diff --git a/CHANGELOG.md b/CHANGELOG.md
new file mode 100644
--- /dev/null
+++ b/CHANGELOG.md
@@ -0,0 +1,13 @@
+# Changelog for `dear-imgui-impl-glfw`
+
+All notable changes to this package will be documented in this file.
+
+The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
+and this project adheres to the
+[Haskell Package Versioning Policy](https://pvp.haskell.org/).
+
+## 1.0.0 - 2026-10-21
+
+Initial release.
+
+- Generated with dear_bindings `v0.26` from Dear ImGui `v1.93.0-docking`.
diff --git a/LICENSE b/LICENSE
new file mode 100644
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,26 @@
+Copyright 2026 IC Rainbow
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are met:
+
+1.  Redistributions of source code must retain the above copyright notice, this
+    list of conditions and the following disclaimer.
+
+2.  Redistributions in binary form must reproduce the above copyright notice,
+    this list of conditions and the following disclaimer in the documentation
+    and/or other materials provided with the distribution.
+
+3.  Neither the name of the copyright holder nor the names of its contributors
+    may be used to endorse or promote products derived from this software
+    without specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
diff --git a/README.md b/README.md
new file mode 100644
--- /dev/null
+++ b/README.md
@@ -0,0 +1,6 @@
+# dear-imgui-impl-glfw
+
+Platform backend for [Dear ImGui] on GLFW windows.
+Pair it with a renderer backend.
+
+[Dear ImGui]: https://github.com/ocornut/imgui
diff --git a/cbits/DearImGuiWrappers.cpp b/cbits/DearImGuiWrappers.cpp
new file mode 100644
--- /dev/null
+++ b/cbits/DearImGuiWrappers.cpp
@@ -0,0 +1,3 @@
+// Generated by dear-bindings-ffi. Do not edit.
+#include "DearImGuiWrappers.h"
+
diff --git a/cbits/DearImGuiWrappers.h b/cbits/DearImGuiWrappers.h
new file mode 100644
--- /dev/null
+++ b/cbits/DearImGuiWrappers.h
@@ -0,0 +1,16 @@
+// Generated by dear-bindings-ffi. Do not edit.
+#ifndef DEAR_IMGUI_WRAPPERS_H
+#define DEAR_IMGUI_WRAPPERS_H
+
+#include "dcimgui_impl_glfw.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
diff --git a/cbits/dcimgui_impl_glfw.cpp b/cbits/dcimgui_impl_glfw.cpp
new file mode 100644
--- /dev/null
+++ b/cbits/dcimgui_impl_glfw.cpp
@@ -0,0 +1,202 @@
+// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
+// **DO NOT EDIT DIRECTLY**
+// https://github.com/dearimgui/dear_bindings
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+
+#include <stdio.h>
+
+// Wrap this in a namespace to keep it separate from the C++ API
+// This define prevents #defines in the header getting defined again (as they are already in the normal header above),
+// and thus generating redefinition warnings
+#define DEAR_BINDINGS_INTERNAL_GLUE_CODE
+namespace cimgui
+{
+#include "dcimgui_impl_glfw.h"
+}
+#undef DEAR_BINDINGS_INTERNAL_GLUE_CODE
+
+// By-value struct conversions
+
+static inline cimgui::ImVec2 ConvertFromCPP_ImVec2(const ::ImVec2& src)
+{
+    cimgui::ImVec2 dest;
+    dest.x = src.x;
+    dest.y = src.y;
+    return dest;
+}
+
+static inline ::ImVec2 ConvertToCPP_ImVec2(const cimgui::ImVec2& src)
+{
+    ::ImVec2 dest;
+    dest.x = src.x;
+    dest.y = src.y;
+    return dest;
+}
+
+static inline cimgui::ImVec4 ConvertFromCPP_ImVec4(const ::ImVec4& src)
+{
+    cimgui::ImVec4 dest;
+    dest.x = src.x;
+    dest.y = src.y;
+    dest.z = src.z;
+    dest.w = src.w;
+    return dest;
+}
+
+static inline ::ImVec4 ConvertToCPP_ImVec4(const cimgui::ImVec4& src)
+{
+    ::ImVec4 dest;
+    dest.x = src.x;
+    dest.y = src.y;
+    dest.z = src.z;
+    dest.w = src.w;
+    return dest;
+}
+
+static inline cimgui::ImTextureRef ConvertFromCPP_ImTextureRef(const ::ImTextureRef& src)
+{
+    cimgui::ImTextureRef dest;
+    dest._TexData = reinterpret_cast<cimgui::ImTextureData*>(src._TexData);
+    dest._TexID = src._TexID;
+    return dest;
+}
+
+static inline ::ImTextureRef ConvertToCPP_ImTextureRef(const cimgui::ImTextureRef& src)
+{
+    ::ImTextureRef dest;
+    dest._TexData = reinterpret_cast<::ImTextureData*>(src._TexData);
+    dest._TexID = src._TexID;
+    return dest;
+}
+
+static inline cimgui::ImColor ConvertFromCPP_ImColor(const ::ImColor& src)
+{
+    cimgui::ImColor dest;
+    dest.Value.x = src.Value.x;
+    dest.Value.y = src.Value.y;
+    dest.Value.z = src.Value.z;
+    dest.Value.w = src.Value.w;
+    return dest;
+}
+
+static inline ::ImColor ConvertToCPP_ImColor(const cimgui::ImColor& src)
+{
+    ::ImColor dest;
+    dest.Value.x = src.Value.x;
+    dest.Value.y = src.Value.y;
+    dest.Value.z = src.Value.z;
+    dest.Value.w = src.Value.w;
+    return dest;
+}
+
+// Function stubs
+
+#ifndef IMGUI_DISABLE
+
+CIMGUI_IMPL_API bool cimgui::cImGui_ImplGlfw_InitForOpenGL(cimgui::GLFWwindow* window, bool install_callbacks)
+{
+    return ::ImGui_ImplGlfw_InitForOpenGL(reinterpret_cast<::GLFWwindow*>(window), install_callbacks);
+}
+
+CIMGUI_IMPL_API bool cimgui::cImGui_ImplGlfw_InitForVulkan(cimgui::GLFWwindow* window, bool install_callbacks)
+{
+    return ::ImGui_ImplGlfw_InitForVulkan(reinterpret_cast<::GLFWwindow*>(window), install_callbacks);
+}
+
+CIMGUI_IMPL_API bool cimgui::cImGui_ImplGlfw_InitForOther(cimgui::GLFWwindow* window, bool install_callbacks)
+{
+    return ::ImGui_ImplGlfw_InitForOther(reinterpret_cast<::GLFWwindow*>(window), install_callbacks);
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_Shutdown(void)
+{
+    ::ImGui_ImplGlfw_Shutdown();
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_NewFrame(void)
+{
+    ::ImGui_ImplGlfw_NewFrame();
+}
+
+#ifdef __EMSCRIPTEN__
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_InstallEmscriptenCallbacks(cimgui::GLFWwindow* window, const char* canvas_selector)
+{
+    ::ImGui_ImplGlfw_InstallEmscriptenCallbacks(reinterpret_cast<::GLFWwindow*>(window), canvas_selector);
+}
+
+#endif // #ifdef __EMSCRIPTEN__
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_InstallCallbacks(cimgui::GLFWwindow* window)
+{
+    ::ImGui_ImplGlfw_InstallCallbacks(reinterpret_cast<::GLFWwindow*>(window));
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_RestoreCallbacks(cimgui::GLFWwindow* window)
+{
+    ::ImGui_ImplGlfw_RestoreCallbacks(reinterpret_cast<::GLFWwindow*>(window));
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
+{
+    ::ImGui_ImplGlfw_SetCallbacksChainForAllWindows(chain_for_all_windows);
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_WindowFocusCallback(cimgui::GLFWwindow* window, int focused)
+{
+    ::ImGui_ImplGlfw_WindowFocusCallback(reinterpret_cast<::GLFWwindow*>(window), focused);
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_CursorEnterCallback(cimgui::GLFWwindow* window, int entered)
+{
+    ::ImGui_ImplGlfw_CursorEnterCallback(reinterpret_cast<::GLFWwindow*>(window), entered);
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_CursorPosCallback(cimgui::GLFWwindow* window, double x, double y)
+{
+    ::ImGui_ImplGlfw_CursorPosCallback(reinterpret_cast<::GLFWwindow*>(window), x, y);
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_MouseButtonCallback(cimgui::GLFWwindow* window, int button, int action, int mods)
+{
+    ::ImGui_ImplGlfw_MouseButtonCallback(reinterpret_cast<::GLFWwindow*>(window), button, action, mods);
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_ScrollCallback(cimgui::GLFWwindow* window, double xoffset, double yoffset)
+{
+    ::ImGui_ImplGlfw_ScrollCallback(reinterpret_cast<::GLFWwindow*>(window), xoffset, yoffset);
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_KeyCallback(cimgui::GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+    ::ImGui_ImplGlfw_KeyCallback(reinterpret_cast<::GLFWwindow*>(window), key, scancode, action, mods);
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_CharCallback(cimgui::GLFWwindow* window, unsigned int c)
+{
+    ::ImGui_ImplGlfw_CharCallback(reinterpret_cast<::GLFWwindow*>(window), c);
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_MonitorCallback(cimgui::GLFWmonitor* monitor, int event)
+{
+    ::ImGui_ImplGlfw_MonitorCallback(reinterpret_cast<::GLFWmonitor*>(monitor), event);
+}
+
+CIMGUI_IMPL_API void cimgui::cImGui_ImplGlfw_Sleep(int milliseconds)
+{
+    ::ImGui_ImplGlfw_Sleep(milliseconds);
+}
+
+CIMGUI_IMPL_API float cimgui::cImGui_ImplGlfw_GetContentScaleForWindow(cimgui::GLFWwindow* window)
+{
+    return ::ImGui_ImplGlfw_GetContentScaleForWindow(reinterpret_cast<::GLFWwindow*>(window));
+}
+
+CIMGUI_IMPL_API float cimgui::cImGui_ImplGlfw_GetContentScaleForMonitor(cimgui::GLFWmonitor* monitor)
+{
+    return ::ImGui_ImplGlfw_GetContentScaleForMonitor(reinterpret_cast<::GLFWmonitor*>(monitor));
+}
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/cbits/dcimgui_impl_glfw.h b/cbits/dcimgui_impl_glfw.h
new file mode 100644
--- /dev/null
+++ b/cbits/dcimgui_impl_glfw.h
@@ -0,0 +1,98 @@
+// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
+// **DO NOT EDIT DIRECTLY**
+// https://github.com/dearimgui/dear_bindings
+
+// Dear Bindings version as a string
+#ifndef DEAR_BINDINGS_VERSION
+#define DEAR_BINDINGS_VERSION "0.26"
+#endif
+
+// Dear Bindings version as an integer
+#ifndef DEAR_BINDINGS_VERSION_NUMBER
+#define DEAR_BINDINGS_VERSION_NUMBER 26
+#endif
+
+// dear imgui: Platform Backend for GLFW
+// ImDrawIdx: vertex index. [Compile-time configurable type]
+// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
+// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
+#ifndef ImDrawIdx
+typedef unsigned short ImDrawIdx;  // Default: 16-bit (for maximum compatibility with renderer backends)
+#endif // #ifndef ImDrawIdx
+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
+// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+// (Requires: GLFW 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.)
+
+// Implemented features:
+//  [X] Platform: Clipboard support.
+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
+//  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+//  [X] Multiple Dear ImGui contexts support.
+// Missing features or Issues:
+//  [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
+//  [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
+//  [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#pragma once
+
+#ifdef __cplusplus
+extern "C"
+{
+#endif
+#include "dcimgui.h"
+#ifndef IMGUI_DISABLE
+typedef struct GLFWwindow GLFWwindow;
+typedef struct GLFWmonitor GLFWmonitor;
+
+typedef struct ImDrawData_t ImDrawData;
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+CIMGUI_IMPL_API bool cImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
+CIMGUI_IMPL_API bool cImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
+CIMGUI_IMPL_API bool cImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
+CIMGUI_IMPL_API void cImGui_ImplGlfw_Shutdown(void);
+CIMGUI_IMPL_API void cImGui_ImplGlfw_NewFrame(void);
+
+// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)
+#ifdef __EMSCRIPTEN__
+CIMGUI_IMPL_API void cImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);
+//static inline void    ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0
+#endif // #ifdef __EMSCRIPTEN__
+// GLFW callbacks install
+// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
+// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
+CIMGUI_IMPL_API void cImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
+CIMGUI_IMPL_API void cImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
+
+// GLFW callbacks options:
+// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
+CIMGUI_IMPL_API void cImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
+
+// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
+CIMGUI_IMPL_API void cImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);                     // Since 1.84
+CIMGUI_IMPL_API void cImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);                     // Since 1.84
+CIMGUI_IMPL_API void cImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y);                // Since 1.87
+CIMGUI_IMPL_API void cImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
+CIMGUI_IMPL_API void cImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
+CIMGUI_IMPL_API void cImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
+CIMGUI_IMPL_API void cImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
+CIMGUI_IMPL_API void cImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
+
+// GLFW helpers
+CIMGUI_IMPL_API void cImGui_ImplGlfw_Sleep(int milliseconds);
+CIMGUI_IMPL_API float cImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window);
+CIMGUI_IMPL_API float cImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor);
+#endif// #ifndef IMGUI_DISABLE
+#ifdef __cplusplus
+} // End of extern "C" block
+#endif
diff --git a/cbits/imgui_impl_glfw.cpp b/cbits/imgui_impl_glfw.cpp
new file mode 100644
--- /dev/null
+++ b/cbits/imgui_impl_glfw.cpp
@@ -0,0 +1,1734 @@
+// dear imgui: Platform Backend for GLFW
+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
+// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+// (Requires: GLFW 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.)
+
+// Implemented features:
+//  [X] Platform: Clipboard support.
+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
+//  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+//  [X] Multiple Dear ImGui contexts support.
+// Missing features or Issues:
+//  [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
+//  [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
+//  [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// About Emscripten support:
+// - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.)
+// - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser.
+// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details.
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+//  2026-09-15: [Docking] Fixed applying mouse cursor shapes to secondary viewports (broken in 1.92.6, 2025-12-10).
+//  2026-04-21: Added a Win32-specific implementation of ImGui_ImplGlfw_GetContentScaleXXXX functions for legacy GLFW 3.2.
+//  2026-03-25: Mouse cursor is properly restored if changed by user app/code while using glfwSetInputMode(..., GLFW_CURSOR_DISABLED) or ImGuiConfigFlags_NoMouseCursorChange. Amend change from 2025-12-10.
+//  2026-02-10: Try to set IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND automatically if corresponding headers are not accessible. (#9225)
+//  2026-01-25: [Docking] Improve workarounds for cases where GLFW is unable to provide any reliable monitor info. Preserve existing monitor list when none of the new one is valid. (#9195, #7902, #5683)
+//  2026-01-18: [Docking] Dynamically load X11 functions to avoid -lx11 linking requirement introduced on 2025-09-10.
+//  2025-12-12: Added IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND to forcefully disable either.
+//  2025-12-10: Avoid repeated glfwSetCursor()/glfwSetInputMode() calls when unnecessary. Lowers overhead for very high framerates (e.g. 10k+ FPS).
+//  2025-11-06: Lower minimum requirement to GLFW 3.0. Though a recent version e.g GLFW 3.4 is highly recommended.
+//  2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
+//  2025-09-15: Content Scales are always reported as 1.0 on Wayland. FramebufferScale are always reported as 1.0 on X11. (#8920, #8921)
+//  2025-09-10: [Docking] Improve multi-viewport behavior in tiling WMs on X11 via the ImGui_ImplGlfw_SetWindowFloating() function. Note: using GLFW backend on Linux/BSD etc. requires linking with -lX11. (#8884, #8474, #8289)
+//  2025-07-08: Made ImGui_ImplGlfw_GetContentScaleForWindow(), ImGui_ImplGlfw_GetContentScaleForMonitor() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733)
+//  2025-06-18: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069)
+//  2025-06-11: Added ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) and ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) helper to facilitate making DPI-aware apps.
+//  2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
+//  2025-04-26: [Docking] Disable multi-viewports under Wayland. (#8587)
+//  2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102.
+//  2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled.
+//  2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
+//  2024-11-05: [Docking] Added Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922)
+//  2024-08-22: Moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
+//               - io.GetClipboardTextFn    -> platform_io.Platform_GetClipboardTextFn
+//               - io.SetClipboardTextFn    -> platform_io.Platform_SetClipboardTextFn
+//               - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
+//  2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
+//  2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
+//  2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)
+//  2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
+//  2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
+//  2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
+//  2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
+//  2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
+//  2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
+//  2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
+//  2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
+//  2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
+//  2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten.
+//  2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
+//  2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
+//  2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+//  2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+//  2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
+//  2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
+//  2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
+//  2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
+//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+//  2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
+//  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+//  2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
+//  2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
+//  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+//  2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
+//  2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
+//  2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
+//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+//  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.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_glfw.h"
+
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wold-style-cast"         // warning: use of old-style cast
+#pragma clang diagnostic ignored "-Wsign-conversion"        // warning: implicit conversion changes signedness
+#pragma clang diagnostic ignored "-Wexit-time-destructors"  // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
+#pragma clang diagnostic ignored "-Wglobal-constructors"    // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
+#elif defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wfloat-equal"              // warning: comparing floating-point with '==' or '!=' is unsafe
+#endif
+
+#if defined(__has_include)
+#if !__has_include(<X11/Xlib.h>) || !__has_include(<X11/extensions/Xrandr.h>)
+#define IMGUI_IMPL_GLFW_DISABLE_X11
+#endif
+#if !__has_include(<wayland-client.h>)
+#define IMGUI_IMPL_GLFW_DISABLE_WAYLAND
+#endif
+#endif
+
+// GLFW
+#if !defined(IMGUI_IMPL_GLFW_DISABLE_X11) && (defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__))
+#define GLFW_HAS_X11        1
+#else
+#define GLFW_HAS_X11        0
+#endif
+#if !defined(IMGUI_IMPL_GLFW_DISABLE_WAYLAND) && (defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__))
+#define GLFW_HAS_WAYLAND    1
+#else
+#define GLFW_HAS_WAYLAND    0
+#endif
+#include <GLFW/glfw3.h>
+#ifdef _WIN32
+#undef APIENTRY
+#ifndef GLFW_EXPOSE_NATIVE_WIN32    // for glfwGetWin32Window()
+#define GLFW_EXPOSE_NATIVE_WIN32
+#endif
+#include <GLFW/glfw3native.h>
+#elif defined(__APPLE__)
+#ifndef GLFW_EXPOSE_NATIVE_COCOA    // for glfwGetCocoaWindow()
+#define GLFW_EXPOSE_NATIVE_COCOA
+#endif
+#include <GLFW/glfw3native.h>
+#elif GLFW_HAS_X11
+#ifndef GLFW_EXPOSE_NATIVE_X11      // for glfwGetX11Display(), glfwGetX11Window() on Freedesktop (Linux, BSD, etc.)
+#define GLFW_EXPOSE_NATIVE_X11
+#include <X11/Xatom.h>
+#include <dlfcn.h>              // for dlopen()
+#endif
+#include <GLFW/glfw3native.h>
+#undef Status                   // X11 headers are leaking this.
+#endif
+
+#ifndef _WIN32
+#include <unistd.h>             // for usleep()
+#endif
+#include <stdio.h>              // for snprintf()
+
+#ifdef __EMSCRIPTEN__
+#include <emscripten.h>
+#include <emscripten/html5.h>
+#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
+#include <GLFW/emscripten_glfw3.h>
+#else
+#define EMSCRIPTEN_USE_EMBEDDED_GLFW3
+#endif
+#endif
+
+// We gather version tests as define in order to easily see which features are version-dependent.
+#define GLFW_VERSION_COMBINED           (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
+#define GLFW_HAS_CREATECURSOR           (GLFW_VERSION_COMBINED >= 3100) // 3.1+ glfwCreateCursor()
+#define GLFW_HAS_WINDOW_TOPMOST         (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING
+#define GLFW_HAS_WINDOW_HOVERED         (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED
+#define GLFW_HAS_WINDOW_ALPHA           (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity
+#define GLFW_HAS_PER_MONITOR_DPI        (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
+#if defined(__EMSCRIPTEN__) || defined(__SWITCH__)                      // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch
+#define GLFW_HAS_VULKAN                 (0)
+#else
+#define GLFW_HAS_VULKAN                 (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface
+#endif
+#define GLFW_HAS_FOCUS_WINDOW           (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow
+#define GLFW_HAS_FOCUS_ON_SHOW          (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
+#define GLFW_HAS_MONITOR_WORK_AREA      (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea
+#define GLFW_HAS_OSX_WINDOW_POS_FIX     (GLFW_VERSION_COMBINED >= 3301) // 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_COMBINED >= 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_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
+#else
+#define GLFW_HAS_MOUSE_PASSTHROUGH      (0)
+#endif
+#define GLFW_HAS_GAMEPAD_API            (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
+#define GLFW_HAS_GETKEYNAME             (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
+#define GLFW_HAS_GETERROR               (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
+#define GLFW_HAS_GETPLATFORM            (GLFW_VERSION_COMBINED >= 3400) // 3.4+ glfwGetPlatform()
+
+// Map GLFWWindow* to ImGuiContext*.
+// - Would be simpler if we could use glfwSetWindowUserPointer()/glfwGetWindowUserPointer(), but this is a single and shared resource.
+// - Would be simpler if we could use e.g. std::map<> as well. But we don't.
+// - This is not particularly optimized as we expect size to be small and queries to be rare.
+struct ImGui_ImplGlfw_WindowToContext { GLFWwindow* Window; ImGuiContext* Context; };
+static ImVector<ImGui_ImplGlfw_WindowToContext> g_ContextMap;
+static void ImGui_ImplGlfw_ContextMap_Add(GLFWwindow* window, ImGuiContext* ctx) { g_ContextMap.push_back(ImGui_ImplGlfw_WindowToContext{ window, ctx }); }
+static void ImGui_ImplGlfw_ContextMap_Remove(GLFWwindow* window)                 { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) { g_ContextMap.erase_unsorted(&entry); if (g_ContextMap.empty()) g_ContextMap.clear(); return; } }
+static ImGuiContext* ImGui_ImplGlfw_ContextMap_Get(GLFWwindow* window)           { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) return entry.Context; return nullptr; }
+
+enum GlfwClientApi
+{
+    GlfwClientApi_OpenGL,
+    GlfwClientApi_Vulkan,
+    GlfwClientApi_Unknown,  // Anything else fits here.
+};
+
+#if GLFW_HAS_X11
+typedef Atom (*PFN_XInternAtom)(Display*, const char* ,Bool);
+typedef int  (*PFN_XChangeProperty)(Display*, Window, Atom, Atom, int, int, const unsigned char*, int);
+typedef int  (*PFN_XChangeWindowAttributes)(Display*, Window, unsigned long, XSetWindowAttributes*);
+typedef int  (*PFN_XFlush)(Display*);
+#endif
+
+// GLFW data
+struct ImGui_ImplGlfw_Data
+{
+    ImGuiContext*           Context;
+    GLFWwindow*             Window;
+    GlfwClientApi           ClientApi;
+    double                  Time;
+    GLFWwindow*             MouseWindow;
+#if GLFW_HAS_CREATECURSOR
+    GLFWcursor*             MouseCursors[ImGuiMouseCursor_COUNT];
+    GLFWcursor*             LastMouseCursor;
+#endif
+    bool                    MouseIgnoreButtonUpWaitForFocusLoss;
+    bool                    MouseIgnoreButtonUp;
+    ImVec2                  LastValidMousePos;
+    GLFWwindow*             KeyOwnerWindows[GLFW_KEY_LAST];
+    bool                    IsWayland;
+    bool                    InstalledCallbacks;
+    bool                    CallbacksChainForAllWindows;
+    char                    BackendPlatformName[40];
+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
+    const char*             CanvasSelector;
+#endif
+
+    // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
+    GLFWwindowfocusfun      PrevUserCallbackWindowFocus;
+    GLFWcursorposfun        PrevUserCallbackCursorPos;
+    GLFWcursorenterfun      PrevUserCallbackCursorEnter;
+    GLFWmousebuttonfun      PrevUserCallbackMousebutton;
+    GLFWscrollfun           PrevUserCallbackScroll;
+    GLFWkeyfun              PrevUserCallbackKey;
+    GLFWcharfun             PrevUserCallbackChar;
+    GLFWmonitorfun          PrevUserCallbackMonitor;
+#ifdef _WIN32
+    WNDPROC                 PrevWndProc;
+#endif
+
+#if GLFW_HAS_X11
+    // Module and function pointers loaded at initialization to avoid linking statically with X11.
+    void*                       X11Module;
+    PFN_XInternAtom             XInternAtom;
+    PFN_XChangeProperty         XChangeProperty;
+    PFN_XChangeWindowAttributes XChangeWindowAttributes;
+    PFN_XFlush                  XFlush;
+#endif
+
+    ImGui_ImplGlfw_Data()   { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
+// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
+//   (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
+// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
+namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); }
+static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
+{
+    // Get data for current context
+    return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
+}
+static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window)
+{
+    // Get data for a given GLFW window, regardless of current context (since GLFW events are sent together)
+    ImGuiContext* ctx = ImGui_ImplGlfw_ContextMap_Get(window);
+    return (ImGui_ImplGlfw_Data*)ImGui::GetIO(ctx).BackendPlatformUserData;
+}
+
+// Forward Declarations
+static void ImGui_ImplGlfw_UpdateMonitors();
+static void ImGui_ImplGlfw_InitMultiViewportSupport();
+static void ImGui_ImplGlfw_ShutdownMultiViewportSupport();
+
+// Functions
+static bool ImGui_ImplGlfw_IsWayland()
+{
+#if !GLFW_HAS_WAYLAND
+    return false;
+#elif GLFW_HAS_GETPLATFORM
+    return glfwGetPlatform() == GLFW_PLATFORM_WAYLAND;
+#else
+    const char* version = glfwGetVersionString();
+    if (strstr(version, "Wayland") == nullptr) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland
+        return false;
+#ifdef GLFW_EXPOSE_NATIVE_X11
+    if (glfwGetX11Display() != nullptr)
+        return false;
+#endif
+    return true;
+#endif
+}
+
+// Not static to allow third-party code to use that if they want to (but undocumented)
+ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode);
+ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
+{
+    IM_UNUSED(scancode);
+    switch (keycode)
+    {
+        case GLFW_KEY_TAB: return ImGuiKey_Tab;
+        case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
+        case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
+        case GLFW_KEY_UP: return ImGuiKey_UpArrow;
+        case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
+        case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
+        case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
+        case GLFW_KEY_HOME: return ImGuiKey_Home;
+        case GLFW_KEY_END: return ImGuiKey_End;
+        case GLFW_KEY_INSERT: return ImGuiKey_Insert;
+        case GLFW_KEY_DELETE: return ImGuiKey_Delete;
+        case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
+        case GLFW_KEY_SPACE: return ImGuiKey_Space;
+        case GLFW_KEY_ENTER: return ImGuiKey_Enter;
+        case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
+        case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
+        case GLFW_KEY_COMMA: return ImGuiKey_Comma;
+        case GLFW_KEY_MINUS: return ImGuiKey_Minus;
+        case GLFW_KEY_PERIOD: return ImGuiKey_Period;
+        case GLFW_KEY_SLASH: return ImGuiKey_Slash;
+        case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
+        case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
+        case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
+        case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
+        case GLFW_KEY_WORLD_1: return ImGuiKey_Oem102;
+        case GLFW_KEY_WORLD_2: return ImGuiKey_Oem102;
+        case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
+        case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
+        case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
+        case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
+        case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
+        case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
+        case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
+        case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
+        case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
+        case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
+        case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
+        case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
+        case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
+        case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
+        case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
+        case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
+        case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
+        case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
+        case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
+        case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
+        case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
+        case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
+        case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
+        case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
+        case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
+        case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
+        case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
+        case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
+        case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
+        case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
+        case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
+        case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
+        case GLFW_KEY_MENU: return ImGuiKey_Menu;
+        case GLFW_KEY_0: return ImGuiKey_0;
+        case GLFW_KEY_1: return ImGuiKey_1;
+        case GLFW_KEY_2: return ImGuiKey_2;
+        case GLFW_KEY_3: return ImGuiKey_3;
+        case GLFW_KEY_4: return ImGuiKey_4;
+        case GLFW_KEY_5: return ImGuiKey_5;
+        case GLFW_KEY_6: return ImGuiKey_6;
+        case GLFW_KEY_7: return ImGuiKey_7;
+        case GLFW_KEY_8: return ImGuiKey_8;
+        case GLFW_KEY_9: return ImGuiKey_9;
+        case GLFW_KEY_A: return ImGuiKey_A;
+        case GLFW_KEY_B: return ImGuiKey_B;
+        case GLFW_KEY_C: return ImGuiKey_C;
+        case GLFW_KEY_D: return ImGuiKey_D;
+        case GLFW_KEY_E: return ImGuiKey_E;
+        case GLFW_KEY_F: return ImGuiKey_F;
+        case GLFW_KEY_G: return ImGuiKey_G;
+        case GLFW_KEY_H: return ImGuiKey_H;
+        case GLFW_KEY_I: return ImGuiKey_I;
+        case GLFW_KEY_J: return ImGuiKey_J;
+        case GLFW_KEY_K: return ImGuiKey_K;
+        case GLFW_KEY_L: return ImGuiKey_L;
+        case GLFW_KEY_M: return ImGuiKey_M;
+        case GLFW_KEY_N: return ImGuiKey_N;
+        case GLFW_KEY_O: return ImGuiKey_O;
+        case GLFW_KEY_P: return ImGuiKey_P;
+        case GLFW_KEY_Q: return ImGuiKey_Q;
+        case GLFW_KEY_R: return ImGuiKey_R;
+        case GLFW_KEY_S: return ImGuiKey_S;
+        case GLFW_KEY_T: return ImGuiKey_T;
+        case GLFW_KEY_U: return ImGuiKey_U;
+        case GLFW_KEY_V: return ImGuiKey_V;
+        case GLFW_KEY_W: return ImGuiKey_W;
+        case GLFW_KEY_X: return ImGuiKey_X;
+        case GLFW_KEY_Y: return ImGuiKey_Y;
+        case GLFW_KEY_Z: return ImGuiKey_Z;
+        case GLFW_KEY_F1: return ImGuiKey_F1;
+        case GLFW_KEY_F2: return ImGuiKey_F2;
+        case GLFW_KEY_F3: return ImGuiKey_F3;
+        case GLFW_KEY_F4: return ImGuiKey_F4;
+        case GLFW_KEY_F5: return ImGuiKey_F5;
+        case GLFW_KEY_F6: return ImGuiKey_F6;
+        case GLFW_KEY_F7: return ImGuiKey_F7;
+        case GLFW_KEY_F8: return ImGuiKey_F8;
+        case GLFW_KEY_F9: return ImGuiKey_F9;
+        case GLFW_KEY_F10: return ImGuiKey_F10;
+        case GLFW_KEY_F11: return ImGuiKey_F11;
+        case GLFW_KEY_F12: return ImGuiKey_F12;
+        case GLFW_KEY_F13: return ImGuiKey_F13;
+        case GLFW_KEY_F14: return ImGuiKey_F14;
+        case GLFW_KEY_F15: return ImGuiKey_F15;
+        case GLFW_KEY_F16: return ImGuiKey_F16;
+        case GLFW_KEY_F17: return ImGuiKey_F17;
+        case GLFW_KEY_F18: return ImGuiKey_F18;
+        case GLFW_KEY_F19: return ImGuiKey_F19;
+        case GLFW_KEY_F20: return ImGuiKey_F20;
+        case GLFW_KEY_F21: return ImGuiKey_F21;
+        case GLFW_KEY_F22: return ImGuiKey_F22;
+        case GLFW_KEY_F23: return ImGuiKey_F23;
+        case GLFW_KEY_F24: return ImGuiKey_F24;
+        default: return ImGuiKey_None;
+    }
+}
+
+// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
+// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
+static void ImGui_ImplGlfw_UpdateKeyModifiers(ImGuiIO& io, GLFWwindow* window)
+{
+    io.AddKeyEvent(ImGuiMod_Ctrl,  (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
+    io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT)   == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT)   == GLFW_PRESS));
+    io.AddKeyEvent(ImGuiMod_Alt,   (glfwGetKey(window, GLFW_KEY_LEFT_ALT)     == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT)     == GLFW_PRESS));
+    io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER)   == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER)   == GLFW_PRESS));
+}
+
+static bool ImGui_ImplGlfw_ShouldChainCallback(ImGui_ImplGlfw_Data* bd, GLFWwindow* window)
+{
+    return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
+}
+
+void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
+    if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
+        bd->PrevUserCallbackMousebutton(window, button, action, mods);
+
+    // Workaround for Linux: ignore mouse up events which are following an focus loss following a viewport creation
+    if (bd->MouseIgnoreButtonUp && action == GLFW_RELEASE)
+        return;
+
+    ImGuiIO& io = ImGui::GetIO(bd->Context);
+    ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
+    if (button >= 0 && button < ImGuiMouseButton_COUNT)
+        io.AddMouseButtonEvent(button, action == GLFW_PRESS);
+}
+
+void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
+    if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
+        bd->PrevUserCallbackScroll(window, xoffset, yoffset);
+
+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
+    // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
+    return;
+#endif
+
+    ImGuiIO& io = ImGui::GetIO(bd->Context);
+    io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
+}
+
+// FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()?
+static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
+{
+#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
+    // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
+    // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
+    // See https://github.com/glfw/glfw/issues/1502 for details.
+    // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
+    // This won't cover edge cases but this is at least going to cover common cases.
+    if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
+        return key;
+    GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
+    const char* key_name = glfwGetKeyName(key, scancode);
+    glfwSetErrorCallback(prev_error_callback);
+#if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908)
+    (void)glfwGetError(nullptr);
+#endif
+    if (key_name && key_name[0] != 0 && key_name[1] == 0)
+    {
+        const char char_names[] = "`-=[]\\,;\'./";
+        const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
+        IM_ASSERT(IM_COUNTOF(char_names) == IM_COUNTOF(char_keys));
+        if (key_name[0] >= '0' && key_name[0] <= '9')               { key = GLFW_KEY_0 + (key_name[0] - '0'); }
+        else if (key_name[0] >= 'A' && key_name[0] <= 'Z')          { key = GLFW_KEY_A + (key_name[0] - 'A'); }
+        else if (key_name[0] >= 'a' && key_name[0] <= 'z')          { key = GLFW_KEY_A + (key_name[0] - 'a'); }
+        else if (const char* p = strchr(char_names, key_name[0]))   { key = char_keys[p - char_names]; }
+    }
+    // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
+#else
+    IM_UNUSED(scancode);
+#endif
+    return key;
+}
+
+void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
+    if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
+        bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
+
+    if (action != GLFW_PRESS && action != GLFW_RELEASE)
+        return;
+
+    ImGuiIO& io = ImGui::GetIO(bd->Context);
+    ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
+
+    if (keycode >= 0 && keycode < IM_COUNTOF(bd->KeyOwnerWindows))
+        bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr;
+
+    keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
+
+    ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
+    io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
+    io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
+}
+
+void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
+    if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
+        bd->PrevUserCallbackWindowFocus(window, focused);
+
+    // Workaround for Linux: when losing focus with MouseIgnoreButtonUpWaitForFocusLoss set, we will temporarily ignore subsequent Mouse Up events
+    bd->MouseIgnoreButtonUp = (bd->MouseIgnoreButtonUpWaitForFocusLoss && focused == 0);
+    bd->MouseIgnoreButtonUpWaitForFocusLoss = false;
+
+    ImGuiIO& io = ImGui::GetIO(bd->Context);
+    io.AddFocusEvent(focused != 0);
+}
+
+void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
+    if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
+        bd->PrevUserCallbackCursorPos(window, x, y);
+
+    ImGuiIO& io = ImGui::GetIO(bd->Context);
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+    {
+        int window_x, window_y;
+        glfwGetWindowPos(window, &window_x, &window_y);
+        x += window_x;
+        y += window_y;
+    }
+    io.AddMousePosEvent((float)x, (float)y);
+    bd->LastValidMousePos = ImVec2((float)x, (float)y);
+}
+
+// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
+// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
+void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
+    if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
+        bd->PrevUserCallbackCursorEnter(window, entered);
+
+    ImGuiIO& io = ImGui::GetIO(bd->Context);
+    if (entered)
+    {
+        bd->MouseWindow = window;
+        io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
+    }
+    else if (!entered && bd->MouseWindow == window)
+    {
+        bd->LastValidMousePos = io.MousePos;
+        bd->MouseWindow = nullptr;
+        io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+    }
+}
+
+void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
+    if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
+        bd->PrevUserCallbackChar(window, c);
+
+    ImGuiIO& io = ImGui::GetIO(bd->Context);
+    io.AddInputCharacter(c);
+}
+
+void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
+{
+    // This function is technically part of the API even if we stopped using the callback, so leaving it around.
+}
+
+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
+static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void* user_data)
+{
+    // Mimic Emscripten_HandleWheel() in SDL.
+    // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
+    ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
+    float multiplier = 0.0f;
+    if (ev->deltaMode == DOM_DELTA_PIXEL)       { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
+    else if (ev->deltaMode == DOM_DELTA_LINE)   { multiplier = 1.0f / 3.0f; }   // 3 lines make up a step.
+    else if (ev->deltaMode == DOM_DELTA_PAGE)   { multiplier = 80.0f; }         // A page makes up 80 steps.
+    float wheel_x = ev->deltaX * -multiplier;
+    float wheel_y = ev->deltaY * -multiplier;
+    ImGuiIO& io = ImGui::GetIO(bd->Context);
+    io.AddMouseWheelEvent(wheel_x, wheel_y);
+    //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
+    return EM_TRUE;
+}
+#endif
+
+#ifdef _WIN32
+static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+#endif
+
+void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
+    IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
+    IM_ASSERT(bd->Window == window);
+
+    bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
+    bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
+    bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
+    bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
+    bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
+    bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
+    bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
+    bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
+    bd->InstalledCallbacks = true;
+}
+
+void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
+    IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
+    IM_ASSERT(bd->Window == window);
+
+    glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
+    glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
+    glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
+    glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
+    glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
+    glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
+    glfwSetCharCallback(window, bd->PrevUserCallbackChar);
+    glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
+    bd->InstalledCallbacks = false;
+    bd->PrevUserCallbackWindowFocus = nullptr;
+    bd->PrevUserCallbackCursorEnter = nullptr;
+    bd->PrevUserCallbackCursorPos = nullptr;
+    bd->PrevUserCallbackMousebutton = nullptr;
+    bd->PrevUserCallbackScroll = nullptr;
+    bd->PrevUserCallbackKey = nullptr;
+    bd->PrevUserCallbackChar = nullptr;
+    bd->PrevUserCallbackMonitor = nullptr;
+}
+
+// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user).
+// This is 'false' by default meaning we only chain callbacks for the main viewport.
+// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
+// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
+void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    bd->CallbacksChainForAllWindows = chain_for_all_windows;
+}
+
+#ifdef __EMSCRIPTEN__
+#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
+void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); }
+#else
+EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
+#endif
+#endif
+
+static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IMGUI_CHECKVERSION();
+    IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
+    //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
+
+    // Setup backend capabilities flags
+    ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
+    bd->Context = ImGui::GetCurrentContext();
+    bd->Window = window;
+    bd->Time = 0.0;
+    bd->IsWayland = ImGui_ImplGlfw_IsWayland();
+    ImGui_ImplGlfw_ContextMap_Add(window, bd->Context);
+
+    snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)%s", GLFW_VERSION_COMBINED, bd->IsWayland ? " (Wayland)" : "");
+    io.BackendPlatformUserData = (void*)bd;
+    io.BackendPlatformName = bd->BackendPlatformName;
+#if GLFW_HAS_CREATECURSOR
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)
+#endif
+    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+    bool has_viewports = false;
+#ifndef __EMSCRIPTEN__
+    has_viewports = true;
+#if GLFW_HAS_GETPLATFORM
+    if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND)
+        has_viewports = false;
+#endif
+    if (has_viewports)
+        io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;  // We can create multi-viewports on the Platform side (optional)
+#endif
+#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
+#endif
+
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+#if GLFW_VERSION_COMBINED < 3300
+    platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); };
+    platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window); };
+#else
+    platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); };
+    platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); };
+#endif
+
+#ifdef __EMSCRIPTEN__
+    platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
+#endif
+
+    // 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 nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
+#if GLFW_HAS_CREATECURSOR
+    GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
+    bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
+#if GLFW_HAS_NEW_CURSORS
+    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
+#else
+    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+#endif
+    glfwSetErrorCallback(prev_error_callback);
+#endif
+#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
+    (void)glfwGetError(nullptr);
+#endif
+
+    // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
+    if (install_callbacks)
+        ImGui_ImplGlfw_InstallCallbacks(window);
+
+    // Update monitor a first time during init
+    // (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);
+
+    // Set platform dependent data in viewport
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    main_viewport->PlatformHandle = (void*)bd->Window;
+#ifdef _WIN32
+    main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
+#elif defined(__APPLE__)
+    main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
+#else
+    IM_UNUSED(main_viewport);
+#endif
+    if (has_viewports)
+        ImGui_ImplGlfw_InitMultiViewportSupport();
+
+    // Windows: register a WndProc hook so we can intercept some messages.
+#ifdef _WIN32
+    HWND hwnd = (HWND)main_viewport->PlatformHandleRaw;
+    ::SetPropA(hwnd, "IMGUI_BACKEND_DATA", bd);
+    bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
+    IM_ASSERT(bd->PrevWndProc != nullptr);
+    ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
+#endif
+
+#if GLFW_HAS_X11
+    if (!bd->IsWayland)
+    {
+        // Load X11 module dynamically. Copied from the way that GLFW does it in x11_init.c
+#if defined(__CYGWIN__)
+        const char* x11_module_path = "libX11-6.so";
+#elif defined(__OpenBSD__) || defined(__NetBSD__)
+        const char* x11_module_path = "libX11.so";
+#else
+        const char* x11_module_path = "libX11.so.6";
+#endif
+        bd->X11Module = dlopen(x11_module_path, RTLD_LAZY | RTLD_LOCAL);
+        bd->XInternAtom = (PFN_XInternAtom)dlsym(bd->X11Module, "XInternAtom");
+        bd->XChangeProperty = (PFN_XChangeProperty)dlsym(bd->X11Module, "XChangeProperty");
+        bd->XChangeWindowAttributes = (PFN_XChangeWindowAttributes)dlsym(bd->X11Module, "XChangeWindowAttributes");
+        bd->XFlush = (PFN_XFlush)dlsym(bd->X11Module, "XFlush");
+        IM_ASSERT(bd->XInternAtom != nullptr && bd->XChangeProperty != nullptr && bd->XChangeWindowAttributes != nullptr && bd->XFlush != nullptr);
+    }
+#endif
+
+    // Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime
+    // to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten).
+#ifdef __EMSCRIPTEN__
+#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
+    if (emscripten::glfw3::IsRuntimePlatformApple())
+    {
+        io.ConfigMacOSXBehaviors = true;
+
+        // Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used.
+        // This means that Meta + V only registers a single key-press, even if the keys are held.
+        // This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself.
+        // See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key
+        emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10);
+    }
+#endif
+#endif
+
+    bd->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);
+}
+
+bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
+{
+    return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
+}
+
+void ImGui_ImplGlfw_Shutdown()
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
+
+    ImGuiIO& io = ImGui::GetIO();
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+
+    ImGui_ImplGlfw_ShutdownMultiViewportSupport();
+    if (bd->InstalledCallbacks)
+        ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
+    if (bd->CanvasSelector)
+        emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);
+#endif
+#if GLFW_HAS_CREATECURSOR
+    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+        glfwDestroyCursor(bd->MouseCursors[cursor_n]);
+#endif
+    // Windows: restore our WndProc hook
+#ifdef _WIN32
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    ::SetPropA((HWND)main_viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", nullptr);
+    ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
+    bd->PrevWndProc = nullptr;
+#endif
+
+#if GLFW_HAS_X11
+    if (bd->X11Module != nullptr)
+        dlclose(bd->X11Module);
+#endif
+
+    io.BackendPlatformName = nullptr;
+    io.BackendPlatformUserData = nullptr;
+    io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
+    platform_io.ClearPlatformHandlers();
+    ImGui_ImplGlfw_ContextMap_Remove(bd->Window);
+    IM_DELETE(bd);
+}
+
+static void ImGui_ImplGlfw_UpdateMouseData()
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    ImGuiIO& io = ImGui::GetIO();
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+
+    ImGuiID mouse_viewport_id = 0;
+    const ImVec2 mouse_pos_prev = io.MousePos;
+    for (int n = 0; n < platform_io.Viewports.Size; n++)
+    {
+        ImGuiViewport* viewport = platform_io.Viewports[n];
+        GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
+
+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
+        const bool is_window_focused = true;
+#else
+        const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
+#endif
+        if (is_window_focused)
+        {
+            // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
+            // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
+            if (io.WantSetMousePos)
+                glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
+
+            // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
+            if (bd->MouseWindow == nullptr)
+            {
+                double mouse_x, mouse_y;
+                glfwGetCursorPos(window, &mouse_x, &mouse_y);
+                if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+                {
+                    // 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)
+                    // 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);
+                    mouse_x += window_x;
+                    mouse_y += window_y;
+                }
+                bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
+                io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
+            }
+        }
+
+        // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
+        // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
+        // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook)
+        //       On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag.
+        // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
+        //       Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
+        //       for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
+        //       by the backend, and use its flawed heuristic to guess the viewport behind.
+        // - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
+        // 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
+        const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
+        glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
+#endif
+#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
+        if (glfwGetWindowAttrib(window, GLFW_HOVERED))
+            mouse_viewport_id = viewport->ID;
+#else
+        // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
+#endif
+    }
+
+    if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
+        io.AddMouseViewportEvent(mouse_viewport_id);
+}
+
+static void ImGui_ImplGlfw_UpdateMouseCursor()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
+    {
+        bd->LastMouseCursor = nullptr; // Invalidate so that if user changes underlying cursor we will update it next time we can.
+        return;
+    }
+
+    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+
+#if GLFW_HAS_CREATECURSOR
+    GLFWcursor* set_mouse_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
+    if (bd->LastMouseCursor == set_mouse_cursor)
+        set_mouse_cursor = NULL;
+    else
+        bd->LastMouseCursor = set_mouse_cursor;
+#endif
+
+    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)
+        {
+            if (bd->LastMouseCursor != nullptr)
+            {
+                // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+                glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+                bd->LastMouseCursor = nullptr;
+            }
+        }
+        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.
+#if GLFW_HAS_CREATECURSOR
+            if (set_mouse_cursor)
+                glfwSetCursor(window, set_mouse_cursor);
+#endif
+            glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+        }
+    }
+}
+
+// Update gamepad inputs
+static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v  > 1.0f ? 1.0f : v; }
+static void ImGui_ImplGlfw_UpdateGamepads()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs, but see #8075
+        return;
+
+    io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
+    GLFWgamepadstate gamepad;
+    if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
+        return;
+    #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED)          do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
+    #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1)    do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
+#else
+    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);
+    if (axes_count == 0 || buttons_count == 0)
+        return;
+    #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO)          do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
+    #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1)    do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
+#endif
+    io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+    MAP_BUTTON(ImGuiKey_GamepadStart,       GLFW_GAMEPAD_BUTTON_START,          7);
+    MAP_BUTTON(ImGuiKey_GamepadBack,        GLFW_GAMEPAD_BUTTON_BACK,           6);
+    MAP_BUTTON(ImGuiKey_GamepadFaceLeft,    GLFW_GAMEPAD_BUTTON_X,              2);     // Xbox X, PS Square
+    MAP_BUTTON(ImGuiKey_GamepadFaceRight,   GLFW_GAMEPAD_BUTTON_B,              1);     // Xbox B, PS Circle
+    MAP_BUTTON(ImGuiKey_GamepadFaceUp,      GLFW_GAMEPAD_BUTTON_Y,              3);     // Xbox Y, PS Triangle
+    MAP_BUTTON(ImGuiKey_GamepadFaceDown,    GLFW_GAMEPAD_BUTTON_A,              0);     // Xbox A, PS Cross
+    MAP_BUTTON(ImGuiKey_GamepadDpadLeft,    GLFW_GAMEPAD_BUTTON_DPAD_LEFT,      13);
+    MAP_BUTTON(ImGuiKey_GamepadDpadRight,   GLFW_GAMEPAD_BUTTON_DPAD_RIGHT,     11);
+    MAP_BUTTON(ImGuiKey_GamepadDpadUp,      GLFW_GAMEPAD_BUTTON_DPAD_UP,        10);
+    MAP_BUTTON(ImGuiKey_GamepadDpadDown,    GLFW_GAMEPAD_BUTTON_DPAD_DOWN,      12);
+    MAP_BUTTON(ImGuiKey_GamepadL1,          GLFW_GAMEPAD_BUTTON_LEFT_BUMPER,    4);
+    MAP_BUTTON(ImGuiKey_GamepadR1,          GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER,   5);
+    MAP_ANALOG(ImGuiKey_GamepadL2,          GLFW_GAMEPAD_AXIS_LEFT_TRIGGER,     4,      -0.75f,  +1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadR2,          GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER,    5,      -0.75f,  +1.0f);
+    MAP_BUTTON(ImGuiKey_GamepadL3,          GLFW_GAMEPAD_BUTTON_LEFT_THUMB,     8);
+    MAP_BUTTON(ImGuiKey_GamepadR3,          GLFW_GAMEPAD_BUTTON_RIGHT_THUMB,    9);
+    MAP_ANALOG(ImGuiKey_GamepadLStickLeft,  GLFW_GAMEPAD_AXIS_LEFT_X,           0,      -0.25f,  -1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X,           0,      +0.25f,  +1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadLStickUp,    GLFW_GAMEPAD_AXIS_LEFT_Y,           1,      -0.25f,  -1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadLStickDown,  GLFW_GAMEPAD_AXIS_LEFT_Y,           1,      +0.25f,  +1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadRStickLeft,  GLFW_GAMEPAD_AXIS_RIGHT_X,          2,      -0.25f,  -1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X,          2,      +0.25f,  +1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadRStickUp,    GLFW_GAMEPAD_AXIS_RIGHT_Y,          3,      -0.25f,  -1.0f);
+    MAP_ANALOG(ImGuiKey_GamepadRStickDown,  GLFW_GAMEPAD_AXIS_RIGHT_Y,          3,      +0.25f,  +1.0f);
+    #undef MAP_BUTTON
+    #undef MAP_ANALOG
+}
+
+static void ImGui_ImplGlfw_UpdateMonitors()
+{
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    int monitors_count = 0;
+    GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
+
+    bool updated_monitors = false;
+    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 (vid_mode == nullptr)
+            continue; // Failed to get Video mode (e.g. Emscripten does not support this function)
+        if (vid_mode->width <= 0 || vid_mode->height <= 0)
+            continue; // Failed to query suitable monitor info (#9195)
+        monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
+        monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
+#if GLFW_HAS_MONITOR_WORK_AREA
+        int w, h;
+        glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
+        if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761
+        {
+            monitor.WorkPos = ImVec2((float)x, (float)y);
+            monitor.WorkSize = ImVec2((float)w, (float)h);
+        }
+#endif
+        float scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfw_monitors[n]);
+        if (scale == 0.0f)
+            continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0 (#7902)
+        monitor.DpiScale = scale;
+        monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes"
+
+        // Preserve existing monitor list until a valid one is added.
+        // Happens on macOS sleeping (#5683) and seemingly occasionally on Windows (#9195)
+        if (!updated_monitors)
+            platform_io.Monitors.resize(0);
+        updated_monitors = true;
+        platform_io.Monitors.push_back(monitor);
+    }
+}
+
+// For GFLW 3.2 + Windows: include a simplified non-monitor aware version of ImGui_ImplWin32_GetDpiScaleForMonitor().
+// This is merely a band-aid to make using GLFW 3.2 a little bit nicer, but prefer to use GLFW 3.3+ or the full correct functions from the Win32 backend.
+#if !GLFW_HAS_PER_MONITOR_DPI && defined(_WIN32) && !defined(NOGDI)
+static float   ImGui_ImplWin32_GetLegacyDpiScale()   { const HDC dc = ::GetDC(nullptr); UINT xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); ::ReleaseDC(nullptr, dc); return (float)xdpi / 96.0f; }
+static void    glfwGetWindowContentScale(GLFWwindow*, float* x_scale, float* y_scale)   { *x_scale = *y_scale = ImGui_ImplWin32_GetLegacyDpiScale(); }
+static void    glfwGetMonitorContentScale(GLFWmonitor*, float* x_scale, float* y_scale) { *x_scale = *y_scale = ImGui_ImplWin32_GetLegacyDpiScale(); }
+#undef GLFW_HAS_PER_MONITOR_DPI
+#define GLFW_HAS_PER_MONITOR_DPI 1
+#endif
+
+// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.
+// - Apple platforms use FramebufferScale so we always return 1.0f.
+// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.
+float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window)
+{
+#if GLFW_HAS_WAYLAND
+    if (ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window))
+        if (bd->IsWayland)
+            return 1.0f;
+#endif
+#if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__))
+    float x_scale, y_scale;
+    glfwGetWindowContentScale(window, &x_scale, &y_scale);
+    return x_scale;
+#else
+    IM_UNUSED(window);
+    return 1.0f;
+#endif
+}
+
+float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor)
+{
+#if GLFW_HAS_WAYLAND
+    if (ImGui_ImplGlfw_IsWayland()) // We can't access our bd->IsWayland cache for a monitor.
+        return 1.0f;
+#endif
+#if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__))
+    float x_scale, y_scale;
+    glfwGetMonitorContentScale(monitor, &x_scale, &y_scale);
+    return x_scale;
+#else
+    IM_UNUSED(monitor);
+    return 1.0f;
+#endif
+}
+
+static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
+{
+    int w, h;
+    int display_w, display_h;
+    glfwGetWindowSize(window, &w, &h);
+    glfwGetFramebufferSize(window, &display_w, &display_h);
+    float fb_scale_x = (w > 0) ? (float)display_w / (float)w : 1.0f;
+    float fb_scale_y = (h > 0) ? (float)display_h / (float)h : 1.0f;
+#if GLFW_HAS_WAYLAND
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
+    if (!bd->IsWayland)
+        fb_scale_x = fb_scale_y = 1.0f;
+#endif
+    if (out_size != nullptr)
+        *out_size = ImVec2((float)w, (float)h);
+    if (out_framebuffer_scale != nullptr)
+        *out_framebuffer_scale = ImVec2(fb_scale_x, fb_scale_y);
+}
+
+void ImGui_ImplGlfw_NewFrame()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
+
+    // Setup main viewport size (every frame to accommodate for window resizing)
+    ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
+    ImGui_ImplGlfw_UpdateMonitors();
+
+    // Setup time step
+    // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
+    double current_time = glfwGetTime();
+    if (current_time <= bd->Time)
+        current_time = bd->Time + 0.00001;
+    io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
+    bd->Time = current_time;
+
+    bd->MouseIgnoreButtonUp = false;
+    ImGui_ImplGlfw_UpdateMouseData();
+    ImGui_ImplGlfw_UpdateMouseCursor();
+
+    // Update game controllers (if enabled and available)
+    ImGui_ImplGlfw_UpdateGamepads();
+}
+
+// GLFW doesn't provide a portable sleep function
+void ImGui_ImplGlfw_Sleep(int milliseconds)
+{
+#ifdef _WIN32
+    ::Sleep(milliseconds);
+#else
+    usleep(milliseconds * 1000);
+#endif
+}
+
+#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
+static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
+{
+    ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
+    double canvas_width, canvas_height;
+    emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
+    glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
+    return true;
+}
+
+static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data)
+{
+    ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
+    double canvas_width, canvas_height;
+    emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
+    glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
+    return true;
+}
+
+// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
+// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
+void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector)
+{
+    IM_ASSERT(canvas_selector != nullptr);
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
+
+    bd->CanvasSelector = canvas_selector;
+    emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
+    emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback);
+
+    // Change the size of the GLFW window according to the size of the canvas
+    ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
+
+    // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
+    // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
+    // FIXME: May break chaining in case user registered their own Emscripten callback?
+    emscripten_set_wheel_callback(bd->CanvasSelector, bd, false, ImGui_ImplEmscripten_WheelCallback);
+}
+#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
+// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
+// by invoking emscripten_glfw_make_canvas_resizable afterward.
+// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
+void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
+{
+  GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
+  IM_ASSERT(window == w); // Sanity check
+  IM_UNUSED(w);
+  emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
+}
+#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
+
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the backend 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* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
+struct ImGui_ImplGlfw_ViewportData
+{
+    GLFWwindow* Window;             // Stored in ImGuiViewport::PlatformHandle
+    bool        WindowOwned;
+    int         IgnoreWindowPosEventFrame;
+    int         IgnoreWindowSizeEventFrame;
+#ifdef _WIN32
+    WNDPROC     PrevWndProc;
+#endif
+
+    ImGui_ImplGlfw_ViewportData()  { memset((void*)this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
+    ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); }
+};
+
+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 (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
+        {
+            bool ignore_event = (ImGui::GetFrameCount() <= vd->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 (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
+        {
+            bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1);
+            //data->IgnoreWindowSizeEventFrame = -1;
+            if (ignore_event)
+                return;
+        }
+        viewport->PlatformRequestResize = true;
+    }
+}
+
+#if !defined(__APPLE__) && !defined(_WIN32) && !defined(__EMSCRIPTEN__) && GLFW_HAS_GETPLATFORM
+#define IMGUI_GLFW_HAS_SETWINDOWFLOATING
+static void ImGui_ImplGlfw_SetWindowFloating(ImGui_ImplGlfw_Data* bd, GLFWwindow* window)
+{
+#ifdef GLFW_EXPOSE_NATIVE_X11
+    if (glfwGetPlatform() == GLFW_PLATFORM_X11)
+    {
+        Display* display = glfwGetX11Display();
+        Window xwindow = glfwGetX11Window(window);
+        Atom wm_type = bd->XInternAtom(display, "_NET_WM_WINDOW_TYPE", False);
+        Atom wm_type_dialog = bd->XInternAtom(display, "_NET_WM_WINDOW_TYPE_DIALOG", False);
+        bd->XChangeProperty(display, xwindow, wm_type, XA_ATOM, 32, PropModeReplace, (unsigned char*)&wm_type_dialog, 1);
+        XSetWindowAttributes attrs;
+        attrs.override_redirect = False;
+        bd->XChangeWindowAttributes(display, xwindow, CWOverrideRedirect, &attrs);
+        bd->XFlush(display);
+    }
+#endif // GLFW_EXPOSE_NATIVE_X11
+#ifdef GLFW_EXPOSE_NATIVE_WAYLAND
+    // FIXME: Help needed, see #8884, #8474 for discussions about this.
+#endif // GLFW_EXPOSE_NATIVE_X11
+}
+#endif // IMGUI_GLFW_HAS_SETWINDOWFLOATING
+
+static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
+    viewport->PlatformUserData = vd;
+
+    // Workaround for Linux: ignore mouse up events corresponding to losing focus of the previously focused window (#7733, #3158, #7922)
+#ifdef __linux__
+    bd->MouseIgnoreButtonUpWaitForFocusLoss = true;
+#endif
+
+    // 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 = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr;
+    vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
+    vd->WindowOwned = true;
+    ImGui_ImplGlfw_ContextMap_Add(vd->Window, bd->Context);
+    viewport->PlatformHandle = (void*)vd->Window;
+#ifdef IMGUI_GLFW_HAS_SETWINDOWFLOATING
+    ImGui_ImplGlfw_SetWindowFloating(bd, vd->Window);
+#endif
+#ifdef _WIN32
+    viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
+    ::SetPropA((HWND)viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", bd);
+#elif defined(__APPLE__)
+    viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window);
+#endif
+    glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
+
+    // Install GLFW callbacks for secondary viewports
+    glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
+    glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
+    glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
+    glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
+    glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
+    glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
+    glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback);
+    glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback);
+    glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback);
+    glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback);
+    if (bd->ClientApi == GlfwClientApi_OpenGL)
+    {
+        glfwMakeContextCurrent(vd->Window);
+        glfwSwapInterval(0);
+    }
+    bd->LastMouseCursor = nullptr; // Invalidate so that cursor is set again
+}
+
+static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
+    {
+        if (vd->WindowOwned)
+        {
+#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
+            HWND hwnd = (HWND)viewport->PlatformHandleRaw;
+            ::RemovePropA(hwnd, "IMGUI_VIEWPORT");
+#endif
+
+            // Release any keys that were pressed in the window being destroyed and are still held down,
+            // because we will not receive any release events after window is destroyed.
+            for (int i = 0; i < IM_COUNTOF(bd->KeyOwnerWindows); i++)
+                if (bd->KeyOwnerWindows[i] == vd->Window)
+                    ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called.
+
+            ImGui_ImplGlfw_ContextMap_Remove(vd->Window);
+            glfwDestroyWindow(vd->Window);
+        }
+        vd->Window = nullptr;
+        IM_DELETE(vd);
+    }
+    viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
+}
+
+static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)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 WndProc for mouse source event and WM_NCHITTEST message handler.
+    ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
+    vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
+    ::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
+
+#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(vd->Window);
+}
+
+static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    int x = 0, y = 0;
+    glfwGetWindowPos(vd->Window, &x, &y);
+    return ImVec2((float)x, (float)y);
+}
+
+static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
+    glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y);
+}
+
+static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    int w = 0, h = 0;
+    glfwGetWindowSize(vd->Window, &w, &h);
+    return ImVec2((float)w, (float)h);
+}
+
+static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+#if defined(__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(vd->Window, &x, &y);
+    glfwGetWindowSize(vd->Window, &width, &height);
+    glfwSetWindowPos(vd->Window, x, y - height + size.y);
+#endif
+    vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
+    glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y);
+}
+
+static ImVec2 ImGui_ImplGlfw_GetWindowFramebufferScale(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    ImVec2 framebuffer_scale;
+    ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);
+    return framebuffer_scale;
+}
+
+static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    glfwSetWindowTitle(vd->Window, title);
+}
+
+static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
+{
+#if GLFW_HAS_FOCUS_WINDOW
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    glfwFocusWindow(vd->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)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0;
+}
+
+static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0;
+}
+
+#if GLFW_HAS_WINDOW_ALPHA
+static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    glfwSetWindowOpacity(vd->Window, alpha);
+}
+#endif
+
+static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    if (bd->ClientApi == GlfwClientApi_OpenGL)
+        glfwMakeContextCurrent(vd->Window);
+}
+
+static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    if (bd->ClientApi == GlfwClientApi_OpenGL)
+    {
+        glfwMakeContextCurrent(vd->Window);
+        glfwSwapBuffers(vd->Window);
+    }
+}
+
+//--------------------------------------------------------------------------------------------------------
+// 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)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    IM_UNUSED(bd);
+    IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan);
+    VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
+    return (int)err;
+}
+#endif // GLFW_HAS_VULKAN
+
+static void ImGui_ImplGlfw_InitMultiViewportSupport()
+{
+    // Register platform interface (will be coupled with a renderer interface)
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    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_GetWindowFramebufferScale = ImGui_ImplGlfw_GetWindowFramebufferScale;
+    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
+
+    // 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();
+    ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
+    vd->Window = bd->Window;
+    vd->WindowOwned = false;
+    main_viewport->PlatformUserData = vd;
+    main_viewport->PlatformHandle = (void*)bd->Window;
+}
+
+static void ImGui_ImplGlfw_ShutdownMultiViewportSupport()
+{
+    ImGui::DestroyPlatformWindows();
+}
+
+//-----------------------------------------------------------------------------
+
+// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData)
+#ifdef _WIN32
+static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
+{
+    LPARAM extra_info = ::GetMessageExtraInfo();
+    if ((extra_info & 0xFFFFFF80) == 0xFF515700)
+        return ImGuiMouseSource_Pen;
+    if ((extra_info & 0xFFFFFF80) == 0xFF515780)
+        return ImGuiMouseSource_TouchScreen;
+    return ImGuiMouseSource_Mouse;
+}
+static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA");
+    ImGuiIO& io = ImGui::GetIO(bd->Context);
+
+    WNDPROC prev_wndproc = bd->PrevWndProc;
+    ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
+    if (viewport != NULL)
+        if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
+            prev_wndproc = vd->PrevWndProc;
+
+    switch (msg)
+    {
+        // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
+        // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
+    case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
+    case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
+    case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
+    case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
+    case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
+        io.AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
+        break;
+
+        // 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
+    case WM_NCHITTEST:
+    {
+        // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() 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.
+        if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))
+            return HTTRANSPARENT;
+        break;
+    }
+#endif
+    default: break;
+    }
+    return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam);
+}
+#endif // #ifdef _WIN32
+
+//-----------------------------------------------------------------------------
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/cbits/imgui_impl_glfw.h b/cbits/imgui_impl_glfw.h
new file mode 100644
--- /dev/null
+++ b/cbits/imgui_impl_glfw.h
@@ -0,0 +1,73 @@
+// dear imgui: Platform Backend for GLFW
+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
+// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+// (Requires: GLFW 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.)
+
+// Implemented features:
+//  [X] Platform: Clipboard support.
+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
+//  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+//  [X] Multiple Dear ImGui contexts support.
+// Missing features or Issues:
+//  [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
+//  [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
+//  [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#pragma once
+#include "imgui.h"      // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+struct GLFWwindow;
+struct GLFWmonitor;
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API void     ImGui_ImplGlfw_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplGlfw_NewFrame();
+
+// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)
+#ifdef __EMSCRIPTEN__
+IMGUI_IMPL_API void     ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);
+//static inline void    ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0
+#endif
+
+// GLFW callbacks install
+// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
+// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
+IMGUI_IMPL_API void     ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
+IMGUI_IMPL_API void     ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
+
+// GLFW callbacks options:
+// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
+IMGUI_IMPL_API void     ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
+
+// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
+IMGUI_IMPL_API void     ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);        // Since 1.84
+IMGUI_IMPL_API void     ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);        // Since 1.84
+IMGUI_IMPL_API void     ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y);   // Since 1.87
+IMGUI_IMPL_API void     ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
+IMGUI_IMPL_API void     ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
+IMGUI_IMPL_API void     ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
+IMGUI_IMPL_API void     ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
+IMGUI_IMPL_API void     ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
+
+// GLFW helpers
+IMGUI_IMPL_API void     ImGui_ImplGlfw_Sleep(int milliseconds);
+IMGUI_IMPL_API float    ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window);
+IMGUI_IMPL_API float    ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor);
+
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/dear-imgui-impl-glfw.cabal b/dear-imgui-impl-glfw.cabal
new file mode 100644
--- /dev/null
+++ b/dear-imgui-impl-glfw.cabal
@@ -0,0 +1,72 @@
+cabal-version: 2.2
+
+-- This file has been generated from package.yaml by hpack version 0.39.6.
+--
+-- see: https://github.com/sol/hpack
+
+name:           dear-imgui-impl-glfw
+version:        1.0.0
+synopsis:       GLFW backend bindings for dear-imgui-raw.
+description:    Generated with dear_bindings from the imgui_impl_glfw backend that ships with Dear ImGui.
+category:       GUI
+maintainer:     IC Rainbow <aenor.realm@gmail.com>
+license:        BSD-3-Clause
+license-file:   LICENSE
+build-type:     Simple
+extra-source-files:
+    cbits/dcimgui_impl_glfw.h
+    cbits/DearImGuiWrappers.h
+    cbits/imgui_impl_glfw.h
+extra-doc-files:
+    README.md
+    CHANGELOG.md
+
+flag glfw-b
+  description: Bridge module DearImGui.Impl.GLFW over the GLFW-b Window and Monitor types.
+  manual: True
+  default: True
+
+library
+  exposed-modules:
+      DearImGui.Raw.Impl.GLFW
+      DearImGui.Raw.Impl.GLFW.GLFWmonitor
+      DearImGui.Raw.Impl.GLFW.GLFWwindow
+  other-modules:
+      Paths_dear_imgui_impl_glfw
+  autogen-modules:
+      Paths_dear_imgui_impl_glfw
+  hs-source-dirs:
+      src
+  default-extensions:
+      BlockArguments
+      DataKinds
+      DuplicateRecordFields
+      LambdaCase
+      NoFieldSelectors
+      OverloadedRecordDot
+      OverloadedStrings
+      StrictData
+  ghc-options: -Wall -optc-Wno-discarded-qualifiers -optc-Wno-incompatible-pointer-types
+  cxx-options: -std=c++11 -fpermissive
+  include-dirs:
+      cbits
+  cxx-sources:
+      cbits/dcimgui_impl_glfw.cpp
+      cbits/DearImGuiWrappers.cpp
+      cbits/imgui_impl_glfw.cpp
+  pkgconfig-depends:
+      glfw3
+  build-tool-depends:
+      hsc2hs:hsc2hs
+  build-depends:
+      base >=4.16 && <5
+    , dear-imgui-raw ==1.0.*
+  default-language: GHC2021
+  if flag(glfw-b)
+    exposed-modules:
+        DearImGui.Impl.GLFW
+    build-depends:
+        GLFW-b
+      , bindings-GLFW
+      , text
+      , unliftio-core
diff --git a/src/DearImGui/Impl/GLFW.hs b/src/DearImGui/Impl/GLFW.hs
new file mode 100644
--- /dev/null
+++ b/src/DearImGui/Impl/GLFW.hs
@@ -0,0 +1,84 @@
+{-| "DearImGui.Raw.Impl.GLFW" over the @GLFW-b@ 'GLFW.Window' and
+'GLFW.Monitor' handles.
+-}
+module DearImGui.Impl.GLFW
+  ( windowPtr
+  , monitorPtr
+  , initForOpenGL
+  , initForVulkan
+  , initForOther
+  , withInitForOpenGL
+  , withInitForVulkan
+  , withInitForOther
+  , installCallbacks
+  , restoreCallbacks
+  , getContentScaleForWindow
+  , getContentScaleForMonitor
+  , setCallbacksChainForAllWindows
+  , Raw.newFrame
+  , Raw.shutdown
+  , Raw.sleep
+  ) where
+
+import Bindings.GLFW (C'GLFWmonitor, C'GLFWwindow)
+import Control.Monad.IO.Unlift (MonadUnliftIO)
+import Data.Text (Text)
+import Foreign.C.Types (CBool)
+import Foreign.Marshal.Utils (fromBool, toBool)
+import Foreign.Ptr (Ptr, castPtr)
+import Graphics.UI.GLFW qualified as GLFW
+import Graphics.UI.GLFW.C qualified as GLFWC
+
+import DearImGui.Impl.Init (withInitOrFail)
+import DearImGui.Raw.Impl.GLFW qualified as Raw
+import DearImGui.Raw.Impl.GLFW.GLFWmonitor (GLFWmonitor)
+import DearImGui.Raw.Impl.GLFW.GLFWmonitor qualified as RawMonitor
+import DearImGui.Raw.Impl.GLFW.GLFWwindow (GLFWwindow)
+import DearImGui.Raw.Impl.GLFW.GLFWwindow qualified as RawWindow
+
+windowPtr :: GLFW.Window -> Ptr GLFWwindow
+windowPtr = castPtr . GLFWC.toC @(Ptr C'GLFWwindow)
+
+monitorPtr :: GLFW.Monitor -> Ptr GLFWmonitor
+monitorPtr = castPtr . GLFWC.toC @(Ptr C'GLFWmonitor)
+
+initForOpenGL :: GLFW.Window -> Bool -> IO Bool
+initForOpenGL = initWith RawWindow.initForOpenGL
+
+initForVulkan :: GLFW.Window -> Bool -> IO Bool
+initForVulkan = initWith RawWindow.initForVulkan
+
+initForOther :: GLFW.Window -> Bool -> IO Bool
+initForOther = initWith RawWindow.initForOther
+
+withInitForOpenGL :: (MonadUnliftIO m) => GLFW.Window -> Bool -> m a -> m a
+withInitForOpenGL = withInitWith "ImGui_ImplGlfw_InitForOpenGL" initForOpenGL
+
+withInitForVulkan :: (MonadUnliftIO m) => GLFW.Window -> Bool -> m a -> m a
+withInitForVulkan = withInitWith "ImGui_ImplGlfw_InitForVulkan" initForVulkan
+
+withInitForOther :: (MonadUnliftIO m) => GLFW.Window -> Bool -> m a -> m a
+withInitForOther = withInitWith "ImGui_ImplGlfw_InitForOther" initForOther
+
+installCallbacks :: GLFW.Window -> IO ()
+installCallbacks = RawWindow.installCallbacks . windowPtr
+
+restoreCallbacks :: GLFW.Window -> IO ()
+restoreCallbacks = RawWindow.restoreCallbacks . windowPtr
+
+getContentScaleForWindow :: GLFW.Window -> IO Float
+getContentScaleForWindow = RawWindow.getContentScaleForWindow . windowPtr
+
+getContentScaleForMonitor :: GLFW.Monitor -> IO Float
+getContentScaleForMonitor = RawMonitor.getContentScaleForMonitor . monitorPtr
+
+setCallbacksChainForAllWindows :: Bool -> IO ()
+setCallbacksChainForAllWindows = Raw.setCallbacksChainForAllWindows . fromBool
+
+initWith :: (Ptr GLFWwindow -> CBool -> IO CBool) -> GLFW.Window -> Bool -> IO Bool
+initWith rawInit window installCallbacksToo =
+  toBool <$> rawInit (windowPtr window) (fromBool installCallbacksToo)
+
+withInitWith :: (MonadUnliftIO m) => Text -> (GLFW.Window -> Bool -> IO Bool) -> GLFW.Window -> Bool -> m a -> m a
+withInitWith name doInit window installCallbacksToo =
+  withInitOrFail name (doInit window installCallbacksToo) Raw.shutdown
diff --git a/src/DearImGui/Raw/Impl/GLFW.hsc b/src/DearImGui/Raw/Impl/GLFW.hsc
new file mode 100644
--- /dev/null
+++ b/src/DearImGui/Raw/Impl/GLFW.hsc
@@ -0,0 +1,37 @@
+{-# LANGUAGE CApiFFI #-}
+{-# LANGUAGE PatternSynonyms #-}
+
+-- This file was generated by dear-bindings-ffi. Do not edit by hand.
+
+module DearImGui.Raw.Impl.GLFW
+  ( newFrame
+  , setCallbacksChainForAllWindows
+  , shutdown
+  , sleep
+  ) where
+
+import Foreign.C.Types
+
+#include "dcimgui_impl_glfw.h"
+
+-- functions
+
+-- C: void ImGui_ImplGlfw_NewFrame()
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_NewFrame"
+  newFrame :: IO ()
+
+-- C: void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_SetCallbacksChainForAllWindows"
+  setCallbacksChainForAllWindows
+    :: CBool -- ^ chain_for_all_windows
+    -> IO ()
+
+-- C: void ImGui_ImplGlfw_Shutdown()
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_Shutdown"
+  shutdown :: IO ()
+
+-- C: void ImGui_ImplGlfw_Sleep(int milliseconds)
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_Sleep"
+  sleep
+    :: CInt -- ^ milliseconds
+    -> IO ()
diff --git a/src/DearImGui/Raw/Impl/GLFW/GLFWmonitor.hsc b/src/DearImGui/Raw/Impl/GLFW/GLFWmonitor.hsc
new file mode 100644
--- /dev/null
+++ b/src/DearImGui/Raw/Impl/GLFW/GLFWmonitor.hsc
@@ -0,0 +1,34 @@
+{-# LANGUAGE CApiFFI #-}
+{-# LANGUAGE PatternSynonyms #-}
+
+-- This file was generated by dear-bindings-ffi. Do not edit by hand.
+
+module DearImGui.Raw.Impl.GLFW.GLFWmonitor
+  ( GLFWmonitor
+  , getContentScaleForMonitor
+  , monitorCallback
+  ) where
+
+import Foreign.C.Types
+import Foreign.Ptr (Ptr)
+
+#include "dcimgui_impl_glfw.h"
+
+-- structs (opaque)
+
+data GLFWmonitor
+
+-- functions
+
+-- C: float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor)
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_GetContentScaleForMonitor"
+  getContentScaleForMonitor
+    :: (Ptr GLFWmonitor) -- ^ monitor
+    -> IO Float
+
+-- C: void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event)
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_MonitorCallback"
+  monitorCallback
+    :: (Ptr GLFWmonitor) -- ^ monitor
+    -> CInt -- ^ event
+    -> IO ()
diff --git a/src/DearImGui/Raw/Impl/GLFW/GLFWwindow.hsc b/src/DearImGui/Raw/Impl/GLFW/GLFWwindow.hsc
new file mode 100644
--- /dev/null
+++ b/src/DearImGui/Raw/Impl/GLFW/GLFWwindow.hsc
@@ -0,0 +1,127 @@
+{-# LANGUAGE CApiFFI #-}
+{-# LANGUAGE PatternSynonyms #-}
+
+-- This file was generated by dear-bindings-ffi. Do not edit by hand.
+
+module DearImGui.Raw.Impl.GLFW.GLFWwindow
+  ( GLFWwindow
+  , charCallback
+  , cursorEnterCallback
+  , cursorPosCallback
+  , getContentScaleForWindow
+  , initForOpenGL
+  , initForOther
+  , initForVulkan
+  , installCallbacks
+  , keyCallback
+  , mouseButtonCallback
+  , restoreCallbacks
+  , scrollCallback
+  , windowFocusCallback
+  ) where
+
+import Foreign.C.Types
+import Foreign.Ptr (Ptr)
+
+#include "dcimgui_impl_glfw.h"
+
+-- structs (opaque)
+
+data GLFWwindow
+
+-- functions
+
+-- C: void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_CharCallback"
+  charCallback
+    :: (Ptr GLFWwindow) -- ^ window
+    -> CUInt -- ^ c
+    -> IO ()
+
+-- C: void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_CursorEnterCallback"
+  cursorEnterCallback
+    :: (Ptr GLFWwindow) -- ^ window
+    -> CInt -- ^ entered
+    -> IO ()
+
+-- C: void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_CursorPosCallback"
+  cursorPosCallback
+    :: (Ptr GLFWwindow) -- ^ window
+    -> Double -- ^ x
+    -> Double -- ^ y
+    -> IO ()
+
+-- C: float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window)
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_GetContentScaleForWindow"
+  getContentScaleForWindow
+    :: (Ptr GLFWwindow) -- ^ window
+    -> IO Float
+
+-- C: bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_InitForOpenGL"
+  initForOpenGL
+    :: (Ptr GLFWwindow) -- ^ window
+    -> CBool -- ^ install_callbacks
+    -> IO CBool
+
+-- C: bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_InitForOther"
+  initForOther
+    :: (Ptr GLFWwindow) -- ^ window
+    -> CBool -- ^ install_callbacks
+    -> IO CBool
+
+-- C: bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_InitForVulkan"
+  initForVulkan
+    :: (Ptr GLFWwindow) -- ^ window
+    -> CBool -- ^ install_callbacks
+    -> IO CBool
+
+-- C: void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_InstallCallbacks"
+  installCallbacks
+    :: (Ptr GLFWwindow) -- ^ window
+    -> IO ()
+
+-- C: void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_KeyCallback"
+  keyCallback
+    :: (Ptr GLFWwindow) -- ^ window
+    -> CInt -- ^ key
+    -> CInt -- ^ scancode
+    -> CInt -- ^ action
+    -> CInt -- ^ mods
+    -> IO ()
+
+-- C: void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_MouseButtonCallback"
+  mouseButtonCallback
+    :: (Ptr GLFWwindow) -- ^ window
+    -> CInt -- ^ button
+    -> CInt -- ^ action
+    -> CInt -- ^ mods
+    -> IO ()
+
+-- C: void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_RestoreCallbacks"
+  restoreCallbacks
+    :: (Ptr GLFWwindow) -- ^ window
+    -> IO ()
+
+-- C: void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_ScrollCallback"
+  scrollCallback
+    :: (Ptr GLFWwindow) -- ^ window
+    -> Double -- ^ xoffset
+    -> Double -- ^ yoffset
+    -> IO ()
+
+-- C: void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
+foreign import capi safe "dcimgui_impl_glfw.h cImGui_ImplGlfw_WindowFocusCallback"
+  windowFocusCallback
+    :: (Ptr GLFWwindow) -- ^ window
+    -> CInt -- ^ focused
+    -> IO ()
