;
#else
	io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
#endif
}

void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
{
	if (g_PrevUserCallbackChar != NULL && window == g_Window)
		g_PrevUserCallbackChar(window, c);

	ImGuiIO& io = ImGui::GetIO();
	io.AddInputCharacter(c);
}

void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
{
	g_WantUpdateMonitors = true;
}

static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
{
	g_Window = window;
	g_Time = 0.0;

	// Setup back-end capabilities flags
	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.BackendFlags |=
			ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
	io.BackendFlags |=
			ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
#endif
	io.BackendPlatformName = "imgui_impl_glfw";

	// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
	io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
	io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
	io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
	io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
	io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
	io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
	io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
	io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
	io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
	io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
	io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
	io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
	io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
	io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
	io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
	io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
	io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
	io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
	io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
	io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
	io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
	io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;

	io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
	io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
	io.ClipboardUserData = g_Window;

	// Create mouse cursors
	// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
	// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
	// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
	GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
	g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
	g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
	g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
	g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
	g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
#if GLFW_HAS_NEW_CURSORS
	g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
	g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
	g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
	g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
#else
	g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
	g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
	g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
	g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
#endif
	glfwSetErrorCallback(prev_error_callback);

	// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
	g_PrevUserCallbackMousebutton = NULL;
	g_PrevUserCallbackScroll = NULL;
	g_PrevUserCallbackKey = NULL;
	g_PrevUserCallbackChar = NULL;
	g_PrevUserCallbackMonitor = NULL;
	if (install_callbacks)
	{
		g_InstalledCallbacks = true;
		g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
		g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
		g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
		g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
		g_PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
	}

	// Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see
	// github.com/glfw/glfw/issues/784)
	ImGui_ImplGlfw_UpdateMonitors();
	glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);

	// Our mouse update function expect PlatformHandle to be filled for the main viewport
	ImGuiViewport* main_viewport = ImGui::GetMainViewport();
	main_viewport->PlatformHandle = (void*)g_Window;
#ifdef _WIN32
	main_viewport->PlatformHandleRaw = glfwGetWin32Window(g_Window);
#endif
	if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
		ImGui_ImplGlfw_InitPlatformInterface();

	g_ClientApi = client_api;
	return true;
}

bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
{
	return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
}

bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
{
	return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
}

void ImGui_ImplGlfw_Shutdown()
{
	ImGui_ImplGlfw_ShutdownPlatformInterface();

	if (g_InstalledCallbacks)
	{
		glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
		glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll);
		glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey);
		glfwSetCharCallback(g_Window, g_PrevUserCallbackChar);
		g_InstalledCallbacks = false;
	}

	for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
	{
		glfwDestroyCursor(g_MouseCursors[cursor_n]);
		g_MouseCursors[cursor_n] = NULL;
	}
	g_ClientApi = GlfwClientApi_Unknown;
}

static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
{
	// Update buttons
	ImGuiIO& io = ImGui::GetIO();
	for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
	{
		// 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
		g_MouseJustPressed[i] = false;
	}

	// Update mouse position
	const ImVec2 mouse_pos_backup = io.MousePos;
	io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
	io.MouseHoveredViewport = 0;
	ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
	for (int n = 0; n < platform_io.Viewports.Size; n++)
	{
		ImGuiViewport* viewport = platform_io.Viewports[n];
		GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
		IM_ASSERT(window != NULL);
#ifdef __EMSCRIPTEN__
		const bool focused = true;
		IM_ASSERT(platform_io.Viewports.Size == 1);
#else
		const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
#endif
		if (focused)
		{
			if (io.WantSetMousePos)
			{
				glfwSetCursorPos(window, (double)(mouse_pos_backup.x - viewport->Pos.x),
				                 (double)(mouse_pos_backup.y - viewport->Pos.y));
			}
			else
			{
				double mouse_x, mouse_y;
				glfwGetCursorPos(window, &mouse_x, &mouse_y);
				if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
				{
					// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on
					// the upper-left of the primary monitor)
					int window_x, window_y;
					glfwGetWindowPos(window, &window_x, &window_y);
					io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y);
				}
				else
				{
					// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is
					// on the upper-left corner of the app window)
					io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
				}
			}
			for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
				io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
		}

		// (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is
		// hovering. Important: this information is not easy to provide and many high-level windowing library won't be
		// able to provide it correctly, because
		// - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
		// - This is _regardless_ of whether another viewport is focused or being dragged from.
		// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the back-end, imgui will ignore this field and infer
		// the information by relying on the rectangles and last focused time of every viewports it knows about. It will
		// be unaware of other windows that may be sitting between or over your windows. [GLFW] FIXME: This is currently
		// only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems. See
		// https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
		const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
#if GLFW_HAS_MOUSE_PASSTHROUGH
		glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
#endif
		if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input)
			io.MouseHoveredViewport = viewport->ID;
#endif
	}
}

static void ImGui_ImplGlfw_UpdateMouseCursor()
{
	ImGuiIO& io = ImGui::GetIO();
	if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ||
	    glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
		return;

	ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
	ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
	for (int n = 0; n < platform_io.Viewports.Size; n++)
	{
		GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
		if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
		{
			// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
			glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
		}
		else
		{
			// Show OS mouse cursor
			// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
			glfwSetCursor(window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor]
			                                                   : g_MouseCursors[ImGuiMouseCursor_Arrow]);
			glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
		}
	}
}

static void ImGui_ImplGlfw_UpdateGamepads()
{
	ImGuiIO& io = ImGui::GetIO();
	memset(io.NavInputs, 0, sizeof(io.NavInputs));
	if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
		return;

// Update gamepad inputs
#define MAP_BUTTON(NAV_NO, BUTTON_NO)                                                                                \
	{                                                                                                                  \
		if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)                                               \
			io.NavInputs[NAV_NO] = 1.0f;                                                                                   \
	}
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1)                                                                          \
	{                                                                                                                  \
		float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0;                                                           \
		v = (v - V0) / (V1 - V0);                                                                                        \
		if (v > 1.0f)                                                                                                    \
			v = 1.0f;                                                                                                      \
		if (io.NavInputs[NAV_NO] < v)                                                                                    \
			io.NavInputs[NAV_NO] = v;                                                                                      \
	}
	int axes_count = 0, buttons_count = 0;
	const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
	const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
	MAP_BUTTON(ImGuiNavInput_Activate, 0);   // Cross / A
	MAP_BUTTON(ImGuiNavInput_Cancel, 1);     // Circle / B
	MAP_BUTTON(ImGuiNavInput_Menu, 2);       // Square / X
	MAP_BUTTON(ImGuiNavInput_Input, 3);      // Triangle / Y
	MAP_BUTTON(ImGuiNavInput_DpadLeft, 13);  // D-Pad Left
	MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
	MAP_BUTTON(ImGuiNavInput_DpadUp, 10);    // D-Pad Up
	MAP_BUTTON(ImGuiNavInput_DpadDown, 12);  // D-Pad Down
	MAP_BUTTON(ImGuiNavInput_FocusPrev, 4);  // L1 / LB
	MAP_BUTTON(ImGuiNavInput_FocusNext, 5);  // R1 / RB
	MAP_BUTTON(ImGuiNavInput_TweakSlow, 4);  // L1 / LB
	MAP_BUTTON(ImGuiNavInput_TweakFast, 5);  // R1 / RB
	MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
	MAP_ANALOG(ImGuiNavInput_LStickRight, 0, +0.3f, +0.9f);
	MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
	MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
#undef MAP_BUTTON
#undef MAP_ANALOG
	if (axes_count > 0 && buttons_count > 0)
		io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
	else
		io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
}

static void ImGui_ImplGlfw_UpdateMonitors()
{
	ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
	int monitors_count = 0;
	GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
	platform_io.Monitors.resize(0);
	for (int n = 0; n < monitors_count; n++)
	{
		ImGuiPlatformMonitor monitor;
		int x, y;
		glfwGetMonitorPos(glfw_monitors[n], &x, &y);
		const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
#if GLFW_HAS_MONITOR_WORK_AREA
		monitor.MainPos = ImVec2((float)x, (float)y);
		monitor.MainSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
		int w, h;
		glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
		monitor.WorkPos = ImVec2((float)x, (float)y);
		;
		monitor.WorkSize = ImVec2((float)w, (float)h);
#else
		monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
		monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
#endif
#if GLFW_HAS_PER_MONITOR_DPI
		// 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.
		float x_scale, y_scale;
		glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
		monitor.DpiScale = x_scale;
#endif
		platform_io.Monitors.push_back(monitor);
	}
	g_WantUpdateMonitors = false;
}

void ImGui_ImplGlfw_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)
	int w, h;
	int display_w, display_h;
	glfwGetWindowSize(g_Window, &w, &h);
	glfwGetFramebufferSize(g_Window, &display_w, &display_h);
	io.DisplaySize = ImVec2((float)w, (float)h);
	if (w > 0 && h > 0)
		io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
	if (g_WantUpdateMonitors)
		ImGui_ImplGlfw_UpdateMonitors();

	// Setup time step
	double current_time = glfwGetTime();
	io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
	g_Time = current_time;

	ImGui_ImplGlfw_UpdateMousePosAndButtons();
	ImGui_ImplGlfw_UpdateMouseCursor();

	// Update game controllers (if enabled and available)
	ImGui_ImplGlfw_UpdateGamepads();
}

//--------------------------------------------------------------------------------------------------------
// 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..
//--------------------------------------------------------------------------------------------------------

// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend
// data.
struct ImGuiViewportDataGlfw
{
	GLFWwindow* Window;
	bool WindowOwned;
	int IgnoreWindowPosEventFrame;
	int IgnoreWindowSizeEventFrame;

	ImGuiViewportDataGlfw()
	{
		Window = NULL;
		WindowOwned = false;
		IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1;
	}
	~ImGuiViewportDataGlfw() { IM_ASSERT(Window == NULL); }
};

static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
{
	if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
		viewport->PlatformRequestClose = true;
}

// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
// However: depending on the platform the callback may be invoked at different time:
// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
// - on Linux it is queued and invoked during glfwPollEvents()
// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
// ignore recent glfwSetWindowXXX() calls.
static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
{
	if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
	{
		if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
		{
			bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowPosEventFrame + 1);
			// data->IgnoreWindowPosEventFrame = -1;
			if (ignore_event)
				return;
		}
		viewport->PlatformRequestMove = true;
	}
}

static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
{
	if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
	{
		if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
		{
			bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowSizeEventFrame + 1);
			// data->IgnoreWindowSizeEventFrame = -1;
			if (ignore_event)
				return;
		}
		viewport->PlatformRequestResize = true;
	}
}

static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
{
	ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
	viewport->PlatformUserData = data;

	// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
	// With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
	glfwWindowHint(GLFW_VISIBLE, false);
	glfwWindowHint(GLFW_FOCUSED, false);
#if GLFW_HAS_FOCUS_ON_SHOW
	glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
#endif
	glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
#if GLFW_HAS_WINDOW_TOPMOST
	glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
#endif
	GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL;
	data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
	data->WindowOwned = true;
	viewport->PlatformHandle = (void*)data->Window;
#ifdef _WIN32
	viewport->PlatformHandleRaw = glfwGetWin32Window(data->Window);
#endif
	glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);

	// Install GLFW callbacks for secondary viewports
	glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback);
	glfwSetScrollCallback(data->Window, ImGui_ImplGlfw_ScrollCallback);
	glfwSetKeyCallback(data->Window, ImGui_ImplGlfw_KeyCallback);
	glfwSetCharCallback(data->Window, ImGui_ImplGlfw_CharCallback);
	glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback);
	glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback);
	glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback);
	if (g_ClientApi == GlfwClientApi_OpenGL)
	{
		glfwMakeContextCurrent(data->Window);
		glfwSwapInterval(0);
	}
}

static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
{
	if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
	{
		if (data->WindowOwned)
		{
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
			HWND hwnd = (HWND)viewport->PlatformHandleRaw;
			::RemovePropA(hwnd, "IMGUI_VIEWPORT");
#endif
			glfwDestroyWindow(data->Window);
		}
		data->Window = NULL;
		IM_DELETE(data);
	}
	viewport->PlatformUserData = viewport->PlatformHandle = NULL;
}

// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for
// Linux/OSX!)
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
static WNDPROC g_GlfwWndProc = NULL;
static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	if (msg == WM_NCHITTEST)
	{
		// Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport properly (which
		// is OPTIONAL). The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the
		// window behind the one we are dragging. If you cannot easily access those viewport flags from your
		// windowing/event code: you may manually synchronize its state e.g. in your main loop after calling
		// UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
		ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
		if (viewport->Flags & ImGuiViewportFlags_NoInputs)
			return HTTRANSPARENT;
	}
	return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam);
}
#endif

static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
{
	ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;

#if defined(_WIN32)
	// GLFW hack: Hide icon from task bar
	HWND hwnd = (HWND)viewport->PlatformHandleRaw;
	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);
	}

	// GLFW hack: install hook for WM_NCHITTEST message handler
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
	::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
	if (g_GlfwWndProc == NULL)
		g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
	::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs);
#endif

#if !GLFW_HAS_FOCUS_ON_SHOW
	// GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
	// The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW
	// window attribute. See https://github.com/glfw/glfw/issues/1189
	// FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
	if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
	{
		::ShowWindow(hwnd, SW_SHOWNA);
		return;
	}
#endif
#endif

	glfwShowWindow(data->Window);
}

static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
{
	ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
	int x = 0, y = 0;
	glfwGetWindowPos(data->Window, &x, &y);
	return ImVec2((float)x, (float)y);
}

static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
	ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
	data->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
	glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y);
}

static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
{
	ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
	int w = 0, h = 0;
	glfwGetWindowSize(data->Window, &w, &h);
	return ImVec2((float)w, (float)h);
}

static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
	ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
#if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX
	// Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
	// positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
	// doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
	// on the upper-left corner.
	int x, y, width, height;
	glfwGetWindowPos(data->Window, &x, &y);
	glfwGetWindowSize(data->Window, &width, &height);
	glfwSetWindowPos(data->Window, x, y - height + size.y);
#endif
	data->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
	glfwSetWindowSize(data->Window, (int)size.x, (int)size.y);
}

static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
	ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
	glfwSetWindowTitle(data->Window, title);
}

static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
{
#if GLFW_HAS_FOCUS_WINDOW
	ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
	glfwFocusWindow(data->Window);
#else
	// FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus
	// - we set that up ahead, will answer that question later.
	(void)viewport;
#endif
}

static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
{
	ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
	return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0;
}

static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
{
	ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
	return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0;
}

#if GLFW_HAS_WINDOW_ALPHA
static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
	ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
	glfwSetWindowOpacity(data->Window, alpha);
}
#endif

static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
{
	ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
	if (g_ClientApi == GlfwClientApi_OpenGL)
		glfwMakeContextCurrent(data->Window);
}

static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
{
	ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
	if (g_ClientApi == GlfwClientApi_OpenGL)
	{
		glfwMakeContextCurrent(data->Window);
		glfwSwapBuffers(data->Window);
	}
}

//--------------------------------------------------------------------------------------------------------
// IME (Input Method Editor) basic support for e.g. Asian language users
//--------------------------------------------------------------------------------------------------------

// We provide a Win32 implementation because this is such a common issue for IME users
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) &&                                                    \
		!defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
#define HAS_WIN32_IME 1
#include <imm.h>
#ifdef _MSC_VER
#pragma comment(lib, "imm32")
#endif
static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
{
	COMPOSITIONFORM cf = {
			CFS_FORCE_POSITION, {(LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y)}, {0, 0, 0, 0}};
	if (HWND hwnd = (HWND)viewport->PlatformHandleRaw)
		if (HIMC himc = ::ImmGetContext(hwnd))
		{
			::ImmSetCompositionWindow(himc, &cf);
			::ImmReleaseContext(hwnd, himc);
		}
}
#else
#define HAS_WIN32_IME 0
#endif

//--------------------------------------------------------------------------------------------------------
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
//--------------------------------------------------------------------------------------------------------

// Avoid including <vulkan.h> so we can build without it
#if GLFW_HAS_VULKAN
#ifndef VULKAN_H_
#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) ||             \
		defined(_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T* object;
#else
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
#endif
VK_DEFINE_HANDLE(VkInstance)
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
struct VkAllocationCallbacks;
enum VkResult
{
	VK_RESULT_MAX_ENUM = 0x7FFFFFFF
};
#endif // VULKAN_H_
extern "C"
{
	extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window,
	                                                const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface);
}
static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator,
                                          ImU64* out_vk_surface)
{
	ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
	IM_ASSERT(g_ClientApi == GlfwClientApi_Vulkan);
	VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, data->Window,
	                                       (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
	return (int)err;
}
#endif // GLFW_HAS_VULKAN

static void ImGui_ImplGlfw_InitPlatformInterface()
{
	// Register platform interface (will be coupled with a renderer interface)
	ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
	platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
	platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
	platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
	platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
	platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
	platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
	platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
	platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
	platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
	platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
	platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
	platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
	platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
#if GLFW_HAS_WINDOW_ALPHA
	platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
#endif
#if GLFW_HAS_VULKAN
	platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
#endif
#if HAS_WIN32_IME
	platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
#endif

	// Register main window handle (which is owned by the main application, not by us)
	// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for
	// main and secondary viewports.
	ImGuiViewport* main_viewport = ImGui::GetMainViewport();
	ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
	data->Window = g_Window;
	data->WindowOwned = false;
	main_viewport->PlatformUserData = data;
	main_viewport->PlatformHandle = (void*)g_Window;
}

static void ImGui_ImplGlfw_ShutdownPlatformInterface()
{
}
