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+// dear imgui: Platform Binding for Android native app
+// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
+
+// Implemented features:
+// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
+// Missing features:
+// [ ] Platform: Clipboard support.
+// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
+// Important:
+// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
+// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
+
+// 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.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+
+struct ANativeWindow;
+struct AInputEvent;
+
+IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
+IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event);
+IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();