Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. (#2716)
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 782f5be..ae12885 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -82,6 +82,10 @@
 - Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups]
 - Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available
   on Wayland). (#2800, #2802) [@NeroBurner]
+- Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD to disable all
+  XInput using code, and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT to disable linking with XInput,
+  the later may be problematic if compiling with recent Windows SDK and you want your app to run
+  on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716)
 - CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups]
 - Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking
   settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might
diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp
index ffe1e8b..140e1e4 100644
--- a/examples/imgui_impl_win32.cpp
+++ b/examples/imgui_impl_win32.cpp
@@ -13,11 +13,22 @@
 #define WIN32_LEAN_AND_MEAN
 #include <windows.h>
-#include <XInput.h>
 #include <tchar.h>
+// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
+#include <XInput.h>
+#pragma comment(lib, "xinput")
+//#pragma comment(lib, "Xinput9_1_0")
 // (minor and older changes stripped away, please see git history for details)
+//  2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
 //  2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
 //  2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
 //  2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
@@ -40,7 +51,7 @@
 //  2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
 // Win32 Data
-static HWND                 g_hWnd = 0;
+static HWND                 g_hWnd = NULL;
 static INT64                g_Time = 0;
 static INT64                g_TicksPerSecond = 0;
 static ImGuiMouseCursor     g_LastMouseCursor = ImGuiMouseCursor_COUNT;
@@ -149,13 +160,10 @@
                 io.MousePos = ImVec2((float)pos.x, (float)pos.y);
-#ifdef _MSC_VER
-#pragma comment(lib, "xinput")
 // Gamepad navigation mapping
 static void ImGui_ImplWin32_UpdateGamepads()
     ImGuiIO& io = ImGui::GetIO();
     memset(io.NavInputs, 0, sizeof(io.NavInputs));
     if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
@@ -198,6 +206,7 @@
         #undef MAP_BUTTON
         #undef MAP_ANALOG
 void    ImGui_ImplWin32_NewFrame()
diff --git a/examples/imgui_impl_win32.h b/examples/imgui_impl_win32.h
index 7616186..93dc75a 100644
--- a/examples/imgui_impl_win32.h
+++ b/examples/imgui_impl_win32.h
@@ -13,9 +13,13 @@
 IMGUI_IMPL_API void     ImGui_ImplWin32_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplWin32_NewFrame();
+// Configuration: Disable gamepad support or linking with xinput.lib
 // Handler for Win32 messages, update mouse/keyboard data.
 // You may or not need this for your implementation, but it can serve as reference for handling inputs.
 // Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can COPY this line into your .cpp code instead.
+#if 0
 IMGUI_IMPL_API LRESULT  ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);