// Generated by dts-bundle-generator v9.5.1

declare class EmscriptenClassHandle {
}
declare class EmscriptenRegisteredClass {
	baseClass: any;
	constructor_body: any;
	downcast: number;
	getActualType: () => any;
	instancePrototype: EmscriptenClassHandle;
	name: string;
	pureVirtualFunctions: ((...args: any[]) => any)[];
	rawDestructor: () => void;
	upcast: number;
}
declare class EmscriptenRegisteredPointer {
	destructorFunction: ((ptr: number) => void) | null;
	isConst: boolean;
	isReference: boolean;
	isSmartPointer: boolean;
	name: string;
	pointeeType: any;
	rawConstructor: any;
	rawDestructor: any;
	rawGetPointee: any;
	rawShare: any;
	registeredClass: EmscriptenRegisteredClass;
	sharingPolicy: any;
	fromWireType: (value: any) => any;
	toWireType: (destructors: any[], value: any) => number;
}
declare class EmscriptenWireType {
	ptr: number;
	ptrType: EmscriptenRegisteredPointer;
	count: {
		value: number;
	};
}
declare class EmscriptenClassReference {
	$$: EmscriptenWireType;
}
declare class EmscriptenClass extends EmscriptenClassReference {
	delete(): void;
}
interface EmscriptenModule$1 {
	then<T extends EmscriptenModule$1>(callback: (value: T) => void): void;
	ENVIRONMENT?: "WEB" | "WORKER" | "NODE" | "SHELL";
	"arguments": any[];
	thisProgram: string;
	quit(status: number, toThrow: Error): void;
	preRun: (() => void)[];
	postRun: (() => void)[];
	HEAP8: Int8Array;
	HEAP16: Int16Array;
	HEAP32: Int32Array;
	HEAPU8: Uint8Array;
	HEAPU16: Uint16Array;
	HEAPU32: Uint32Array;
	HEAPF32: Float32Array;
	HEAPF64: Float64Array;
	TOTAL_STACK: number;
	TOTAL_MEMORY: number;
	count_emval_handles(): number;
	onRuntimeInitialized: () => void;
	_malloc(size: number): number;
	_free(ptr: number): number;
	_memcpy(dst: number, src: number, num: number): number;
	_memset(ptr: number, val: number, num: number): number;
}
declare function Module(Module?: Partial<Module$1>): Module$1;
export interface mallinfo {
	arena: number;
	ordblks: number;
	smblks: number;
	hblks: number;
	hblkhd: number;
	usmblks: number;
	fsmblks: number;
	uordblks: number;
	fordblks: number;
	keepcost: number;
}
export type ImAccess<T> = (value?: T) => T;
export type ImScalar<T> = [
	T
];
export type ImTuple2<T> = [
	T,
	T
];
export type ImTuple3<T> = [
	T,
	T,
	T
];
export type ImTuple4<T> = [
	T,
	T,
	T,
	T
];
// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
//   In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
//   With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
export type ImGuiCol = number; // -> enum ImGuiCol_             // Enum: A color identifier for styling
export type ImGuiCond = number; // -> enum ImGuiCond_            // Enum: A condition for many Set*() functions
export type ImGuiDataType = number; // -> enum ImGuiDataType_        // Enum: A primary data type
export type ImGuiDir = number; // -> enum ImGuiDir_             // Enum: A cardinal direction
export type ImGuiKey = number; // -> enum ImGuiKey_             // Enum: A key identifier (ImGui-side enum)
export type ImGuiNavInput = number; // -> enum ImGuiNavInput_        // Enum: An input identifier for navigation
export type ImGuiMouseButton = number; // -> enum ImGuiMouseButton_     // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
export type ImGuiMouseCursor = number; // -> enum ImGuiMouseCursor_     // Enum: A mouse cursor identifier
export type ImGuiSortDirection = number; // -> enum ImGuiSortDirection_   // Enum: A sorting direction (ascending or descending)
export type ImGuiStyleVar = number; // -> enum ImGuiStyleVar_        // Enum: A variable identifier for styling
export type ImGuiTableBgTarget = number; // -> enum ImGuiTableBgTarget_   // Enum: A color target for TableSetBgColor()
export type ImDrawFlags = number; // -> enum ImDrawFlags_          // Flags: for ImDrawList::AddRect(), AddRectFilled() etc.
export type ImDrawListFlags = number; // -> enum ImDrawListFlags_      // Flags: for ImDrawList
export type ImFontAtlasFlags = number; // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas build
export type ImGuiBackendFlags = number; // -> enum ImGuiBackendFlags_    // Flags: for io.BackendFlags
export type ImGuiButtonFlags = number; // -> enum ImGuiButtonFlags_     // Flags: for InvisibleButton()
export type ImGuiColorEditFlags = number; // -> enum ImGuiColorEditFlags_  // Flags: for ColorEdit4(), ColorPicker4() etc.
export type ImGuiConfigFlags = number; // -> enum ImGuiConfigFlags_     // Flags: for io.ConfigFlags
export type ImGuiComboFlags = number; // -> enum ImGuiComboFlags_      // Flags: for BeginCombo()
export type ImGuiDragDropFlags = number; // -> enum ImGuiDragDropFlags_   // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
export type ImGuiFocusedFlags = number; // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()
export type ImGuiHoveredFlags = number; // -> enum ImGuiHoveredFlags_    // Flags: for IsItemHovered(), IsWindowHovered() etc.
export type ImGuiInputTextFlags = number; // -> enum ImGuiInputTextFlags_  // Flags: for InputText(), InputTextMultiline()
export type ImGuiKeyModFlags = number; // -> enum ImGuiKeyModFlags_     // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)
export type ImGuiPopupFlags = number; // -> enum ImGuiPopupFlags_      // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
export type ImGuiSelectableFlags = number; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
export type ImGuiSliderFlags = number; // -> enum ImGuiSliderFlags_     // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
export type ImGuiTabBarFlags = number; // -> enum ImGuiTabBarFlags_     // Flags: for BeginTabBar()
export type ImGuiTabItemFlags = number; // -> enum ImGuiTabItemFlags_    // Flags: for BeginTabItem()
export type ImGuiTableFlags = number; // -> enum ImGuiTableFlags_      // Flags: For BeginTable()
export type ImGuiTableColumnFlags = number; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
export type ImGuiTableRowFlags = number; // -> enum ImGuiTableRowFlags_   // Flags: For TableNextRow()
export type ImGuiTreeNodeFlags = number; // -> enum ImGuiTreeNodeFlags_   // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
export type ImGuiViewportFlags = number; // -> enum ImGuiViewportFlags_   // Flags: for ImGuiViewport
export type ImGuiWindowFlags = number; // -> enum ImGuiWindowFlags_     // Flags: for Begin(), BeginChild()
// Other types
// #ifndef ImTextureID                 // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx']
// typedef void* ImTextureID;          // User data for rendering backend to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details.
// #endif
export type ImTextureID = number;
// typedef unsigned int ImGuiID;       // A unique ID used by widgets, typically hashed from a stack of string.
export type ImGuiID = number;
// typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data);    // Callback function for ImGui::InputText()
export type ImGuiInputTextCallback = (data: reference_ImGuiInputTextCallbackData) => number;
// typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);             // Callback function for ImGui::SetNextWindowSizeConstraints()
export type ImGuiSizeCallback = (data: reference_ImGuiSizeCallbackData) => void;
// Character types
// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
// typedef unsigned short ImWchar16;   // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
export type ImWchar16 = number;
// typedef unsigned int ImWchar32;     // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
export type ImWchar32 = number;
// #ifdef IMGUI_USE_WCHAR32            // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
// typedef ImWchar32 ImWchar;
// #else
// typedef ImWchar16 ImWchar;
// #endif
export type ImWchar = number;
// Basic scalar data types
// typedef signed char         ImS8;   // 8-bit signed integer
// typedef unsigned char       ImU8;   // 8-bit unsigned integer
// typedef signed short        ImS16;  // 16-bit signed integer
export type ImS16 = number;
// typedef unsigned short      ImU16;  // 16-bit unsigned integer
// typedef signed int          ImS32;  // 32-bit signed integer == int
// typedef unsigned int        ImU32;  // 32-bit unsigned integer (often used to store packed colors)
export type ImU32 = number;
declare class WrapImGuiContext extends Emscripten$1.EmscriptenClass {
}
export interface interface_ImVec2 {
	x: number;
	y: number;
	Set(x: number, y: number): this;
	Copy(other: Readonly<interface_ImVec2>): this;
	Equals(other: Readonly<interface_ImVec2>): boolean;
}
export interface reference_ImVec2 extends Emscripten$1.EmscriptenClassReference, interface_ImVec2 {
}
export interface interface_ImVec4 {
	x: number;
	y: number;
	z: number;
	w: number;
	Set(x: number, y: number, z: number, w: number): this;
	Copy(other: Readonly<interface_ImVec4>): this;
	Equals(other: Readonly<interface_ImVec4>): boolean;
}
export interface reference_ImVec4 extends Emscripten$1.EmscriptenClassReference, interface_ImVec4 {
}
// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used and the corresponding callback is triggered.
export interface reference_ImGuiInputTextCallbackData extends Emscripten$1.EmscriptenClassReference {
	// ImGuiInputTextFlags EventFlag;      // One of ImGuiInputTextFlags_Callback* // Read-only
	EventFlag: ImGuiInputTextFlags;
	// ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only
	Flags: ImGuiInputTextFlags;
	// void*               UserData;       // What user passed to InputText()      // Read-only
	UserData: any;
	// CharFilter event:
	// ImWchar             EventChar;      // Character input                      // Read-write (replace character or set to zero)
	EventChar: ImWchar;
	// Completion,History,Always events:
	// If you modify the buffer contents make sure you update 'BufTextLen' and set 'BufDirty' to true.
	// ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only
	EventKey: ImGuiKey;
	// char*               Buf;            // Current text buffer                  // Read-write (pointed data only, can't replace the actual pointer)
	Buf: string;
	// int                 BufTextLen;     // Current text length in bytes         // Read-write
	BufTextLen: number;
	// int                 BufSize;        // Maximum text length in bytes         // Read-only
	BufSize: number;
	// bool                BufDirty;       // Set if you modify Buf/BufTextLen!!   // Write
	BufDirty: boolean;
	// int                 CursorPos;      //                                      // Read-write
	CursorPos: number;
	// int                 SelectionStart; //                                      // Read-write (== to SelectionEnd when no selection)
	SelectionStart: number;
	// int                 SelectionEnd;   //                                      // Read-write
	SelectionEnd: number;
	// NB: Helper functions for text manipulation. Calling those function loses selection.
	// IMGUI_API void    DeleteChars(int pos, int bytes_count);
	DeleteChars(pos: number, bytes_count: number): void;
	// IMGUI_API void    InsertChars(int pos, const char* text, const char* text_end = NULL);
	InsertChars(pos: number, text: string): void;
	// void                SelectAll()             { SelectionStart = 0; SelectionEnd = BufTextLen; }
	SelectAll(): void;
	// void                ClearSelection()        { SelectionStart = SelectionEnd = BufTextLen; }
	ClearSelection(): void;
	// bool              HasSelection() const { return SelectionStart != SelectionEnd; }
	HasSelection(): boolean;
}
// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
export interface reference_ImGuiSizeCallbackData extends Emscripten$1.EmscriptenClassReference {
	// void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints()
	// UserData: any;
	// ImVec2  Pos;            // Read-only.   Window position, for reference.
	Pos: Readonly<reference_ImVec2>;
	// ImVec2  CurrentSize;    // Read-only.   Current window size.
	CurrentSize: Readonly<reference_ImVec2>;
	// ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
	DesiredSize: reference_ImVec2;
}
declare class ImGuiListClipper extends Emscripten$1.EmscriptenClass {
	public DisplayStart: number;
	public DisplayEnd: number;
	public ItemsCount: number;
	// public StepNo: number;
	// public ItemsFrozen: number;
	public ItemsHeight: number;
	public StartPosY: number;
	// items_count:  Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
	// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
	// If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
	// ImGuiListClipper(int items_count = -1, float items_height = -1.0f)  { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
	// ~ImGuiListClipper()                                                 { IM_ASSERT(ItemsCount == -1); }      // Assert if user forgot to call End() or Step() until false.
	// IMGUI_API void Begin(int items_count, float items_height = -1.0f);  // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
	public Begin(items_count: number, items_height: number): void;
	// IMGUI_API void End();                                               // Automatically called on the last call of Step() that returns false.
	public End(): void;
	// IMGUI_API bool Step();                                              // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
	public Step(): boolean;
}
export interface reference_ImGuiTableColumnSortSpecs extends Emscripten$1.EmscriptenClassReference {
	// ImGuiID                     ColumnUserID;       // User id of the column (if specified by a TableSetupColumn() call)
	ColumnUserID: number;
	// ImS16                       ColumnIndex;        // Index of the column
	ColumnIndex: number;
	// ImS16                       SortOrder;          // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
	SortOrder: number;
	// ImGuiSortDirection          SortDirection : 8;  // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)
	SortDirection: number; // TODO: use an enum?
}
export interface reference_ImGuiTableSortSpecs extends Emscripten$1.EmscriptenClassReference {
	//const ImGuiTableColumnSortSpecs* Specs;     // Pointer to sort spec array.
	//Specs: readonly reference_ImGuiTableColumnSortSpecs[];
	GetSpec(idx: number): reference_ImGuiTableColumnSortSpecs;
	//int                         SpecsCount;     // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
	SpecsCount: number; // TODO: make readonly?
	//bool                        SpecsDirty;     // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
	SpecsDirty: boolean;
}
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
// During the frame, prefer using ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
export interface interface_ImGuiStyle {
	// float       Alpha;                      // Global alpha applies to everything in Dear ImGui.
	// float       DisabledAlpha;              //
	// ImVec2      WindowPadding;              // Padding within a window.
	// float       WindowRounding;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
	// float       WindowBorderSize;           // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
	// ImVec2      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
	// ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
	// ImGuiDir    WindowMenuButtonPosition;   // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
	// float       ChildRounding;              // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
	// float       ChildBorderSize;            // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
	// float       PopupRounding;              // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
	// float       PopupBorderSize;            // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
	// ImVec2      FramePadding;               // Padding within a framed rectangle (used by most widgets).
	// float       FrameRounding;              // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
	// float       FrameBorderSize;            // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
	// ImVec2      ItemSpacing;                // Horizontal and vertical spacing between widgets/lines.
	// ImVec2      ItemInnerSpacing;           // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
	// ImVec2      CellPadding;                // Padding within a table cell
	// ImVec2      TouchExtraPadding;          // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
	// float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
	// float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
	// float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar.
	// float       ScrollbarRounding;          // Radius of grab corners for scrollbar.
	// float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.
	// float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
	// float       LogSliderDeadzone;          // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
	// float       TabRounding;                // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
	// float       TabBorderSize;              // Thickness of border around tabs.
	// float       TabMinWidthForCloseButton;  // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
	// ImGuiDir    ColorButtonPosition;        // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
	// ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
	// ImVec2      SelectableTextAlign;        // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
	// ImVec2      DisplayWindowPadding;       // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
	// ImVec2      DisplaySafeAreaPadding;     // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
	// float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
	// bool        AntiAliasedLines;           // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
	// bool        AntiAliasedLinesUseTex;     // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).
	// bool        AntiAliasedFill;            // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
	// float       CurveTessellationTol;       // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
	// float       CircleTessellationMaxError;      // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
	// ImVec4      Colors[ImGuiCol_COUNT];
	Alpha: number;
	DisabledAlpha: number;
	readonly WindowPadding: interface_ImVec2;
	WindowRounding: number;
	WindowBorderSize: number;
	readonly WindowMinSize: interface_ImVec2;
	readonly WindowTitleAlign: interface_ImVec2;
	WindowMenuButtonPosition: ImGuiDir;
	ChildRounding: number;
	ChildBorderSize: number;
	PopupRounding: number;
	PopupBorderSize: number;
	readonly FramePadding: interface_ImVec2;
	FrameRounding: number;
	FrameBorderSize: number;
	readonly ItemSpacing: interface_ImVec2;
	readonly ItemInnerSpacing: interface_ImVec2;
	readonly TouchExtraPadding: interface_ImVec2;
	readonly CellPadding: interface_ImVec2;
	IndentSpacing: number;
	ColumnsMinSpacing: number;
	ScrollbarSize: number;
	ScrollbarRounding: number;
	GrabMinSize: number;
	GrabRounding: number;
	LogSliderDeadzone: number;
	TabRounding: number;
	TabBorderSize: number;
	TabMinWidthForCloseButton: number;
	ColorButtonPosition: number;
	readonly ButtonTextAlign: interface_ImVec2;
	readonly SelectableTextAlign: interface_ImVec2;
	readonly DisplayWindowPadding: interface_ImVec2;
	readonly DisplaySafeAreaPadding: interface_ImVec2;
	MouseCursorScale: number;
	AntiAliasedLines: boolean;
	AntiAliasedLinesUseTex: boolean;
	AntiAliasedFill: boolean;
	CurveTessellationTol: number;
	CircleTessellationMaxError: number;
	_getAt_Colors(idx: number): interface_ImVec4;
	_setAt_Colors(idx: number, value: Readonly<interface_ImVec4>): boolean;
	// IMGUI_API ImGuiStyle();
	// IMGUI_API void ScaleAllSizes(float scale_factor);
	ScaleAllSizes(scale_factor: number): void;
}
declare class ImGuiStyle extends Emscripten$1.EmscriptenClass implements interface_ImGuiStyle {
	Alpha: number;
	DisabledAlpha: number;
	readonly WindowPadding: reference_ImVec2;
	WindowRounding: number;
	WindowBorderSize: number;
	readonly WindowMinSize: reference_ImVec2;
	readonly WindowTitleAlign: reference_ImVec2;
	WindowMenuButtonPosition: ImGuiDir;
	ChildRounding: number;
	ChildBorderSize: number;
	PopupRounding: number;
	PopupBorderSize: number;
	readonly FramePadding: reference_ImVec2;
	FrameRounding: number;
	FrameBorderSize: number;
	readonly ItemSpacing: reference_ImVec2;
	readonly ItemInnerSpacing: reference_ImVec2;
	readonly TouchExtraPadding: reference_ImVec2;
	readonly CellPadding: reference_ImVec2;
	IndentSpacing: number;
	ColumnsMinSpacing: number;
	ScrollbarSize: number;
	ScrollbarRounding: number;
	GrabMinSize: number;
	GrabRounding: number;
	LogSliderDeadzone: number;
	TabRounding: number;
	TabBorderSize: number;
	TabMinWidthForCloseButton: number;
	ColorButtonPosition: ImGuiDir;
	readonly ButtonTextAlign: reference_ImVec2;
	readonly SelectableTextAlign: reference_ImVec2;
	readonly DisplayWindowPadding: reference_ImVec2;
	readonly DisplaySafeAreaPadding: reference_ImVec2;
	MouseCursorScale: number;
	AntiAliasedLines: boolean;
	AntiAliasedLinesUseTex: boolean;
	AntiAliasedFill: boolean;
	CurveTessellationTol: number;
	CircleTessellationMaxError: number;
	_getAt_Colors(idx: number): reference_ImVec4;
	_setAt_Colors(idx: number, value: Readonly<interface_ImVec4>): boolean;
	public ScaleAllSizes(scale_factor: number): void;
}
export interface reference_DragDropPayload extends Emscripten$1.EmscriptenClassReference {
}
export type ImDrawCallback = (parent_list: Readonly<reference_ImDrawList>, cmd: Readonly<reference_ImDrawCmd>) => void;
export interface reference_ImDrawCmd extends Emscripten$1.EmscriptenClassReference {
	// unsigned int    ElemCount;              // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
	readonly ElemCount: number;
	// ImVec4          ClipRect;               // Clipping rectangle (x1, y1, x2, y2)
	readonly ClipRect: Readonly<reference_ImVec4>;
	// ImTextureID     TextureId;              // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
	readonly TextureId: ImTextureID;
	// unsigned int    VtxOffset;              // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices.
	readonly VtxOffset: number;
	// unsigned int    IdxOffset;              // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
	readonly IdxOffset: number;
}
export interface reference_ImDrawListSharedData extends Emscripten$1.EmscriptenClassReference {
}
export interface reference_ImDrawList extends Emscripten$1.EmscriptenClassReference {
	IterateDrawCmds(callback: (draw_cmd: reference_ImDrawCmd, ElemStart: number) => void): void;
	// This is what you have to render
	// ImVector<ImDrawCmd>     CmdBuffer;          // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
	// ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those
	readonly IdxBuffer: Uint8Array;
	// ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.
	readonly VtxBuffer: Uint8Array;
	// [Internal, used while building lists]
	// ImDrawListFlags         Flags;              // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
	Flags: ImDrawListFlags;
	// const ImDrawListSharedData* _Data;          // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
	// const char*             _OwnerName;         // Pointer to owner window's name for debugging
	// unsigned int            _VtxCurrentIdx;     // [Internal] == VtxBuffer.Size
	// ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
	// ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
	// ImVector<ImVec4>        _ClipRectStack;     // [Internal]
	// ImVector<ImTextureID>   _TextureIdStack;    // [Internal]
	// ImVector<ImVec2>        _Path;              // [Internal] current path building
	// int                     _ChannelsCurrent;   // [Internal] current channel number (0)
	// int                     _ChannelsCount;     // [Internal] number of active channels (1+)
	// ImVector<ImDrawChannel> _Channels;          // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
	// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
	// ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
	// ~ImDrawList() { ClearFreeMemory(); }
	// IMGUI_API void  PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false);  // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
	PushClipRect(clip_rect_min: Readonly<interface_ImVec2>, clip_rect_max: Readonly<interface_ImVec2>, intersect_with_current_clip_rect: boolean): void;
	// IMGUI_API void  PushClipRectFullScreen();
	PushClipRectFullScreen(): void;
	// IMGUI_API void  PopClipRect();
	PopClipRect(): void;
	// IMGUI_API void  PushTextureID(const ImTextureID& texture_id);
	PushTextureID(texture_id: ImTextureID): void;
	// IMGUI_API void  PopTextureID();
	PopTextureID(): void;
	// inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
	GetClipRectMin(out: interface_ImVec2): typeof out;
	// inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
	GetClipRectMax(out: interface_ImVec2): typeof out;
	// Primitives
	// IMGUI_API void  AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
	AddLine(a: Readonly<interface_ImVec2>, b: Readonly<interface_ImVec2>, col: ImU32, thickness: number): void;
	// IMGUI_API void  AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawFlags_None, float thickness = 1.0f);   // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
	AddRect(a: Readonly<interface_ImVec2>, b: Readonly<interface_ImVec2>, col: ImU32, rounding: number, rounding_corners_flags: ImDrawFlags, thickness: number): void;
	// IMGUI_API void  AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawFlags_None);                     // a: upper-left, b: lower-right
	AddRectFilled(a: Readonly<interface_ImVec2>, b: Readonly<interface_ImVec2>, col: ImU32, rounding: number, rounding_corners_flags: ImDrawFlags): void;
	// IMGUI_API void  AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
	AddRectFilledMultiColor(a: Readonly<interface_ImVec2>, b: Readonly<interface_ImVec2>, col_upr_left: ImU32, col_upr_right: ImU32, col_bot_right: ImU32, col_bot_left: ImU32): void;
	// IMGUI_API void  AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
	AddQuad(a: Readonly<interface_ImVec2>, b: Readonly<interface_ImVec2>, c: Readonly<interface_ImVec2>, d: Readonly<interface_ImVec2>, col: ImU32, thickness: number): void;
	// IMGUI_API void  AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
	AddQuadFilled(a: Readonly<interface_ImVec2>, b: Readonly<interface_ImVec2>, c: Readonly<interface_ImVec2>, d: Readonly<interface_ImVec2>, col: ImU32): void;
	// IMGUI_API void  AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
	AddTriangle(a: Readonly<interface_ImVec2>, b: Readonly<interface_ImVec2>, c: Readonly<interface_ImVec2>, col: ImU32, thickness: number): void;
	// IMGUI_API void  AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
	AddTriangleFilled(a: Readonly<interface_ImVec2>, b: Readonly<interface_ImVec2>, c: Readonly<interface_ImVec2>, col: ImU32): void;
	// IMGUI_API void  AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
	AddCircle(centre: Readonly<interface_ImVec2>, radius: number, col: ImU32, num_segments: number, thickness: number): void;
	// IMGUI_API void  AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
	AddCircleFilled(centre: Readonly<interface_ImVec2>, radius: number, col: ImU32, num_segments: number): void;
	// IMGUI_API void  AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
	AddNgon(centre: Readonly<interface_ImVec2>, radius: number, col: ImU32, num_segments: number, thickness: number): void;
	// IMGUI_API void  AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
	AddNgonFilled(centre: Readonly<interface_ImVec2>, radius: number, col: ImU32, num_segments: number): void;
	// IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
	AddText_A(pos: Readonly<interface_ImVec2>, col: ImU32, text_begin: string): void;
	// IMGUI_API void  AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
	AddText_B(font: reference_ImFont, font_size: number, pos: Readonly<interface_ImVec2>, col: ImU32, text_begin: string, wrap_width: number, cpu_fine_clip_rect: Readonly<interface_ImVec4> | null): void;
	// IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
	AddImage(user_texture_id: ImTextureID, a: Readonly<interface_ImVec2>, b: Readonly<interface_ImVec2>, uv_a: Readonly<interface_ImVec2>, uv_b: Readonly<interface_ImVec2>, col: ImU32): void;
	// IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
	AddImageQuad(user_texture_id: ImTextureID, a: Readonly<interface_ImVec2>, b: Readonly<interface_ImVec2>, c: Readonly<interface_ImVec2>, d: Readonly<interface_ImVec2>, uv_a: Readonly<interface_ImVec2>, uv_b: Readonly<interface_ImVec2>, uv_c: Readonly<interface_ImVec2>, uv_d: Readonly<interface_ImVec2>, col: ImU32): void;
	// IMGUI_API void  AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int flags = ImDrawFlags_None);
	AddImageRounded(user_texture_id: ImTextureID, a: Readonly<interface_ImVec2>, b: Readonly<interface_ImVec2>, uv_a: Readonly<interface_ImVec2>, uv_b: Readonly<interface_ImVec2>, col: ImU32, rounding: number, flags: ImDrawFlags): void;
	// IMGUI_API void  AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness);
	AddPolyline(points: Readonly<interface_ImVec2>[], num_points: number, col: ImU32, flags: ImDrawFlags, thickness: number): void;
	// IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col);
	AddConvexPolyFilled(points: Readonly<interface_ImVec2>[], num_points: number, col: ImU32): void;
	// IMGUI_API void  AddBezierCubic(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
	AddBezierCubic(pos0: Readonly<interface_ImVec2>, cp0: Readonly<interface_ImVec2>, cp1: Readonly<interface_ImVec2>, pos1: Readonly<interface_ImVec2>, col: ImU32, thickness: number, num_segments: number): void;
	AddBezierQuadratic(pos0: Readonly<interface_ImVec2>, cp0: Readonly<interface_ImVec2>, cp1: Readonly<interface_ImVec2>, col: ImU32, thickness: number, num_segments: number): void;
	// Stateful path API, add points then finish with PathFill() or PathStroke()
	// inline    void  PathClear()                                                 { _Path.resize(0); }
	PathClear(): void;
	// inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }
	PathLineTo(pos: Readonly<interface_ImVec2>): void;
	// inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
	PathLineToMergeDuplicate(pos: Readonly<interface_ImVec2>): void;
	// inline    void  PathFillConvex(ImU32 col)                                   { AddConvexPolyFilled(_Path.Data, _Path.Size, col); PathClear(); }
	PathFillConvex(col: ImU32): void;
	// inline    void  PathStroke(ImU32 col, bool closed, float thickness = 1.0f)  { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); PathClear(); }
	PathStroke(col: ImU32, flags: ImDrawFlags, thickness: number): void;
	// IMGUI_API void  PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
	PathArcTo(centre: Readonly<interface_ImVec2>, radius: number, a_min: number, a_max: number, num_segments: number): void;
	// IMGUI_API void  PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12);                                // Use precomputed angles for a 12 steps circle
	PathArcToFast(centre: Readonly<interface_ImVec2>, radius: number, a_min_of_12: number, a_max_of_12: number): void;
	// IMGUI_API void  PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
	PathBezierCubicCurveTo(p1: Readonly<interface_ImVec2>, p2: Readonly<interface_ImVec2>, p3: Readonly<interface_ImVec2>, num_segments: number): void;
	PathBezierQuadraticCurveTo(p2: Readonly<interface_ImVec2>, p3: Readonly<interface_ImVec2>, num_segments: number): void;
	// IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int flags = ImDrawFlags_None);
	PathRect(rect_min: Readonly<interface_ImVec2>, rect_max: Readonly<interface_ImVec2>, rounding: number, flags: ImDrawFlags): void;
	// Channels
	// - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
	// - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
	// IMGUI_API void  ChannelsSplit(int channels_count);
	ChannelsSplit(channels_count: number): void;
	// IMGUI_API void  ChannelsMerge();
	ChannelsMerge(): void;
	// IMGUI_API void  ChannelsSetCurrent(int channel_index);
	ChannelsSetCurrent(channel_index: number): void;
	// Advanced
	// IMGUI_API void  AddCallback(ImDrawCallback callback, void* callback_data);  // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
	AddCallback(callback: ImDrawCallback, callback_data: any): void;
	// IMGUI_API void  AddDrawCmd();                                               // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
	AddDrawCmd(): void;
	// Internal helpers
	// NB: all primitives needs to be reserved via PrimReserve() beforehand!
	// IMGUI_API void  Clear();
	Clear(): void;
	// IMGUI_API void  ClearFreeMemory();
	ClearFreeMemory(): void;
	// IMGUI_API void  PrimReserve(int idx_count, int vtx_count);
	PrimReserve(idx_count: number, vtx_count: number): void;
	PrimUnreserve(idx_count: number, vtx_count: number): void;
	// IMGUI_API void  PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);      // Axis aligned rectangle (composed of two triangles)
	PrimRect(a: Readonly<interface_ImVec2>, b: Readonly<interface_ImVec2>, col: ImU32): void;
	// IMGUI_API void  PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
	PrimRectUV(a: Readonly<interface_ImVec2>, b: Readonly<interface_ImVec2>, uv_a: Readonly<interface_ImVec2>, uv_b: Readonly<interface_ImVec2>, col: ImU32): void;
	// IMGUI_API void  PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
	PrimQuadUV(a: Readonly<interface_ImVec2>, b: Readonly<interface_ImVec2>, c: Readonly<interface_ImVec2>, d: Readonly<interface_ImVec2>, uv_a: Readonly<interface_ImVec2>, uv_b: Readonly<interface_ImVec2>, uv_c: Readonly<interface_ImVec2>, uv_d: Readonly<interface_ImVec2>, col: ImU32): void;
	// inline    void  PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
	PrimWriteVtx(pos: Readonly<interface_ImVec2>, us: Readonly<interface_ImVec2>, col: ImU32): void;
	// inline    void  PrimWriteIdx(ImDrawIdx idx)                                 { *_IdxWritePtr = idx; _IdxWritePtr++; }
	PrimWriteIdx(idx: number): void;
	// inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)     { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
	PrimVtx(pos: Readonly<interface_ImVec2>, uv: Readonly<interface_ImVec2>, col: ImU32): void;
	// IMGUI_API void  UpdateClipRect();
	UpdateClipRect(): void;
	// IMGUI_API void  UpdateTextureID();
	UpdateTextureID(): void;
	// IMGUI_API int   _CalcCircleAutoSegmentCount(float radius) const;
	_CalcCircleAutoSegmentCount(radius: number): number;
}
export interface reference_ImDrawData extends Emscripten$1.EmscriptenClassReference {
	IterateDrawLists(callback: (draw_list: reference_ImDrawList) => void): void;
	// bool            Valid;                  // Only valid after Render() is called and before the next NewFrame() is called.
	readonly Valid: boolean;
	// ImDrawList**    CmdLists;
	// int             CmdListsCount;
	readonly CmdListsCount: number;
	// int             TotalVtxCount;          // For convenience, sum of all cmd_lists vtx_buffer.Size
	readonly TotalVtxCount: number;
	// int             TotalIdxCount;          // For convenience, sum of all cmd_lists idx_buffer.Size
	readonly TotalIdxCount: number;
	// ImVec2          DisplayPos;             // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
	readonly DisplayPos: Readonly<reference_ImVec2>;
	// ImVec2          DisplaySize;            // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
	readonly DisplaySize: Readonly<reference_ImVec2>;
	// ImVec2          FramebufferScale;       // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
	readonly FramebufferScale: Readonly<reference_ImVec2>;
	// Functions
	// ImDrawData() { Clear(); }
	// void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; } // Draw lists are owned by the ImGuiContext and only pointed to here.
	// IMGUI_API void DeIndexAllBuffers();               // For backward compatibility or convenience: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
	DeIndexAllBuffers(): void;
	// IMGUI_API void ScaleClipRects(const ImVec2& fb_scale);  // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
	ScaleClipRects(fb_scale: Readonly<interface_ImVec2>): void;
}
export interface reference_ImFont extends Emscripten$1.EmscriptenClassReference {
	// Members: Hot ~62/78 bytes
	// float                       FontSize;           // <user set>   // Height of characters, set during loading (don't change after loading)
	FontSize: number;
	// float                       Scale;              // = 1.f        // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
	Scale: number;
	// ImVec2                      DisplayOffset;      // = (0.f,1.f)  // Offset font rendering by xx pixels
	readonly DisplayOffset: reference_ImVec2;
	// ImVector<ImFontGlyph>       Glyphs;             //              // All glyphs.
	IterateGlyphs(callback: (cfg: reference_ImFontGlyph) => void): void;
	// ImVector<float>             IndexAdvanceX;      //              // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
	// IndexAdvanceX: any;
	// ImVector<unsigned short>    IndexLookup;        //              // Sparse. Index glyphs by Unicode code-point.
	// IndexLookup: any;
	// const ImFontGlyph*          FallbackGlyph;      // == FindGlyph(FontFallbackChar)
	// FallbackGlyph: any;
	FallbackGlyph: Readonly<reference_ImFontGlyph> | null;
	// float                       FallbackAdvanceX;   // == FallbackGlyph->AdvanceX
	FallbackAdvanceX: number;
	// ImWchar                     FallbackChar;       // = '?'        // Replacement glyph if one isn't found. Only set via SetFallbackChar()
	FallbackChar: number;
	EllipsisChar: number;
	DotChar: number;
	// Members: Cold ~18/26 bytes
	// short                       ConfigDataCount;    // ~ 1          // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
	ConfigDataCount: number;
	// ImFontConfig*               ConfigData;         //              // Pointer within ContainerAtlas->ConfigData
	// ConfigData: any;
	IterateConfigData(callback: (cfg: interface_ImFontConfig) => void): void;
	// ImFontAtlas*                ContainerAtlas;     //              // What we has been loaded into
	// ContainerAtlas: any;
	// float                       Ascent, Descent;    //              // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
	Ascent: number;
	Descent: number;
	// int                         MetricsTotalSurface;//              // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
	MetricsTotalSurface: number;
	// Methods
	// IMGUI_API ImFont();
	// IMGUI_API ~ImFont();
	// IMGUI_API void              ClearOutputData();
	ClearOutputData(): void;
	// IMGUI_API void              BuildLookupTable();
	BuildLookupTable(): void;
	// IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
	FindGlyph(c: number): Readonly<reference_ImFontGlyph> | null;
	// IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
	FindGlyphNoFallback(c: number): Readonly<reference_ImFontGlyph> | null;
	// IMGUI_API void              SetFallbackChar(ImWchar c);
	// SetFallbackChar(c: number): void;
	// float                       GetCharAdvance(ImWchar c) const     { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
	GetCharAdvance(c: number): number;
	// bool                        IsLoaded() const                    { return ContainerAtlas != NULL; }
	IsLoaded(): boolean;
	// const char*                 GetDebugName() const                { return ConfigData ? ConfigData->Name : "<unknown>"; }
	GetDebugName(): string;
	// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
	// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
	// IMGUI_API ImVec2            CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
	CalcTextSizeA(size: number, max_width: number, wrap_width: number, text_begin: string, remaining: ImScalar<number> | null, out: interface_ImVec2): interface_ImVec2;
	// IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
	CalcWordWrapPositionA(scale: number, text: string, wrap_width: number): number;
	// IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const;
	RenderChar(draw_list: reference_ImDrawList, size: number, pos: Readonly<interface_ImVec2>, col: ImU32, c: ImWchar): void;
}
export interface interface_ImFontConfig {
	// void*           FontData;                   //          // TTF/OTF data
	// int             FontDataSize;               //          // TTF/OTF data size
	FontData: DataView | null;
	// bool            FontDataOwnedByAtlas;       // true     // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
	FontDataOwnedByAtlas: boolean;
	// int             FontNo;                     // 0        // Index of font within TTF/OTF file
	FontNo: number;
	// float           SizePixels;                 //          // Size in pixels for rasterizer.
	SizePixels: number;
	// int             OversampleH, OversampleV;   // 3, 1     // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
	OversampleH: number;
	OversampleV: number;
	// bool            PixelSnapH;                 // false    // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
	PixelSnapH: boolean;
	// ImVec2          GlyphExtraSpacing;          // 0, 0     // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
	readonly GlyphExtraSpacing: interface_ImVec2;
	// ImVec2          GlyphOffset;                // 0, 0     // Offset all glyphs from this font input.
	readonly GlyphOffset: interface_ImVec2;
	// const ImWchar*  GlyphRanges;                // NULL     // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
	GlyphRanges: number | null;
	// float           GlyphMinAdvanceX;           // 0        // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
	GlyphMinAdvanceX: number;
	// float           GlyphMaxAdvanceX;           // FLT_MAX  // Maximum AdvanceX for glyphs
	GlyphMaxAdvanceX: number;
	// bool            MergeMode;                  // false    // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
	MergeMode: boolean;
	// unsigned int    FontBuilderFlags;            // 0x00     // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
	FontBuilderFlags: number;
	// float           RasterizerMultiply;         // 1.0f     // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
	RasterizerMultiply: number;
	// [Internal]
	// char            Name[32];                               // Name (strictly to ease debugging)
	Name: string;
	// ImFont*         DstFont;
	DstFont: reference_ImFont | null;
}
export interface reference_ImFontConfig extends Emscripten$1.EmscriptenClassReference, interface_ImFontConfig {
}
export interface interface_ImFontGlyph {
	Colored: boolean;
	Visible: boolean;
	// ImWchar         Codepoint;          // 0x0000..0xFFFF
	Codepoint: number;
	// float           AdvanceX;           // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
	AdvanceX: number;
	// float           X0, Y0, X1, Y1;     // Glyph corners
	X0: number;
	Y0: number;
	X1: number;
	Y1: number;
	// float           U0, V0, U1, V1;     // Texture coordinates
	U0: number;
	V0: number;
	U1: number;
	V1: number;
}
export interface reference_ImFontGlyph extends Emscripten$1.EmscriptenClassReference, interface_ImFontGlyph {
}
export interface reference_ImFontAtlas extends Emscripten$1.EmscriptenClassReference {
	// IMGUI_API ImFontAtlas();
	// IMGUI_API ~ImFontAtlas();
	// IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);
	// IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);
	AddFontDefault(font_cfg: interface_ImFontConfig | null): reference_ImFont;
	// IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
	// IMGUI_API ImFont*           AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after Build(). Set font_cfg->FontDataOwnedByAtlas to false to keep ownership.
	AddFontFromMemoryTTF(data: Uint8Array, size_pixels: number, font_cfg: interface_ImFontConfig | null, glyph_ranges: number | null): reference_ImFont;
	// IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
	// IMGUI_API ImFont*           AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);              // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
	// IMGUI_API void              ClearTexData();             // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.
	ClearTexData(): void;
	// IMGUI_API void              ClearInputData();           // Clear the input TTF data (inc sizes, glyph ranges)
	ClearInputData(): void;
	// IMGUI_API void              ClearFonts();               // Clear the ImGui-side font data (glyphs storage, UV coordinates)
	ClearFonts(): void;
	// IMGUI_API void              Clear();                    // Clear all
	Clear(): void;
	// Build atlas, retrieve pixel data.
	// User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
	// RGBA32 format is provided for convenience and compatibility, but note that unless you use CustomRect to draw color data, the RGB pixels emitted from Fonts will all be white (~75% of waste). 
	// Pitch = Width * BytesPerPixels
	// IMGUI_API bool              Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.
	Build(): boolean;
	// IMGUI_API bool              IsBuilt()                   { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
	IsBuilt(): boolean;
	// IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel
	GetTexDataAsAlpha8(): {
		pixels: Uint8ClampedArray;
		width: number;
		height: number;
		bytes_per_pixel: number;
	};
	// IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel
	GetTexDataAsRGBA32(): {
		pixels: Uint8ClampedArray;
		width: number;
		height: number;
		bytes_per_pixel: number;
	};
	// void                        SetTexID(ImTextureID id)    { TexID = id; }
	// //-------------------------------------------
	// Glyph Ranges
	// //-------------------------------------------
	// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
	// NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
	// IMGUI_API const ImWchar*    GetGlyphRangesDefault();    // Basic Latin, Extended Latin
	GetGlyphRangesDefault(): number;
	// IMGUI_API const ImWchar*    GetGlyphRangesKorean();     // Default + Korean characters
	GetGlyphRangesKorean(): number;
	// IMGUI_API const ImWchar*    GetGlyphRangesJapanese();   // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
	GetGlyphRangesJapanese(): number;
	// IMGUI_API const ImWchar*    GetGlyphRangesChineseFull();            // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
	GetGlyphRangesChineseFull(): number;
	// IMGUI_API const ImWchar*    GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
	GetGlyphRangesChineseSimplifiedCommon(): number;
	// IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();   // Default + about 400 Cyrillic characters
	GetGlyphRangesCyrillic(): number;
	// IMGUI_API const ImWchar*    GetGlyphRangesThai();       // Default + Thai characters
	GetGlyphRangesThai(): number;
	// IMGUI_API const ImWchar*    GetGlyphRangesVietnamese();       // Default + Vietnamese characters
	GetGlyphRangesVietnamese(): number;
	// Helpers to build glyph ranges from text data. Feed your application strings/characters to it then call BuildRanges().
	// struct GlyphRangesBuilder
	// {
	//     ImVector<unsigned char> UsedChars;  // Store 1-bit per Unicode code point (0=unused, 1=used)
	//     GlyphRangesBuilder()                { UsedChars.resize(0x10000 / 8); memset(UsedChars.Data, 0, 0x10000 / 8); }
	//     bool           GetBit(int n)        { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; }
	//     void           SetBit(int n)        { UsedChars[n >> 3] |= 1 << (n & 7); }  // Set bit 'c' in the array
	//     void           AddChar(ImWchar c)   { SetBit(c); }                          // Add character
	//     IMGUI_API void AddText(const char* text, const char* text_end = NULL);      // Add string (each character of the UTF-8 string are added)
	//     IMGUI_API void AddRanges(const ImWchar* ranges);                            // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault) to force add all of ASCII/Latin+Ext
	//     IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges);                  // Output new ranges
	// };
	// //-------------------------------------------
	// Custom Rectangles/Glyphs API
	// //-------------------------------------------
	// You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels.
	// You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs.
	// struct CustomRect
	// {
	//     unsigned int    ID;             // Input    // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
	//     unsigned short  Width, Height;  // Input    // Desired rectangle dimension
	//     unsigned short  X, Y;           // Output   // Packed position in Atlas
	//     float           GlyphAdvanceX;  // Input    // For custom font glyphs only (ID<0x10000): glyph xadvance
	//     ImVec2          GlyphOffset;    // Input    // For custom font glyphs only (ID<0x10000): glyph display offset
	//     ImFont*         Font;           // Input    // For custom font glyphs only (ID<0x10000): target font
	//     CustomRect()            { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
	//     bool IsPacked() const   { return X != 0xFFFF; }
	// };
	// IMGUI_API int       AddCustomRectRegular(unsigned int id, int width, int height);                                                                   // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
	// IMGUI_API int       AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0));   // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
	// const CustomRect*   GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
	// Internals
	// IMGUI_API void      CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
	// IMGUI_API bool      GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
	// //-------------------------------------------
	// Members
	// //-------------------------------------------
	// bool                        Locked;             // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
	Locked: boolean;
	// ImFontAtlasFlags            Flags;              // Build flags (see ImFontAtlasFlags_)
	Flags: ImFontAtlasFlags;
	// ImTextureID                 TexID;              // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
	TexID: ImTextureID;
	// int                         TexDesiredWidth;    // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
	TexDesiredWidth: number;
	// int                         TexGlyphPadding;    // Padding between glyphs within texture in pixels. Defaults to 1.
	TexGlyphPadding: number;
	// [Internal]
	// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
	// unsigned char*              TexPixelsAlpha8;    // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
	// unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
	// int                         TexWidth;           // Texture width calculated during Build().
	readonly TexWidth: number;
	// int                         TexHeight;          // Texture height calculated during Build().
	readonly TexHeight: number;
	// ImVec2                      TexUvScale;         // = (1.0f/TexWidth, 1.0f/TexHeight)
	readonly TexUvScale: Readonly<reference_ImVec2>;
	// ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel
	readonly TexUvWhitePixel: Readonly<reference_ImVec2>;
	// ImVector<ImFont*>           Fonts;              // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
	IterateFonts(callback: (font: reference_ImFont) => void): void;
}
export interface reference_ImGuiViewport extends Emscripten$1.EmscriptenClassReference {
	// ImGuiViewportFlags  Flags;                  // See ImGuiViewportFlags_
	Flags: ImGuiViewportFlags;
	// ImVec2              Pos;                    // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
	readonly Pos: interface_ImVec2;
	// ImVec2              Size;                   // Main Area: Size of the viewport.
	readonly Size: interface_ImVec2;
	// ImVec2              WorkPos;                // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
	readonly WorkPos: interface_ImVec2;
	// ImVec2              WorkSize;               // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
	readonly WorkSize: interface_ImVec2;
}
export interface reference_ImGuiIO extends Emscripten$1.EmscriptenClassReference {
	//------------------------------------------------------------------
	// Settings (fill once)                 // Default value:
	//------------------------------------------------------------------
	// ImGuiConfigFlags ConfigFlags;                 // = 0                  // See ImGuiConfigFlags_. Gamepad/keyboard navigation options.
	ConfigFlags: ImGuiConfigFlags;
	// ImGuiBackendFlags BackendFlags;               // = 0                  // Set ImGuiBackendFlags_ enum. Set by imgui_impl_xxx files or custom back-end.
	BackendFlags: ImGuiBackendFlags;
	// ImVec2        DisplayS0ize;              // <unset>              // Display size, in pixels. For clamping windows positions.
	readonly DisplaySize: reference_ImVec2;
	// float         DeltaTime;                // = 1.0f/60.0f         // Time elapsed since last frame, in seconds.
	DeltaTime: number;
	// float         IniSavingRate;            // = 5.0f               // Maximum time between saving positions/sizes to .ini file, in seconds.
	IniSavingRate: number;
	// const char*   IniFilename;              // = "imgui.ini"        // Path to .ini file. NULL to disable .ini saving.
	IniFilename: string;
	// const char*   LogFilename;              // = "imgui_log.txt"    // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
	LogFilename: string;
	// float         MouseDoubleClickTime;     // = 0.30f              // Time for a double-click, in seconds.
	MouseDoubleClickTime: number;
	// float         MouseDoubleClickMaxDist;  // = 6.0f               // Distance threshold to stay in to validate a double-click, in pixels.
	MouseDoubleClickMaxDist: number;
	// float         MouseDragThreshold;       // = 6.0f               // Distance threshold before considering we are dragging.
	MouseDragThreshold: number;
	// int           KeyMap[ImGuiKey_COUNT];   // <unset>              // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
	_getAt_KeyMap(index: ImGuiKey): number;
	_setAt_KeyMap(index: ImGuiKey, value: number): boolean;
	// float         KeyRepeatDelay;           // = 0.250f             // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
	KeyRepeatDelay: number;
	// float         KeyRepeatRate;            // = 0.050f             // When holding a key/button, rate at which it repeats, in seconds.
	KeyRepeatRate: number;
	// void*         UserData;                 // = NULL               // Store your own data for retrieval by callbacks.
	UserData: any;
	// ImFontAtlas*  Fonts;                    // <auto>               // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
	readonly Fonts: reference_ImFontAtlas;
	// float         FontGlobalScale;          // = 1.0f               // Global scale all fonts
	FontGlobalScale: number;
	// bool          FontAllowUserScaling;     // = false              // Allow user scaling text of individual window with CTRL+Wheel.
	FontAllowUserScaling: boolean;
	// ImFont*       FontDefault;              // = NULL               // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
	FontDefault: reference_ImFont | null;
	// ImVec2        DisplayFramebufferScale;  // = (1.0f,1.0f)        // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
	readonly DisplayFramebufferScale: reference_ImVec2;
	// Advanced/subtle behaviors
	// bool        MouseDrawCursor;                // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
	MouseDrawCursor: boolean;
	// bool          OptMacOSXBehaviors;       // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl
	ConfigMacOSXBehaviors: boolean;
	// bool          ConfigInputTextCursorBlink;   // = true               // Enable blinking cursor, for users who consider it annoying.
	ConfigInputTextCursorBlink: boolean;
	ConfigDragClickToInputText: boolean;
	// bool          ConfigWindowsResizeFromEdges; // = false          // [BETA] Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the ImGuiWindowFlags_ResizeFromAnySide flag)
	ConfigWindowsResizeFromEdges: boolean;
	// bool        ConfigWindowsMoveFromTitleBarOnly;// = false        // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
	ConfigWindowsMoveFromTitleBarOnly: boolean;
	ConfigMemoryCompactTimer: number;
	//------------------------------------------------------------------
	// Settings (User Functions)
	//------------------------------------------------------------------
	// Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff.
	// const char* BackendPlatformName;            // = NULL
	BackendPlatformName: string | null;
	// const char* BackendRendererName;            // = NULL
	BackendRendererName: string | null;
	// void*       BackendPlatformUserData;        // = NULL
	BackendPlatformUserData: string | null;
	// void*       BackendRendererUserData;        // = NULL
	BackendRendererUserData: string | null;
	// void*       BackendLanguageUserData;        // = NULL
	BackendLanguageUserData: string | null;
	// Optional: access OS clipboard
	// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
	// const char* (*GetClipboardTextFn)(void* user_data);
	GetClipboardTextFn: ((user_data: any) => string) | null;
	// void        (*SetClipboardTextFn)(void* user_data, const char* text);
	SetClipboardTextFn: ((user_data: any, text: string) => void) | null;
	// void*       ClipboardUserData;
	ClipboardUserData: any;
	// Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
	// (default to use native imm32 api on Windows)
	// void        (*ImeSetInputScreenPosFn)(int x, int y);
	// void*       ImeWindowHandle;            // (Windows) Set this to your HWND to get automatic IME cursor positioning.
	//------------------------------------------------------------------
	// Input - Fill before calling NewFrame()
	//------------------------------------------------------------------
	// ImVec2      MousePos;                       // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
	readonly MousePos: reference_ImVec2;
	// bool        MouseDown[5];                   // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
	_getAt_MouseDown(index: number): boolean;
	_setAt_MouseDown(index: number, value: boolean): boolean;
	// float       MouseWheel;                     // Mouse wheel: 1 unit scrolls about 5 lines text.
	MouseWheel: number;
	// float       MouseWheelH;                    // Mouse wheel (Horizontal). Most users don't have a mouse with an horizontal wheel, may not be filled by all back ends.
	MouseWheelH: number;
	// bool        KeyCtrl;                        // Keyboard modifier pressed: Control
	KeyCtrl: boolean;
	// bool        KeyShift;                       // Keyboard modifier pressed: Shift
	KeyShift: boolean;
	// bool        KeyAlt;                         // Keyboard modifier pressed: Alt
	KeyAlt: boolean;
	// bool        KeySuper;                       // Keyboard modifier pressed: Cmd/Super/Windows
	KeySuper: boolean;
	// bool        KeysDown[512];                  // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
	_getAt_KeysDown(index: number): boolean;
	_setAt_KeysDown(index: number, value: boolean): boolean;
	// float       NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame)
	_getAt_NavInputs(index: number): number;
	_setAt_NavInputs(index: number, value: number): boolean;
	// Functions
	// IMGUI_API void AddInputCharacter(ImWchar c);                        // Add new character into InputCharacters[]
	AddInputCharacter(c: number): void;
	// IMGUI_API void  AddInputCharacterUTF16(ImWchar16 c);        // Queue new character input from an UTF-16 character, it can be a surrogate
	AddInputCharacterUTF16(c: ImWchar16): void;
	// IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars);      // Add new characters into InputCharacters[] from an UTF-8 string
	AddInputCharactersUTF8(utf8_chars: string): void;
	// inline void    ClearInputCharacters() { InputCharacters[0] = 0; }   // Clear the text input buffer manually
	ClearInputCharacters(): void;
	//------------------------------------------------------------------
	// Output - Retrieve after calling NewFrame()
	//------------------------------------------------------------------
	// bool        WantCaptureMouse;           // When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. This is set by ImGui when it wants to use your mouse (e.g. unclicked mouse is hovering a window, or a widget is active). 
	WantCaptureMouse: boolean;
	// bool        WantCaptureKeyboard;        // When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. This is set by ImGui when it wants to use your keyboard inputs.
	WantCaptureKeyboard: boolean;
	// bool        WantTextInput;              // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
	WantTextInput: boolean;
	// bool        WantSetMousePos;              // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_MoveMouse flag is enabled in io.ConfigFlags.
	WantSetMousePos: boolean;
	// bool        WantSaveIniSettings;        // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself.
	WantSaveIniSettings: boolean;
	// bool        NavActive;                  // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
	NavActive: boolean;
	// bool        NavVisible;                 // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
	NavVisible: boolean;
	// float       Framerate;                  // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
	Framerate: number;
	// int         MetricsRenderVertices;      // Vertices output during last call to Render()
	MetricsRenderVertices: number;
	// int         MetricsRenderIndices;       // Indices output during last call to Render() = number of triangles * 3
	MetricsRenderIndices: number;
	// int         MetricsRenderWindows;       // Number of visible windows
	MetricsRenderWindows: number;
	// int         MetricsActiveWindows;       // Number of visible root windows (exclude child windows)
	MetricsActiveWindows: number;
	// int         MetricsActiveAllocations;   // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
	MetricsActiveAllocations: number;
	// ImVec2      MouseDelta;                 // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
	readonly MouseDelta: Readonly<reference_ImVec2>;
	//------------------------------------------------------------------
	// [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
	//------------------------------------------------------------------
	WantCaptureMouseUnlessPopupClose: boolean;
	// ImVec2      MousePosPrev;               // Previous mouse position temporary storage (nb: not for public use, set to MousePos in NewFrame())
	// ImVec2      MouseClickedPos[5];         // Position at time of clicking
	_getAt_MouseClickedPos(index: number): Readonly<reference_ImVec2>;
	// float       MouseClickedTime[5];        // Time of last click (used to figure out double-click)
	// bool        MouseClicked[5];            // Mouse button went from !Down to Down
	// bool        MouseDoubleClicked[5];      // Has mouse button been double-clicked?
	// bool        MouseReleased[5];           // Mouse button went from Down to !Down
	// bool        MouseDownOwned[5];          // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
	// bool        MouseDownWasDoubleClick[5];     // Track if button down was a double-click
	// float       MouseDownDuration[5];       // Duration the mouse button has been down (0.0f == just clicked)
	_getAt_MouseDownDuration(index: number): number;
	// float       MouseDownDurationPrev[5];   // Previous time the mouse button has been down
	// ImVec2      MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
	// float       MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
	// float       KeysDownDuration[512];      // Duration the keyboard key has been down (0.0f == just pressed)
	_getAt_KeysDownDuration(index: number): number;
	// float       KeysDownDurationPrev[512];  // Previous duration the key has been down
	// float       NavInputsDownDuration[ImGuiNavInput_COUNT];
	_getAt_NavInputsDownDuration(index: number): number;
}
interface Module$1 extends Emscripten$1.EmscriptenModule {
	__EMSCRIPTEN_major__: number;
	__EMSCRIPTEN_minor__: number;
	__EMSCRIPTEN_tiny__: number;
	mallinfo(): mallinfo;
	IMGUI_VERSION: string;
	IMGUI_CHECKVERSION(): boolean;
	ImGuiIOSize: number;
	ImGuiStyleSize: number;
	ImVec2Size: number;
	ImVec4Size: number;
	ImDrawVertSize: number;
	ImDrawIdxSize: number;
	ImDrawVertPosOffset: number;
	ImDrawVertUVOffset: number;
	ImDrawVertColOffset: number;
	ImGuiListClipper: {
		new (): ImGuiListClipper;
	};
	ImGuiStyle: {
		new (): ImGuiStyle;
	};
	// Context creation and access
	// Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
	// None of those functions is reliant on the current context.
	// IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
	// IMGUI_API void          DestroyContext(ImGuiContext* ctx = NULL);   // NULL = destroy current context
	// IMGUI_API ImGuiContext* GetCurrentContext();
	// IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);
	CreateContext(shared_font_atlas: reference_ImFontAtlas | null): WrapImGuiContext;
	DestroyContext(ctx: WrapImGuiContext | null): void;
	GetCurrentContext(): WrapImGuiContext | null;
	SetCurrentContext(ctx: WrapImGuiContext | null): void;
	// Main
	// IMGUI_API ImGuiIO&      GetIO();                                    // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
	// IMGUI_API ImGuiStyle&   GetStyle();                                 // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
	// IMGUI_API void          NewFrame();                                 // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
	// IMGUI_API void          EndFrame();                                 // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
	// IMGUI_API void          Render();                                   // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
	// IMGUI_API ImDrawData*   GetDrawData();                              // valid after Render() and until the next call to NewFrame(). this is what you have to render.
	GetIO(): reference_ImGuiIO;
	GetStyle(): ImGuiStyle;
	NewFrame(): void;
	EndFrame(): void;
	Render(): void;
	GetDrawData(): reference_ImDrawData | null;
	// Demo, Debug, Information
	// IMGUI_API void          ShowDemoWindow(bool* p_open = NULL);        // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
	// IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
	// IMGUI_API void          ShowStackToolWindow(bool* p_open = NULL);   // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
	// IMGUI_API void          ShowAboutWindow(bool* p_open = NULL);       // create About window. display Dear ImGui version, credits and build/system information.
	// IMGUI_API void          ShowStyleEditor(ImGuiStyle* ref = NULL);    // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
	// IMGUI_API bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.
	// IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.
	// IMGUI_API void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
	// IMGUI_API const char*   GetVersion();                               // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
	ShowDemoWindow(p_open: ImScalar<boolean> | null): void;
	ShowMetricsWindow(p_open: ImScalar<boolean> | null): void;
	ShowStackToolWindow(p_open: ImScalar<boolean> | null): void;
	ShowAboutWindow(p_open: ImScalar<boolean> | null): void;
	ShowStyleEditor(ref: ImGuiStyle | null): void;
	ShowStyleSelector(label: string): boolean;
	ShowFontSelector(label: string): void;
	ShowUserGuide(): void;
	GetVersion(): string;
	// Styles
	// IMGUI_API void          StyleColorsDark(ImGuiStyle* dst = NULL);    // new, recommended style (default)
	// IMGUI_API void          StyleColorsLight(ImGuiStyle* dst = NULL);   // best used with borders and a custom, thicker font
	// IMGUI_API void          StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
	StyleColorsDark(dst: ImGuiStyle | null): void;
	StyleColorsLight(dst: ImGuiStyle | null): void;
	StyleColorsClassic(dst: ImGuiStyle | null): void;
	// Windows
	// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
	// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
	//   which clicking will set the boolean to false when clicked.
	// - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
	//   Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
	// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
	//   anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
	//   [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
	//    BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
	//    returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
	// - Note that the bottom of window stack always contains a window called "Debug".
	// IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
	// IMGUI_API void          End();
	Begin(name: string, p_open: ImScalar<boolean> | null, flags: ImGuiWindowFlags): boolean;
	End(): void;
	// Child Windows
	// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
	// - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
	// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
	//   Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
	//   [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
	//    BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
	//    returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
	// IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
	// IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
	// IMGUI_API void          EndChild();
	BeginChild(id: string | ImGuiID, size: Readonly<interface_ImVec2>, border: boolean, flags: ImGuiWindowFlags): boolean;
	EndChild(): void;
	// Windows Utilities
	// - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
	// IMGUI_API bool          IsWindowAppearing();
	// IMGUI_API bool          IsWindowCollapsed();
	// IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
	// IMGUI_API bool          IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
	// IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the current window, to append your own drawing primitives
	// IMGUI_API ImVec2        GetWindowPos();                             // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
	// IMGUI_API ImVec2        GetWindowSize();                            // get current window size
	// IMGUI_API float         GetWindowWidth();                           // get current window width (shortcut for GetWindowSize().x)
	// IMGUI_API float         GetWindowHeight();                          // get current window height (shortcut for GetWindowSize().y)
	IsWindowAppearing(): boolean;
	IsWindowCollapsed(): boolean;
	IsWindowFocused(flags: ImGuiFocusedFlags): boolean;
	IsWindowHovered(flags: ImGuiHoveredFlags): boolean;
	GetWindowDrawList(): reference_ImDrawList;
	GetWindowPos(out: interface_ImVec2): typeof out;
	GetWindowSize(out: interface_ImVec2): typeof out;
	GetWindowWidth(): number;
	GetWindowHeight(): number;
	// Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
	// IMGUI_API void          SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
	// IMGUI_API void          SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0);                  // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
	// IMGUI_API void          SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
	// IMGUI_API void          SetNextWindowContentSize(const ImVec2& size);                               // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
	// IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                 // set next window collapsed state. call before Begin()
	// IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / top-most. call before Begin()
	// IMGUI_API void          SetNextWindowBgAlpha(float alpha);                                          // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
	// IMGUI_API void          SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0);                        // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
	// IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiCond cond = 0);                      // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
	// IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
	// IMGUI_API void          SetWindowFocus();                                                           // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
	// IMGUI_API void          SetWindowFontScale(float scale);                                            // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
	// IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.
	// IMGUI_API void          SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0);    // set named window size. set axis to 0.0f to force an auto-fit on this axis.
	// IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state
	// IMGUI_API void          SetWindowFocus(const char* name);                                           // set named window to be focused / top-most. use NULL to remove focus.
	SetNextWindowPos(pos: Readonly<interface_ImVec2>, cond: ImGuiCond, pivot: Readonly<interface_ImVec2>): void;
	SetNextWindowSize(size: Readonly<interface_ImVec2>, cond: ImGuiCond): void;
	SetNextWindowSizeConstraints(size_min: Readonly<interface_ImVec2>, size_max: Readonly<interface_ImVec2>, custom_callback: ImGuiSizeCallback | null, data: any): void;
	SetNextWindowContentSize(size: Readonly<interface_ImVec2>): void;
	SetNextWindowCollapsed(collapsed: boolean, cond: ImGuiCond): void;
	SetNextWindowFocus(): void;
	SetNextWindowBgAlpha(alpha: number): void;
	SetWindowPos(pos: Readonly<interface_ImVec2>, cond: ImGuiCond): void;
	SetWindowSize(size: Readonly<interface_ImVec2>, cond: ImGuiCond): void;
	SetWindowCollapsed(collapsed: boolean, cond: ImGuiCond): void;
	SetWindowFocus(): void;
	SetWindowFontScale(scale: number): void;
	SetWindowNamePos(name: string, pos: Readonly<interface_ImVec2>, cond: ImGuiCond): void;
	SetWindowNameSize(name: string, size: Readonly<interface_ImVec2>, cond: ImGuiCond): void;
	SetWindowNameCollapsed(name: string, collapsed: boolean, cond: ImGuiCond): void;
	SetWindowNameFocus(name: string): void;
	// Content region
	// - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
	// - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
	// IMGUI_API ImVec2        GetContentRegionAvail();                                        // == GetContentRegionMax() - GetCursorPos()
	// IMGUI_API ImVec2        GetContentRegionMax();                                          // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
	// IMGUI_API ImVec2        GetWindowContentRegionMin();                                    // content boundaries min (roughly (0,0)-Scroll), in window coordinates
	// IMGUI_API ImVec2        GetWindowContentRegionMax();                                    // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
	// IMGUI_API float         GetWindowContentRegionWidth();                                  //
	GetContentRegionAvail(out: interface_ImVec2): typeof out;
	GetContentRegionMax(out: interface_ImVec2): typeof out;
	GetWindowContentRegionMin(out: interface_ImVec2): typeof out;
	GetWindowContentRegionMax(out: interface_ImVec2): typeof out;
	// GetWindowContentRegionWidth(): number;
	// Windows Scrolling
	// IMGUI_API float         GetScrollX();                                                   // get scrolling amount [0 .. GetScrollMaxX()]
	// IMGUI_API float         GetScrollY();                                                   // get scrolling amount [0 .. GetScrollMaxY()]
	// IMGUI_API void          SetScrollX(float scroll_x);                                     // set scrolling amount [0 .. GetScrollMaxX()]
	// IMGUI_API void          SetScrollY(float scroll_y);                                     // set scrolling amount [0 .. GetScrollMaxY()]
	// IMGUI_API float         GetScrollMaxX();                                                // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
	// IMGUI_API float         GetScrollMaxY();                                                // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
	// IMGUI_API void          SetScrollHereX(float center_x_ratio = 0.5f);                    // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
	// IMGUI_API void          SetScrollHereY(float center_y_ratio = 0.5f);                    // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
	// IMGUI_API void          SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f);  // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
	// IMGUI_API void          SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f);  // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
	GetScrollX(): number;
	GetScrollY(): number;
	SetScrollX(scroll_x: number): void;
	SetScrollY(scroll_y: number): void;
	GetScrollMaxX(): number;
	GetScrollMaxY(): number;
	SetScrollHereX(center_x_ratio: number): void;
	SetScrollHereY(center_y_ratio: number): void;
	SetScrollFromPosX(pos_x: number, center_x_ratio: number): void;
	SetScrollFromPosY(pos_y: number, center_y_ratio: number): void;
	// Parameters stacks (shared)
	// IMGUI_API void          PushFont(ImFont* font);                                         // use NULL as a shortcut to push default font
	// IMGUI_API void          PopFont();
	// IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);                        // modify a style color. always use this if you modify the style after NewFrame().
	// IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);
	// IMGUI_API void          PopStyleColor(int count = 1);
	// IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, float val);                     // modify a style float variable. always use this if you modify the style after NewFrame().
	// IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);             // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
	// IMGUI_API void          PopStyleVar(int count = 1);
	// IMGUI_API void          PushAllowKeyboardFocus(bool allow_keyboard_focus);              // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
	// IMGUI_API void          PopAllowKeyboardFocus();
	// IMGUI_API void          PushButtonRepeat(bool repeat);                                  // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
	// IMGUI_API void          PopButtonRepeat();
	PushFont(font: reference_ImFont | null): void;
	PopFont(): void;
	PushStyleColor(idx: ImGuiCol, col: ImU32 | Readonly<interface_ImVec4>): void;
	PopStyleColor(count: number): void;
	PushStyleVar(idx: ImGuiStyleVar, val: number | Readonly<interface_ImVec2>): void;
	PopStyleVar(count: number): void;
	PushAllowKeyboardFocus(allow_keyboard_focus: boolean): void;
	PopAllowKeyboardFocus(): void;
	PushButtonRepeat(repeat: boolean): void;
	PopButtonRepeat(): void;
	// Parameters stacks (current window)
	// IMGUI_API void          PushItemWidth(float item_width);                                // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). 0.0f = default to ~2/3 of windows width,
	// IMGUI_API void          PopItemWidth();
	// IMGUI_API void          SetNextItemWidth(float item_width);                             // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
	// IMGUI_API float         CalcItemWidth();                                                // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
	// IMGUI_API void          PushTextWrapPos(float wrap_local_pos_x = 0.0f);                 // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
	// IMGUI_API void          PopTextWrapPos();
	PushItemWidth(item_width: number): void;
	PopItemWidth(): void;
	SetNextItemWidth(item_width: number): void;
	CalcItemWidth(): number;
	PushTextWrapPos(wrap_pos_x: number): void;
	PopTextWrapPos(): void;
	// Style read access
	// IMGUI_API ImFont*       GetFont();                                                      // get current font
	// IMGUI_API float         GetFontSize();                                                  // get current font size (= height in pixels) of current font with current scale applied
	// IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                       // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
	// IMGUI_API ImU32         GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f);              // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
	// IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                 // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
	// IMGUI_API ImU32         GetColorU32(ImU32 col);                                         // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
	// IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx);                                // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
	GetFont(): reference_ImFont;
	GetFontSize(): number;
	GetFontTexUvWhitePixel(out: interface_ImVec2): typeof out;
	GetColorU32_A(idx: ImGuiCol, alpha_mul: number): ImU32;
	GetColorU32_B(col: Readonly<interface_ImVec4>): ImU32;
	GetColorU32_C(col: ImU32): ImU32;
	GetStyleColorVec4(idx: ImGuiCol): Readonly<reference_ImVec4>;
	// Cursor / Layout
	// - By "cursor" we mean the current output position.
	// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
	// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
	// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
	//    Window-local coordinates:   SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
	//    Absolute coordinate:        GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
	// IMGUI_API void          Separator();                                                    // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
	// IMGUI_API void          SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f);  // call between widgets or groups to layout them horizontally. X position given in window coordinates.
	// IMGUI_API void          NewLine();                                                      // undo a SameLine() or force a new line when in an horizontal-layout context.
	// IMGUI_API void          Spacing();                                                      // add vertical spacing.
	// IMGUI_API void          Dummy(const ImVec2& size);                                      // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
	// IMGUI_API void          Indent(float indent_w = 0.0f);                                  // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
	// IMGUI_API void          Unindent(float indent_w = 0.0f);                                // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
	// IMGUI_API void          BeginGroup();                                                   // lock horizontal starting position
	// IMGUI_API void          EndGroup();                                                     // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
	// IMGUI_API ImVec2        GetCursorPos();                                                 // cursor position in window coordinates (relative to window position)
	// IMGUI_API float         GetCursorPosX();                                                //   (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
	// IMGUI_API float         GetCursorPosY();                                                //    other functions such as GetCursorScreenPos or everything in ImDrawList::
	// IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                          //    are using the main, absolute coordinate system.
	// IMGUI_API void          SetCursorPosX(float local_x);                                   //    GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
	// IMGUI_API void          SetCursorPosY(float local_y);                                   //
	// IMGUI_API ImVec2        GetCursorStartPos();                                            // initial cursor position in window coordinates
	// IMGUI_API ImVec2        GetCursorScreenPos();                                           // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
	// IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                          // cursor position in absolute screen coordinates [0..io.DisplaySize]
	// IMGUI_API void          AlignTextToFramePadding();                                      // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
	// IMGUI_API float         GetTextLineHeight();                                            // ~ FontSize
	// IMGUI_API float         GetTextLineHeightWithSpacing();                                 // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
	// IMGUI_API float         GetFrameHeight();                                               // ~ FontSize + style.FramePadding.y * 2
	// IMGUI_API float         GetFrameHeightWithSpacing();                                    // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
	Separator(): void;
	SameLine(pos_x: number, spacing_w: number): void;
	NewLine(): void;
	Spacing(): void;
	Dummy(size: Readonly<interface_ImVec2>): void;
	Indent(indent_w: number): void;
	Unindent(indent_w: number): void;
	BeginGroup(): void;
	EndGroup(): void;
	GetCursorPos(out: interface_ImVec2): typeof out;
	GetCursorPosX(): number;
	GetCursorPosY(): number;
	SetCursorPos(local_pos: Readonly<interface_ImVec2>): void;
	SetCursorPosX(x: number): void;
	SetCursorPosY(y: number): void;
	GetCursorStartPos(out: interface_ImVec2): typeof out;
	GetCursorScreenPos(out: interface_ImVec2): typeof out;
	SetCursorScreenPos(pos: interface_ImVec2): void;
	AlignTextToFramePadding(): void;
	GetTextLineHeight(): number;
	GetTextLineHeightWithSpacing(): number;
	GetFrameHeight(): number;
	GetFrameHeightWithSpacing(): number;
	// ID stack/scopes
	// - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
	//   likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
	// - The resulting ID are hashes of the entire stack.
	// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
	// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
	//   whereas "str_id" denote a string that is only used as an ID and not normally displayed.
	// IMGUI_API void          PushID(const char* str_id);                                     // push string into the ID stack (will hash string).
	// IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);       // push string into the ID stack (will hash string).
	// IMGUI_API void          PushID(const void* ptr_id);                                     // push pointer into the ID stack (will hash pointer).
	// IMGUI_API void          PushID(int int_id);                                             // push integer into the ID stack (will hash integer).
	// IMGUI_API void          PopID();                                                        // pop from the ID stack.
	// IMGUI_API ImGuiID       GetID(const char* str_id);                                      // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
	// IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);
	// IMGUI_API ImGuiID       GetID(const void* ptr_id);
	PushID(id: string | number): void;
	PopID(): void;
	GetID(id: string | number): ImGuiID;
	// Widgets: Text
	// IMGUI_API void          TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
	// IMGUI_API void          Text(const char* fmt, ...)                                      IM_FMTARGS(1); // formatted text
	// IMGUI_API void          TextV(const char* fmt, va_list args)                            IM_FMTLIST(1);
	// IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...)            IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
	// IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args)  IM_FMTLIST(2);
	// IMGUI_API void          TextDisabled(const char* fmt, ...)                              IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
	// IMGUI_API void          TextDisabledV(const char* fmt, va_list args)                    IM_FMTLIST(1);
	// IMGUI_API void          TextWrapped(const char* fmt, ...)                               IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
	// IMGUI_API void          TextWrappedV(const char* fmt, va_list args)                     IM_FMTLIST(1);
	// IMGUI_API void          LabelText(const char* label, const char* fmt, ...)              IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
	// IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args)    IM_FMTLIST(2);
	// IMGUI_API void          BulletText(const char* fmt, ...)                                IM_FMTARGS(1); // shortcut for Bullet()+Text()
	// IMGUI_API void          BulletTextV(const char* fmt, va_list args)                      IM_FMTLIST(1);
	TextUnformatted(text: string): void;
	Text(fmt: string): void;
	TextColored(col: Readonly<interface_ImVec4>, fmt: string): void;
	TextDisabled(fmt: string): void;
	TextWrapped(fmt: string): void;
	LabelText(label: string, fmt: string): void;
	BulletText(fmt: string): void;
	// Widgets: Main
	// - Most widgets return true when the value has been changed or when pressed/selected
	// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
	// IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0, 0));   // button
	// IMGUI_API bool          SmallButton(const char* label);                                 // button with FramePadding=(0,0) to easily embed within text
	// IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
	// IMGUI_API bool          ArrowButton(const char* str_id, ImGuiDir dir);                  // square button with an arrow shape
	// IMGUI_API void          Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
	// IMGUI_API bool          ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0),  const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1));    // <0 frame_padding uses default frame padding settings. 0 for no padding
	// IMGUI_API bool          Checkbox(const char* label, bool* v);
	// IMGUI_API bool          CheckboxFlags(const char* label, int* flags, int flags_value);
	// IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
	// IMGUI_API bool          RadioButton(const char* label, bool active);                    // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
	// IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);           // shortcut to handle the above pattern when value is an integer
	// IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
	// IMGUI_API void          Bullet();                                                       // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
	Button(label: string, size: Readonly<interface_ImVec2>): boolean;
	SmallButton(label: string): boolean;
	InvisibleButton(str_id: string, size: Readonly<interface_ImVec2>, flags: ImGuiButtonFlags): boolean;
	ArrowButton(label: string, dir: ImGuiDir): boolean;
	Image(user_texture_id: any, size: Readonly<interface_ImVec2>, uv0: Readonly<interface_ImVec2>, uv1: Readonly<interface_ImVec2>, tint_col: Readonly<interface_ImVec4>, border_col: Readonly<interface_ImVec4>): void;
	ImageButton(user_texture_id: any, size: Readonly<interface_ImVec2>, uv0: Readonly<interface_ImVec2>, uv1: Readonly<interface_ImVec2>, frame_padding: number, bg_col: Readonly<interface_ImVec4>, tint_col: Readonly<interface_ImVec4>): boolean;
	Checkbox(label: string, v: ImScalar<boolean>): boolean;
	CheckboxFlags(label: string, flags: ImScalar<number> | null, flags_value: number): boolean;
	RadioButton_A(label: string, active: boolean): boolean;
	RadioButton_B(label: string, v: ImScalar<number>, v_button: number): boolean;
	ProgressBar(fraction: number, size_arg: Readonly<interface_ImVec2>, overlay: string | null): void;
	Bullet(): void;
	// Widgets: Combo Box
	// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
	// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
	// IMGUI_API bool          BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
	// IMGUI_API void          EndCombo(); // only call EndCombo() if BeginCombo() returns true!
	// IMGUI_API bool          Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
	// IMGUI_API bool          Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1);      // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
	// IMGUI_API bool          Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
	BeginCombo(label: string, preview_value: string | null, flags: ImGuiComboFlags): boolean;
	EndCombo(): void;
	Combo<T>(label: string, current_item: ImScalar<number>, items_getter: (data: T, idx: number, out_text: [
		string
	]) => boolean, data: T, items_count: number, popup_max_height_in_items: number): boolean;
	// Widgets: Drag Sliders
	// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
	// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
	// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
	// - Format string may also be set to NULL or use the default format ("%f" or "%d").
	// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
	// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
	// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
	// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
	// - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
	//   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
	// IMGUI_API bool          DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);     // If v_min >= v_max we have no bound
	// IMGUI_API bool          DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);  // If v_min >= v_max we have no bound
	// IMGUI_API bool          DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
	DragFloat(label: string, v: ImScalar<number> | ImTuple2<number> | ImTuple3<number> | ImTuple4<number>, v_speed: number, v_min: number, v_max: number, format: string | null, flags: ImGuiSliderFlags): boolean;
	DragFloat2(label: string, v: ImTuple2<number> | ImTuple3<number> | ImTuple4<number>, v_speed: number, v_min: number, v_max: number, format: string, flags: ImGuiSliderFlags): boolean;
	DragFloat3(label: string, v: ImTuple3<number> | ImTuple4<number>, v_speed: number, v_min: number, v_max: number, format: string, flags: ImGuiSliderFlags): boolean;
	DragFloat4(label: string, v: ImTuple4<number>, v_speed: number, v_min: number, v_max: number, format: string, flags: ImGuiSliderFlags): boolean;
	DragFloatRange2(label: string, v_current_min: ImScalar<number>, v_current_max: ImScalar<number>, v_speed: number, v_min: number, v_max: number, format: string, format_max: string | null, flags: ImGuiSliderFlags): boolean;
	DragInt(label: string, v: ImScalar<number> | ImTuple2<number> | ImTuple3<number> | ImTuple4<number>, v_speed: number, v_min: number, v_max: number, format: string, flags: ImGuiSliderFlags): boolean;
	DragInt2(label: string, v: ImTuple2<number> | ImTuple3<number> | ImTuple4<number>, v_speed: number, v_min: number, v_max: number, format: string, flags: ImGuiSliderFlags): boolean;
	DragInt3(label: string, v: ImTuple3<number> | ImTuple4<number>, v_speed: number, v_min: number, v_max: number, format: string, flags: ImGuiSliderFlags): boolean;
	DragInt4(label: string, v: ImTuple4<number>, v_speed: number, v_min: number, v_max: number, format: string, flags: ImGuiSliderFlags): boolean;
	DragIntRange2(label: string, v_current_min: ImScalar<number>, v_current_max: ImScalar<number>, v_speed: number, v_min: number, v_max: number, format: string, format_max: string | null, flags: ImGuiSliderFlags): boolean;
	DragScalar(label: string, data_type: ImGuiDataType, v: Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Float32Array | Float64Array, v_speed: number, v_min: number | null, v_max: number | null, format: string | null, flags: ImGuiSliderFlags): boolean;
	// Widgets: Regular Sliders
	// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
	// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
	// - Format string may also be set to NULL or use the default format ("%f" or "%d").
	// - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
	//   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
	// IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);     // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
	// IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
	// IMGUI_API bool          VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
	SliderFloat(label: string, v: ImScalar<number> | ImTuple2<number> | ImTuple3<number> | ImTuple4<number>, v_min: number, v_max: number, format: string, flags: ImGuiSliderFlags): boolean;
	SliderFloat2(label: string, v: ImTuple2<number> | ImTuple3<number> | ImTuple4<number>, v_min: number, v_max: number, format: string, flags: ImGuiSliderFlags): boolean;
	SliderFloat3(label: string, v: ImTuple3<number> | ImTuple4<number>, v_min: number, v_max: number, format: string, flags: ImGuiSliderFlags): boolean;
	SliderFloat4(label: string, v: ImTuple4<number>, v_min: number, v_max: number, format: string, flags: ImGuiSliderFlags): boolean;
	SliderAngle(label: string, v_rad: ImScalar<number> | ImTuple2<number> | ImTuple3<number> | ImTuple4<number>, v_degrees_min: number, v_degrees_max: number, format: string, flags: ImGuiSliderFlags): boolean;
	SliderInt(label: string, v: ImScalar<number> | ImTuple2<number> | ImTuple3<number> | ImTuple4<number>, v_min: number, v_max: number, format: string, flags: ImGuiSliderFlags): boolean;
	SliderInt2(label: string, v: ImTuple2<number> | ImTuple3<number> | ImTuple4<number>, v_min: number, v_max: number, format: string, flags: ImGuiSliderFlags): boolean;
	SliderInt3(label: string, v: ImTuple3<number> | ImTuple4<number>, v_min: number, v_max: number, format: string, flags: ImGuiSliderFlags): boolean;
	SliderInt4(label: string, v: ImTuple4<number>, v_min: number, v_max: number, format: string, flags: ImGuiSliderFlags): boolean;
	SliderScalar(label: string, data_type: ImGuiDataType, v: Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Float32Array | Float64Array, v_min: number | null, v_max: number | null, format: string | null, flags: ImGuiSliderFlags): boolean;
	VSliderFloat(label: string, size: Readonly<interface_ImVec2>, v: ImScalar<number> | ImTuple2<number> | ImTuple3<number> | ImTuple4<number>, v_min: number, v_max: number, format: string, flags: ImGuiSliderFlags): boolean;
	VSliderInt(label: string, size: Readonly<interface_ImVec2>, v: ImScalar<number> | ImTuple2<number> | ImTuple3<number> | ImTuple4<number>, v_min: number, v_max: number, format: string, flags: ImGuiSliderFlags): boolean;
	VSliderScalar(label: string, size: Readonly<interface_ImVec2>, data_type: ImGuiDataType, v: Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Float32Array | Float64Array, v_min: number | null, v_max: number | null, format: string | null, flags: ImGuiSliderFlags): boolean;
	// Widgets: Input with Keyboard
	// - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
	// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
	// IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
	// IMGUI_API bool          InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
	// IMGUI_API bool          InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
	// IMGUI_API bool          InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
	// IMGUI_API bool          InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
	// IMGUI_API bool          InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
	// IMGUI_API bool          InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
	// IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
	// IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
	// IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
	// IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
	// IMGUI_API bool          InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
	// IMGUI_API bool          InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
	// IMGUI_API bool          InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
	InputText(label: string, buf: [
		string
	], buf_size: number, flags: ImGuiInputTextFlags, callback: ImGuiInputTextCallback | null, user_data: any): boolean;
	InputTextMultiline(label: string, buf: [
		string
	], buf_size: number, size: Readonly<interface_ImVec2>, flags: ImGuiInputTextFlags, callback: ImGuiInputTextCallback | null, user_data: any): boolean;
	InputTextWithHint(label: string, hint: string, buf: [
		string
	], buf_size: number, flags: ImGuiInputTextFlags, callback: ImGuiInputTextCallback | null, user_data: any): boolean;
	InputFloat(label: string, v: ImScalar<number> | ImTuple2<number> | ImTuple3<number> | ImTuple4<number>, step: number, step_fast: number, format: string, flags: ImGuiInputTextFlags): boolean;
	InputFloat2(label: string, v: ImTuple2<number> | ImTuple3<number> | ImTuple4<number>, format: string, flags: ImGuiInputTextFlags): boolean;
	InputFloat3(label: string, v: ImTuple3<number> | ImTuple4<number>, format: string, flags: ImGuiInputTextFlags): boolean;
	InputFloat4(label: string, v: ImTuple4<number>, format: string, flags: ImGuiInputTextFlags): boolean;
	InputInt(label: string, v: ImScalar<number> | ImTuple2<number> | ImTuple3<number> | ImTuple4<number>, step: number, step_fast: number, flags: ImGuiInputTextFlags): boolean;
	InputInt2(label: string, v: ImTuple2<number> | ImTuple3<number> | ImTuple4<number>, flags: ImGuiInputTextFlags): boolean;
	InputInt3(label: string, v: ImTuple3<number> | ImTuple4<number>, flags: ImGuiInputTextFlags): boolean;
	InputInt4(label: string, v: ImTuple4<number>, flags: ImGuiInputTextFlags): boolean;
	InputDouble(label: string, v: ImScalar<number> | ImTuple2<number> | ImTuple3<number> | ImTuple4<number>, step: number, step_fast: number, format: string, flags: ImGuiInputTextFlags): boolean;
	InputScalar(label: string, data_type: ImGuiDataType, v: Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Float32Array | Float64Array, step: number | null, step_fast: number | null, format: string | null, flags: ImGuiInputTextFlags): boolean;
	// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
	// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
	// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
	// IMGUI_API bool          ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
	// IMGUI_API bool          ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
	// IMGUI_API bool          ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
	// IMGUI_API bool          ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
	// IMGUI_API bool          ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
	// IMGUI_API void          SetColorEditOptions(ImGuiColorEditFlags flags);                     // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
	ColorEdit3(label: string, col: ImTuple3<number> | ImTuple4<number>, flags: ImGuiColorEditFlags): boolean;
	ColorEdit4(label: string, col: ImTuple4<number>, flags: ImGuiColorEditFlags): boolean;
	ColorPicker3(label: string, col: ImTuple3<number> | ImTuple4<number>, flags: ImGuiColorEditFlags): boolean;
	ColorPicker4(label: string, col: ImTuple4<number>, flags: ImGuiColorEditFlags, ref_col: ImTuple4<number> | null): boolean;
	ColorButton(desc_id: string, col: Readonly<interface_ImVec4>, flags: ImGuiColorEditFlags, size: Readonly<interface_ImVec2>): boolean;
	SetColorEditOptions(flags: ImGuiColorEditFlags): void;
	// Widgets: Trees
	// - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
	// IMGUI_API bool          TreeNode(const char* label);
	// IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2);   // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
	// IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2);   // "
	// IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
	// IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
	// IMGUI_API bool          TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
	// IMGUI_API bool          TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
	// IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
	// IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
	// IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
	// IMGUI_API void          TreePush(const char* str_id);                                       // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
	// IMGUI_API void          TreePush(const void* ptr_id = NULL);                                // "
	// IMGUI_API void          TreePop();                                                          // ~ Unindent()+PopId()
	// IMGUI_API float         GetTreeNodeToLabelSpacing();                                        // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
	// IMGUI_API bool          CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0);  // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
	// IMGUI_API bool          CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
	// IMGUI_API void          SetNextItemOpen(bool is_open, ImGuiCond cond = 0);                  // set next TreeNode/CollapsingHeader open state.
	TreeNode_A(label: string): boolean;
	TreeNode_B(str_id: string, fmt: string): boolean;
	TreeNode_C(ptr_id: number, fmt: string): boolean;
	TreeNodeEx_A(label: string, flags: ImGuiTreeNodeFlags): boolean;
	TreeNodeEx_B(str_id: string, flags: ImGuiTreeNodeFlags, fmt: string): boolean;
	TreeNodeEx_C(ptr_id: number, flags: ImGuiTreeNodeFlags, fmt: string): boolean;
	TreePush_A(str_id: string): void;
	TreePush_B(ptr_id: number): void;
	TreePop(): void;
	GetTreeNodeToLabelSpacing(): number;
	CollapsingHeader_A(label: string, flags: ImGuiTreeNodeFlags): boolean;
	CollapsingHeader_B(label: string, p_open: ImScalar<boolean> | null, flags: ImGuiTreeNodeFlags): boolean;
	SetNextItemOpen(is_open: boolean, cond: ImGuiCond): void;
	// Widgets: Selectables
	// - A selectable highlights when hovered, and can display another color when selected.
	// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
	// IMGUI_API bool          Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
	// IMGUI_API bool          Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0));      // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
	Selectable_A(label: string, selected: boolean, flags: ImGuiSelectableFlags, size: interface_ImVec2): boolean;
	Selectable_B(label: string, p_selected: ImScalar<boolean>, flags: ImGuiSelectableFlags, size: interface_ImVec2): boolean;
	// Widgets: List Boxes
	// - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
	// IMGUI_API bool          BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
	// IMGUI_API void          EndListBox();                                                       // only call EndListBox() if BeginListBox() returned true!
	// IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
	// IMGUI_API bool          ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
	BeginListBox(label: string, size: Readonly<interface_ImVec2>): boolean;
	EndListBox(): void;
	ListBox_A(label: string, current_item: ImScalar<number>, items: string[], items_count: number, height_in_items: number): boolean;
	ListBox_B<T>(label: string, current_item: ImScalar<number>, items_getter: (data: T, idx: number, out_text: [
		string
	]) => boolean, data: T, items_count: number, height_in_items: number): boolean;
	// Widgets: Data Plotting
	// IMGUI_API void          PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
	// IMGUI_API void          PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
	// IMGUI_API void          PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
	// IMGUI_API void          PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
	PlotLines<T>(label: string, values_getter: (data: T, idx: number) => number, data: T, values_count: number, value_offset: number, overlay_text: string | null, scale_min: number, scale_max: number, graph_size: Readonly<interface_ImVec2>): void;
	PlotHistogram<T>(label: string, values_getter: (data: T, idx: number) => number, data: T, values_count: number, value_offset: number, overlay_text: string | null, scale_min: number, scale_max: number, graph_size: Readonly<interface_ImVec2>): void;
	// Widgets: Value() Helpers.
	// - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
	// IMGUI_API void          Value(const char* prefix, bool b);
	// IMGUI_API void          Value(const char* prefix, int v);
	// IMGUI_API void          Value(const char* prefix, unsigned int v);
	// IMGUI_API void          Value(const char* prefix, float v, const char* float_format = NULL);
	Value_A(prefix: string, b: boolean): void;
	Value_B(prefix: string, v: number): void;
	Value_C(prefix: string, v: number): void;
	Value_D(prefix: string, v: number, float_format: string | null): void;
	// Widgets: Menus
	// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
	// - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
	// - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
	// IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
	// IMGUI_API void          EndMenuBar();                                                       // only call EndMenuBar() if BeginMenuBar() returns true!
	// IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar.
	// IMGUI_API void          EndMainMenuBar();                                                   // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
	// IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!
	// IMGUI_API void          EndMenu();                                                          // only call EndMenu() if BeginMenu() returns true!
	// IMGUI_API bool          MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true);  // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
	// IMGUI_API bool          MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true);              // return true when activated + toggle (*p_selected) if p_selected != NULL
	BeginMenuBar(): boolean;
	EndMenuBar(): void;
	BeginMainMenuBar(): boolean;
	EndMainMenuBar(): void;
	BeginMenu(label: string, enabled: boolean): boolean;
	EndMenu(): void;
	MenuItem_A(label: string, shortcut: string | null, selected: boolean, enabled: boolean): boolean;
	MenuItem_B(label: string, shortcut: string | null, p_selected: ImScalar<boolean>, enabled: boolean): boolean;
	// Tooltips
	// - Tooltip are windows following the mouse. They do not take focus away.
	// IMGUI_API void          BeginTooltip();                                                     // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
	// IMGUI_API void          EndTooltip();
	// IMGUI_API void          SetTooltip(const char* fmt, ...) IM_FMTARGS(1);                     // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
	// IMGUI_API void          SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
	BeginTooltip(): void;
	EndTooltip(): void;
	SetTooltip(fmt: string): void;
	// Popups, Modals
	//  - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
	//  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
	//  - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
	//  - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
	//  - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
	//  - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
	//    This is sometimes leading to confusing mistakes. May rework this in the future.
	// Popups: begin/end functions
	//  - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
	//  - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.
	// IMGUI_API bool          BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0);                         // return true if the popup is open, and you can start outputting to it.
	// IMGUI_API bool          BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
	// IMGUI_API void          EndPopup();                                                                         // only call EndPopup() if BeginPopupXXX() returns true!
	BeginPopup(str_id: string, flags: ImGuiWindowFlags): boolean;
	BeginPopupModal(name: string, p_open: ImScalar<boolean> | null, flags: ImGuiWindowFlags): boolean;
	EndPopup(): void;
	// Popups: open/close functions
	//  - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
	//  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
	//  - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
	//  - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
	//  - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
	// IMGUI_API void          OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0);                     // call to mark popup as open (don't call every frame!).
	// IMGUI_API void          OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);   // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
	// IMGUI_API void          CloseCurrentPopup();                                                                // manually close the popup we have begin-ed into.
	OpenPopup(str_id: string, popup_flags: ImGuiPopupFlags): void;
	OpenPopupOnItemClick(str_id: string | null, popup_flags: ImGuiPopupFlags): void;
	CloseCurrentPopup(): void;
	// Popups: open+begin combined functions helpers
	//  - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
	//  - They are convenient to easily create context menus, hence the name.
	//  - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
	//  - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
	// IMGUI_API bool          BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);  // open+begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
	// IMGUI_API bool          BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
	// IMGUI_API bool          BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);  // open+begin popup when clicked in void (where there are no windows).
	BeginPopupContextItem(str_id: string | null, popup_flags: ImGuiPopupFlags): boolean;
	BeginPopupContextWindow(str_id: string | null, popup_flags: ImGuiPopupFlags): boolean;
	BeginPopupContextVoid(str_id: string | null, popup_flags: ImGuiPopupFlags): boolean;
	// Popups: test function
	//  - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
	//  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
	//  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
	// IMGUI_API bool          IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0);                         // return true if the popup is open.
	IsPopupOpen(str_id: string, flags: ImGuiPopupFlags): boolean;
	// Tables
	// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
	// - Full-featured replacement for old Columns API.
	// - See Demo->Tables for demo code.
	// - See top of imgui_tables.cpp for general commentary.
	// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
	// The typical call flow is:
	// - 1. Call BeginTable().
	// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
	// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
	// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
	// - 5. Populate contents:
	//    - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
	//    - If you are using tables as a sort of grid, where every columns is holding the same type of contents,
	//      you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
	//      TableNextColumn() will automatically wrap-around into the next row if needed.
	//    - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
	//    - Summary of possible call flow:
	//        --------------------------------------------------------------------------------------------------------
	//        TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1")  // OK
	//        TableNextRow() -> TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK
	//                          TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK: TableNextColumn() automatically gets to next row!
	//        TableNextRow()                           -> Text("Hello 0")                                               // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
	//        --------------------------------------------------------------------------------------------------------
	// - 5. Call EndTable()
	// IMGUI_API bool          BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
	// IMGUI_API void          EndTable();                                 // only call EndTable() if BeginTable() returns true!
	// IMGUI_API void          TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
	// IMGUI_API bool          TableNextColumn();                          // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
	// IMGUI_API bool          TableSetColumnIndex(int column_n);          // append into the specified column. Return true when column is visible.
	BeginTable(str_id: string, column: number, flags: ImGuiTableFlags, outer_size: interface_ImVec2, inner_width: number): boolean;
	EndTable(): void;
	TableNextRow(row_flags: ImGuiTableRowFlags, min_row_height: number): void;
	TableNextColumn(): boolean;
	TableSetColumnIndex(column_n: number): boolean;
	// Tables: Headers & Columns declaration
	// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
	// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
	//   Headers are required to perform: reordering, sorting, and opening the context menu.
	//   The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
	// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
	//   some advanced use cases (e.g. adding custom widgets in header row).
	// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
	// IMGUI_API void          TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImU32 user_id = 0);
	// IMGUI_API void          TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
	// IMGUI_API void          TableHeadersRow();                          // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
	// IMGUI_API void          TableHeader(const char* label);             // submit one header cell manually (rarely used)
	TableSetupColumn(label: string, flags: ImGuiTableColumnFlags, init_width_or_weight: number, user_id: ImU32): void;
	TableSetupScrollFreeze(cols: number, rows: number): void;
	TableHeadersRow(): void;
	TableHeader(label: string): void;
	// Tables: Sorting
	// - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
	// - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed
	//   since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may
	//   wastefully sort your data every frame!
	// - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
	// IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs();                        // get latest sort specs for the table (NULL if not sorting).
	TableGetSortSpecs(): reference_ImGuiTableSortSpecs | null;
	// Tables: Miscellaneous functions
	// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
	// IMGUI_API int                   TableGetColumnCount();                      // return number of columns (value passed to BeginTable)
	// IMGUI_API int                   TableGetColumnIndex();                      // return current column index.
	// IMGUI_API int                   TableGetRowIndex();                         // return current row index.
	// IMGUI_API const char*           TableGetColumnName(int column_n = -1);      // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
	// IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1);     // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
	// IMGUI_API void                  TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
	// IMGUI_API void                  TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1);  // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
	TableGetColumnCount(): number;
	TableGetColumnIndex(): number;
	TableGetRowIndex(): number;
	TableGetColumnName(column_n: number): string;
	TableGetColumnFlags(column_n: number): ImGuiTableColumnFlags;
	TableSetColumnEnabled(column_n: number, v: boolean): void;
	TableSetBgColor(target: ImGuiTableBgTarget, color: ImU32, column_n: number): void;
	// Legacy Columns API (2020: prefer using Tables!)
	// - You can also use SameLine(pos_x) to mimic simplified columns.
	// IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border = true);
	// IMGUI_API void          NextColumn();                                                       // next column, defaults to current row or next row if the current row is finished
	// IMGUI_API int           GetColumnIndex();                                                   // get current column index
	// IMGUI_API float         GetColumnWidth(int column_index = -1);                              // get column width (in pixels). pass -1 to use current column
	// IMGUI_API void          SetColumnWidth(int column_index, float width);                      // set column width (in pixels). pass -1 to use current column
	// IMGUI_API float         GetColumnOffset(int column_index = -1);                             // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
	// IMGUI_API void          SetColumnOffset(int column_index, float offset_x);                  // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
	// IMGUI_API int           GetColumnsCount();
	Columns(count: number, id: string | null, border: boolean): void;
	NextColumn(): void;
	GetColumnIndex(): number;
	GetColumnWidth(column_index: number): number;
	SetColumnWidth(column_index: number, width: number): void;
	GetColumnOffset(column_index: number): number;
	SetColumnOffset(column_index: number, offset_x: number): void;
	GetColumnsCount(): number;
	// Tab Bars, Tabs
	// IMGUI_API bool          BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0);        // create and append into a TabBar
	// IMGUI_API void          EndTabBar();                                                        // only call EndTabBar() if BeginTabBar() returns true!
	// IMGUI_API bool          BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
	// IMGUI_API void          EndTabItem();                                                       // only call EndTabItem() if BeginTabItem() returns true!
	// IMGUI_API bool          TabItemButton(const char* label, ImGuiTabItemFlags flags = 0);      // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
	// IMGUI_API void          SetTabItemClosed(const char* tab_or_docked_window_label);           // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
	BeginTabBar(str_id: string, flags: ImGuiTabBarFlags): boolean;
	EndTabBar(): void;
	BeginTabItem(label: string, p_open: ImScalar<boolean> | null, flags: ImGuiTabBarFlags): boolean;
	EndTabItem(): void;
	TabItemButton(label: string, flags: ImGuiTabItemFlags): boolean;
	SetTabItemClosed(tab_or_docked_window_label: string): void;
	// Logging/Capture
	// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
	// IMGUI_API void          LogToTTY(int auto_open_depth = -1);                                 // start logging to tty (stdout)
	// IMGUI_API void          LogToFile(int auto_open_depth = -1, const char* filename = NULL);   // start logging to file
	// IMGUI_API void          LogToClipboard(int auto_open_depth = -1);                           // start logging to OS clipboard
	// IMGUI_API void          LogFinish();                                                        // stop logging (close file, etc.)
	// IMGUI_API void          LogButtons();                                                       // helper to display buttons for logging to tty/file/clipboard
	// IMGUI_API void          LogText(const char* fmt, ...) IM_FMTARGS(1);                        // pass text data straight to log (without being displayed)
	LogToTTY(max_depth: number): void;
	LogToFile(max_depth: number, filename: string | null): void;
	LogToClipboard(max_depth: number): void;
	LogFinish(): void;
	LogButtons(): void;
	LogText(fmt: string): void;
	// Drag and Drop
	// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip as replacement)
	// IMGUI_API bool          BeginDragDropSource(ImGuiDragDropFlags flags = 0);                                      // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
	// IMGUI_API bool          SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0);  // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
	// IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!
	// IMGUI_API bool                  BeginDragDropTarget();                                                          // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
	// IMGUI_API const ImGuiPayload*   AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0);          // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
	// IMGUI_API void                  EndDragDropTarget();                                                            // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
	// IMGUI_API const ImGuiPayload*   GetDragDropPayload();                                                           // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
	BeginDragDropSource(flags: ImGuiDragDropFlags): boolean;
	SetDragDropPayload(type: string, data: any, size: number, cond: ImGuiCond): boolean;
	EndDragDropSource(): void;
	BeginDragDropTarget(): boolean;
	AcceptDragDropPayload(type: string, flags: ImGuiDragDropFlags): boolean; // reference_DragDropPayload | null; // TODO
	EndDragDropTarget(): void;
	GetDragDropPayload(): null; // reference_DragDropPayload | null; // TODO
	// Disabling [BETA API]
	// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
	// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
	// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
	// IMGUI_API void          BeginDisabled(bool disabled = true);
	// IMGUI_API void          EndDisabled();
	BeginDisabled(disabled: boolean): void;
	EndDisabled(): void;
	// Clipping
	// - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
	// IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
	// IMGUI_API void          PopClipRect();
	PushClipRect(clip_rect_min: Readonly<interface_ImVec2>, clip_rect_max: Readonly<interface_ImVec2>, intersect_with_current_clip_rect: boolean): void;
	PopClipRect(): void;
	// Focus, Activation
	// - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
	// IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of a window.
	// IMGUI_API void          SetKeyboardFocusHere(int offset = 0);                               // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
	SetItemDefaultFocus(): void;
	SetKeyboardFocusHere(offset: number): void;
	// Item/Widgets Utilities
	// - Most of the functions are referring to the last/previous item we submitted.
	// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
	// IMGUI_API bool          IsItemHovered(ImGuiHoveredFlags flags = 0);                         // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
	// IMGUI_API bool          IsItemActive();                                                     // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
	// IMGUI_API bool          IsItemFocused();                                                    // is the last item focused for keyboard/gamepad navigation?
	// IMGUI_API bool          IsItemClicked(ImGuiMouseButton mouse_button = 0);                   // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
	// IMGUI_API bool          IsItemVisible();                                                    // is the last item visible? (items may be out of sight because of clipping/scrolling)
	// IMGUI_API bool          IsItemEdited();                                                     // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
	// IMGUI_API bool          IsItemActivated();                                                  // was the last item just made active (item was previously inactive).
	// IMGUI_API bool          IsItemDeactivated();                                                // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
	// IMGUI_API bool          IsItemDeactivatedAfterEdit();                                       // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
	// IMGUI_API bool          IsItemToggledOpen();                                                // was the last item open state toggled? set by TreeNode().
	// IMGUI_API bool          IsAnyItemHovered();                                                 // is any item hovered?
	// IMGUI_API bool          IsAnyItemActive();                                                  // is any item active?
	// IMGUI_API bool          IsAnyItemFocused();                                                 // is any item focused?
	// IMGUI_API ImVec2        GetItemRectMin();                                                   // get upper-left bounding rectangle of the last item (screen space)
	// IMGUI_API ImVec2        GetItemRectMax();                                                   // get lower-right bounding rectangle of the last item (screen space)
	// IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item
	// IMGUI_API void          SetItemAllowOverlap();                                              // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
	IsItemHovered(flags: ImGuiHoveredFlags): boolean;
	IsItemActive(): boolean;
	IsItemFocused(): boolean;
	IsItemClicked(mouse_button: ImGuiMouseButton): boolean;
	IsItemVisible(): boolean;
	IsItemEdited(): boolean;
	IsItemActivated(): boolean;
	IsItemDeactivated(): boolean;
	IsItemDeactivatedAfterEdit(): boolean;
	IsItemToggledOpen(): boolean;
	IsAnyItemHovered(): boolean;
	IsAnyItemActive(): boolean;
	IsAnyItemFocused(): boolean;
	GetItemRectMin(out: interface_ImVec2): typeof out;
	GetItemRectMax(out: interface_ImVec2): typeof out;
	GetItemRectSize(out: interface_ImVec2): typeof out;
	SetItemAllowOverlap(): void;
	// Viewports
	// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
	// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
	// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
	// IMGUI_API ImGuiViewport* GetMainViewport();                                                 // return primary/default viewport. This can never be NULL.
	GetMainViewport(): reference_ImGuiViewport;
	// Miscellaneous Utilities
	// IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
	// IMGUI_API bool          IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max);      // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
	// IMGUI_API double        GetTime();                                                          // get global imgui time. incremented by io.DeltaTime every frame.
	// IMGUI_API int           GetFrameCount();                                                    // get global imgui frame count. incremented by 1 every frame.
	// IMGUI_API ImDrawList*   GetBackgroundDrawList();                                            // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
	// IMGUI_API ImDrawList*   GetForegroundDrawList();                                            // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
	// IMGUI_API ImDrawListSharedData* GetDrawListSharedData();                                    // you may use this when creating your own ImDrawList instances.
	// IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);                                    // get a string corresponding to the enum value (for display, saving, etc.).
	// IMGUI_API void          SetStateStorage(ImGuiStorage* storage);                             // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
	// IMGUI_API ImGuiStorage* GetStateStorage();
	// IMGUI_API void          CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end);    // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
	// IMGUI_API bool          BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
	// IMGUI_API void          EndChildFrame();                                                    // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
	IsRectVisible_A(size: Readonly<interface_ImVec2>): boolean;
	IsRectVisible_B(rect_min: Readonly<interface_ImVec2>, rect_max: Readonly<interface_ImVec2>): boolean;
	GetTime(): number;
	GetFrameCount(): number;
	GetBackgroundDrawList(): reference_ImDrawList;
	GetForegroundDrawList(): reference_ImDrawList;
	GetDrawListSharedData(): reference_ImDrawListSharedData;
	// function SetStateStorage(tree: ImGuiStorage | null): void;
	// function GetStateStorage(): ImGuiStorage | null;
	GetStyleColorName(idx: ImGuiCol): string;
	// CalcListClipping(items_count: number, items_height: number, out_items_display_start: ImScalar<number>, out_items_display_end: ImScalar<number>): void;
	BeginChildFrame(id: ImGuiID, size: Readonly<interface_ImVec2>, flags: ImGuiWindowFlags): boolean;
	EndChildFrame(): void;
	// Text Utilities
	// IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
	CalcTextSize(text: string, hide_text_after_double_hash: boolean, wrap_width: number, out: interface_ImVec2): typeof out;
	// Color Utilities
	// IMGUI_API ImVec4        ColorConvertU32ToFloat4(ImU32 in);
	// IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);
	// IMGUI_API void          ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
	// IMGUI_API void          ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
	ColorConvertU32ToFloat4(in_: ImU32, out: interface_ImVec4): typeof out;
	ColorConvertFloat4ToU32(in_: Readonly<interface_ImVec4>): ImU32;
	ColorConvertRGBtoHSV(r: number, g: number, b: number, out_h: ImScalar<number>, out_s: ImScalar<number>, out_v: ImScalar<number>): void;
	ColorConvertHSVtoRGB(h: number, s: number, v: number, out_r: ImScalar<number>, out_g: ImScalar<number>, out_b: ImScalar<number>): void;
	// Inputs Utilities: Keyboard
	// - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[].
	// - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
	// IMGUI_API int           GetKeyIndex(ImGuiKey imgui_key);                                    // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
	// IMGUI_API bool          IsKeyDown(int user_key_index);                                      // is key being held. == io.KeysDown[user_key_index].
	// IMGUI_API bool          IsKeyPressed(int user_key_index, bool repeat = true);               // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
	// IMGUI_API bool          IsKeyReleased(int user_key_index);                                  // was key released (went from Down to !Down)?
	// IMGUI_API int           GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
	// IMGUI_API void          CaptureKeyboardFromApp(bool want_capture_keyboard_value = true);    // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
	GetKeyIndex(imgui_key: ImGuiKey): number;
	IsKeyDown(user_key_index: number): boolean;
	IsKeyPressed(user_key_index: number, repeat: boolean): boolean;
	IsKeyReleased(user_key_index: number): boolean;
	GetKeyPressedAmount(key_index: number, repeat_delay: number, rate: number): number;
	CaptureKeyboardFromApp(capture: boolean): void;
	// Inputs Utilities: Mouse
	// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
	// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
	// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
	// IMGUI_API bool          IsMouseDown(ImGuiMouseButton button);                               // is mouse button held?
	// IMGUI_API bool          IsMouseClicked(ImGuiMouseButton button, bool repeat = false);       // did mouse button clicked? (went from !Down to Down)
	// IMGUI_API bool          IsMouseReleased(ImGuiMouseButton button);                           // did mouse button released? (went from Down to !Down)
	// IMGUI_API bool          IsMouseDoubleClicked(ImGuiMouseButton button);                      // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true)
	// IMGUI_API int           GetMouseClickedCount(ImGuiMouseButton button);                      // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
	// IMGUI_API bool          IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
	// IMGUI_API bool          IsMousePosValid(const ImVec2* mouse_pos = NULL);                    // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
	// IMGUI_API bool          IsAnyMouseDown();                                                   // is any mouse button held?
	// IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
	// IMGUI_API ImVec2        GetMousePosOnOpeningCurrentPopup();                                 // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
	// IMGUI_API bool          IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f);         // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
	// IMGUI_API ImVec2        GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f);   // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
	// IMGUI_API void          ResetMouseDragDelta(ImGuiMouseButton button = 0);                   //
	// IMGUI_API ImGuiMouseCursor GetMouseCursor();                                                // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
	// IMGUI_API void          SetMouseCursor(ImGuiMouseCursor cursor_type);                       // set desired cursor type
	// IMGUI_API void          CaptureMouseFromApp(bool want_capture_mouse_value = true);          // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.
	IsMouseDown(button: ImGuiMouseButton): boolean;
	IsMouseClicked(button: ImGuiMouseButton, repeat: boolean): boolean;
	IsMouseReleased(button: ImGuiMouseButton): boolean;
	IsMouseDoubleClicked(button: ImGuiMouseButton): boolean;
	GetMouseClickedCount(button: ImGuiMouseButton): number;
	IsMouseHoveringRect(r_min: Readonly<interface_ImVec2>, r_max: Readonly<interface_ImVec2>, clip: boolean): boolean;
	IsMousePosValid(mouse_pos: Readonly<interface_ImVec2> | null): boolean;
	IsAnyMouseDown(): boolean;
	GetMousePos(out: interface_ImVec2): typeof out;
	GetMousePosOnOpeningCurrentPopup(out: interface_ImVec2): typeof out;
	IsMouseDragging(button: ImGuiMouseButton, lock_threshold: number): boolean;
	GetMouseDragDelta(button: ImGuiMouseButton, lock_threshold: number, out: interface_ImVec2): typeof out;
	ResetMouseDragDelta(button: ImGuiMouseButton): void;
	GetMouseCursor(): ImGuiMouseCursor;
	SetMouseCursor(type: ImGuiMouseCursor): void;
	CaptureMouseFromApp(capture: boolean): void;
	// Clipboard Utilities
	// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
	// IMGUI_API const char*   GetClipboardText();
	// IMGUI_API void          SetClipboardText(const char* text);
	GetClipboardText(): string;
	SetClipboardText(text: string): void;
	// Settings/.Ini Utilities
	// - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
	// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
	// IMGUI_API void          LoadIniSettingsFromDisk(const char* ini_filename);                  // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
	// IMGUI_API void          LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
	// IMGUI_API void          SaveIniSettingsToDisk(const char* ini_filename);                    // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
	// IMGUI_API const char*   SaveIniSettingsToMemory(size_t* out_ini_size = NULL);               // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
	LoadIniSettingsFromMemory(ini_data: string /*, ini_size: number*/): void;
	SaveIniSettingsToMemory( /*out_ini_size: ImScalar<number> | null*/): string;
	// Debug Utilities
	// IMGUI_API bool          DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
	DebugCheckVersionAndDataLayout(version_str: string, sz_io: number, sz_style: number, sz_vec2: number, sz_vec4: number, sz_draw_vert: number, sz_draw_idx: number): boolean;
	// Memory Allocators
	// - All those functions are not reliant on the current context.
	// - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those.
	// IMGUI_API void          SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
	// IMGUI_API void*         MemAlloc(size_t size);
	// IMGUI_API void          MemFree(void* ptr);
	SetAllocatorFunctions(alloc_func: (sz: number, user_data: any) => number, free_func: (ptr: number, user_data: any) => void, user_data: any): void;
	MemAlloc(sz: number): any;
	MemFree(ptr: any): void;
}
export interface XY {
	x: number;
	y: number;
}
export interface XYZ extends XY {
	z: number;
}
export interface XYZW extends XYZ {
	w: number;
}
export interface RGB {
	r: number;
	g: number;
	b: number;
}
export interface RGBA extends RGB {
	a: number;
}
declare let bind: Bind.Module;
declare function _default(value?: Partial<Bind.Module>): Promise<void>;
declare const IMGUI_VERSION: string;
declare const IMGUI_VERSION_NUM: number;
declare function IMGUI_CHECKVERSION(): boolean;
declare const IMGUI_HAS_TABLE: boolean;
declare function ASSERT(c: any): asserts c;
declare function IM_ASSERT(c: any): asserts c;
declare function IM_ARRAYSIZE(_ARR: ArrayLike<any> | ImStringBuffer): number;
declare class ImStringBuffer {
	size: number;
	buffer: string;
	constructor(size: number, buffer?: string);
}
type ImAccess$1<T> = Bind.ImAccess<T>;
type ImScalar$1<T> = Bind.ImScalar<T>;
type ImTuple2$1<T> = Bind.ImTuple2<T>;
type ImTuple3$1<T> = Bind.ImTuple3<T>;
type ImTuple4$1<T> = Bind.ImTuple4<T>;
type ImTextureID$1 = WebGLTexture;
type ImGuiID$1 = Bind.ImGuiID;
declare enum ImGuiWindowFlags$1 {
	None = 0,
	NoTitleBar = 1,// Disable title-bar
	NoResize = 2,// Disable user resizing with the lower-right grip
	NoMove = 4,// Disable user moving the window
	NoScrollbar = 8,// Disable scrollbars (window can still scroll with mouse or programatically)
	NoScrollWithMouse = 16,// Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
	NoCollapse = 32,// Disable user collapsing window by double-clicking on it
	AlwaysAutoResize = 64,// Resize every window to its content every frame
	NoBackground = 128,// Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
	NoSavedSettings = 256,// Never load/save settings in .ini file
	NoMouseInputs = 512,// Disable catching mouse or keyboard inputs, hovering test with pass through.
	MenuBar = 1024,// Has a menu-bar
	HorizontalScrollbar = 2048,// Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
	NoFocusOnAppearing = 4096,// Disable taking focus when transitioning from hidden to visible state
	NoBringToFrontOnFocus = 8192,// Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
	AlwaysVerticalScrollbar = 16384,// Always show vertical scrollbar (even if ContentSize.y < Size.y)
	AlwaysHorizontalScrollbar = 32768,// Always show horizontal scrollbar (even if ContentSize.x < Size.x)
	AlwaysUseWindowPadding = 65536,// Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
	NoNavInputs = 262144,// No gamepad/keyboard navigation within the window
	NoNavFocus = 524288,// No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
	UnsavedDocument = 1048576,// Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
	NoNav = 786432,
	NoDecoration = 43,
	NoInputs = 786944,
	NavFlattened = 8388608,// (WIP) Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
	ChildWindow = 16777216,// Don't use! For internal use by BeginChild()
	Tooltip = 33554432,// Don't use! For internal use by BeginTooltip()
	Popup = 67108864,// Don't use! For internal use by BeginPopup()
	Modal = 134217728,// Don't use! For internal use by BeginPopupModal()
	ChildMenu = 268435456
}
declare enum ImGuiInputTextFlags$1 {
	None = 0,
	CharsDecimal = 1,// Allow 0123456789.+-*/
	CharsHexadecimal = 2,// Allow 0123456789ABCDEFabcdef
	CharsUppercase = 4,// Turn a..z into A..Z
	CharsNoBlank = 8,// Filter out spaces, tabs
	AutoSelectAll = 16,// Select entire text when first taking mouse focus
	EnterReturnsTrue = 32,// Return 'true' when Enter is pressed (as opposed to when the value was modified)
	CallbackCompletion = 64,// Call user function on pressing TAB (for completion handling)
	CallbackHistory = 128,// Call user function on pressing Up/Down arrows (for history handling)
	CallbackAlways = 256,// Call user function every time. User code may query cursor position, modify text buffer.
	CallbackCharFilter = 512,// Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
	AllowTabInput = 1024,// Pressing TAB input a '\t' character into the text field
	CtrlEnterForNewLine = 2048,// In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
	NoHorizontalScroll = 4096,// Disable following the cursor horizontally
	AlwaysOverwrite = 8192,// Overwrite mode
	ReadOnly = 16384,// Read-only mode
	Password = 32768,// Password mode, display all characters as '*'
	NoUndoRedo = 65536,// Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
	CharsScientific = 131072,// Allow 0123456789.+-*/eE (Scientific notation input)
	CallbackResize = 262144,// Allow buffer capacity resize + notify when the string wants to be resized (for string types which hold a cache of their Size) (see misc/stl/imgui_stl.h for an example of using this)
	CallbackEdit = 524288,// Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
	Multiline = 1048576,// For internal use by InputTextMultiline()
	NoMarkEdited = 2097152
}
declare enum ImGuiTreeNodeFlags$1 {
	None = 0,
	Selected = 1,// Draw as selected
	Framed = 2,// Full colored frame (e.g. for CollapsingHeader)
	AllowItemOverlap = 4,// Hit testing to allow subsequent widgets to overlap this one
	NoTreePushOnOpen = 8,// Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
	NoAutoOpenOnLog = 16,// Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
	DefaultOpen = 32,// Default node to be open
	OpenOnDoubleClick = 64,// Need double-click to open node
	OpenOnArrow = 128,// Only open when clicking on the arrow part. If OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
	Leaf = 256,// No collapsing, no arrow (use as a convenience for leaf nodes).
	Bullet = 512,// Display a bullet instead of arrow
	FramePadding = 1024,// Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
	SpanAvailWidth = 2048,// Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
	SpanFullWidth = 4096,// Extend hit box to the left-most and right-most edges (bypass the indented area).
	NavLeftJumpsBackHere = 8192,// (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
	CollapsingHeader = 26
}
declare enum ImGuiPopupFlags$1 {
	None = 0,
	MouseButtonLeft = 0,// For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
	MouseButtonRight = 1,// For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
	MouseButtonMiddle = 2,// For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
	MouseButtonMask_ = 31,
	MouseButtonDefault_ = 1,
	NoOpenOverExistingPopup = 32,// For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
	NoOpenOverItems = 64,// For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
	AnyPopupId = 128,// For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
	AnyPopupLevel = 256,// For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
	AnyPopup = 384
}
declare enum ImGuiSelectableFlags$1 {
	None = 0,
	DontClosePopups = 1,// Clicking this don't close parent popup window
	SpanAllColumns = 2,// Selectable frame can span all columns (text will still fit in current column)
	AllowDoubleClick = 4,// Generate press events on double clicks too
	Disabled = 8,// Cannot be selected, display greyed out text
	AllowItemOverlap = 16
}
declare enum ImGuiComboFlags$1 {
	None = 0,
	PopupAlignLeft = 1,// Align the popup toward the left by default
	HeightSmall = 2,// Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()
	HeightRegular = 4,// Max ~8 items visible (default)
	HeightLarge = 8,// Max ~20 items visible
	HeightLargest = 16,// As many fitting items as possible
	NoArrowButton = 32,// Display on the preview box without the square arrow button
	NoPreview = 64,// Display only a square arrow button
	HeightMask_ = 30
}
declare enum ImGuiTabBarFlags$1 {
	None = 0,
	Reorderable = 1,// Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
	AutoSelectNewTabs = 2,// Automatically select new tabs when they appear
	TabListPopupButton = 4,
	NoCloseWithMiddleMouseButton = 8,// Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
	NoTabListScrollingButtons = 16,
	NoTooltip = 32,// Disable tooltips when hovering a tab
	FittingPolicyResizeDown = 64,// Resize tabs when they don't fit
	FittingPolicyScroll = 128,// Add scroll buttons when tabs don't fit
	FittingPolicyMask_ = 192,
	FittingPolicyDefault_ = 64
}
declare enum ImGuiTabItemFlags$1 {
	None = 0,
	UnsavedDocument = 1,// Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
	SetSelected = 2,// Trigger flag to programatically make the tab selected when calling BeginTabItem()
	NoCloseWithMiddleMouseButton = 4,// Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
	NoPushId = 8,// Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
	NoTooltip = 16,// Disable tooltip for the given tab
	NoReorder = 32,// Disable reordering this tab or having another tab cross over this tab
	Leading = 64,// Enforce the tab position to the left of the tab bar (after the tab list popup button)
	Trailing = 128
}
declare enum ImGuiTableFlags$1 {
	None = 0,
	Resizable = 1,// Enable resizing columns.
	Reorderable = 2,// Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
	Hideable = 4,// Enable hiding/disabling columns in context menu.
	Sortable = 8,// Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
	NoSavedSettings = 16,// Disable persisting columns order, width and sort settings in the .ini file.
	ContextMenuInBody = 32,// Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
	RowBg = 64,// Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
	BordersInnerH = 128,// Draw horizontal borders between rows.
	BordersOuterH = 256,// Draw horizontal borders at the top and bottom.
	BordersInnerV = 512,// Draw vertical borders between columns.
	BordersOuterV = 1024,// Draw vertical borders on the left and right sides.
	BordersH = 384,// Draw horizontal borders.
	BordersV = 1536,// Draw vertical borders.
	BordersInner = 640,// Draw inner borders.
	BordersOuter = 1280,// Draw outer borders.
	Borders = 1920,// Draw all borders.
	NoBordersInBody = 2048,// [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style
	NoBordersInBodyUntilResize = 4096,// [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style
	SizingFixedFit = 8192,// Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
	SizingFixedSame = 16384,// Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
	SizingStretchProp = 24576,// Columns default to _WidthStretch with default weights proportional to each columns contents widths.
	SizingStretchSame = 32768,// Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
	NoHostExtendX = 65536,// Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
	NoHostExtendY = 131072,// Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
	NoKeepColumnsVisible = 262144,// Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
	PreciseWidths = 524288,// Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
	NoClip = 1048576,// Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
	PadOuterX = 2097152,// Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers.
	NoPadOuterX = 4194304,// Default if BordersOuterV is off. Disable outer-most padding.
	NoPadInnerX = 8388608,// Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
	ScrollX = 16777216,// Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX.
	ScrollY = 33554432,// Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
	SortMulti = 67108864,// Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
	SortTristate = 134217728,// Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
	SizingMask_ = 57344
}
declare enum ImGuiTableColumnFlags$1 {
	None = 0,
	Disabled = 1,// Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
	DefaultHide = 2,// Default as a hidden/disabled column.
	DefaultSort = 4,// Default as a sorting column.
	WidthStretch = 8,// Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
	WidthFixed = 16,// Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
	NoResize = 32,// Disable manual resizing.
	NoReorder = 64,// Disable manual reordering this column, this will also prevent other columns from crossing over this column.
	NoHide = 128,// Disable ability to hide/disable this column.
	NoClip = 256,// Disable clipping for this column (all NoClip columns will render in a same draw command).
	NoSort = 512,// Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
	NoSortAscending = 1024,// Disable ability to sort in the ascending direction.
	NoSortDescending = 2048,// Disable ability to sort in the descending direction.
	NoHeaderLabel = 4096,// TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu.
	NoHeaderWidth = 8192,// Disable header text width contribution to automatic column width.
	PreferSortAscending = 16384,// Make the initial sort direction Ascending when first sorting on this column (default).
	PreferSortDescending = 32768,// Make the initial sort direction Descending when first sorting on this column.
	IndentEnable = 65536,// Use current Indent value when entering cell (default for column 0).
	IndentDisable = 131072,// Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
	IsEnabled = 16777216,// Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
	IsVisible = 33554432,// Status: is visible == is enabled AND not clipped by scrolling.
	IsSorted = 67108864,// Status: is currently part of the sort specs
	IsHovered = 134217728,// Status: is hovered by mouse
	WidthMask_ = 24,
	IndentMask_ = 196608,
	StatusMask_ = 251658240,
	NoDirectResize_ = 1073741824
}
declare enum ImGuiTableRowFlags$1 {
	None = 0,
	Headers = 1
}
declare enum ImGuiTableBgTarget$1 {
	None = 0,
	RowBg0 = 1,// Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
	RowBg1 = 2,// Set row background color 1 (generally used for selection marking)
	CellBg = 3
}
declare enum ImGuiFocusedFlags$1 {
	None = 0,
	ChildWindows = 1,// Return true if any children of the window is focused
	RootWindow = 2,// Test from root window (top most parent of the current hierarchy)
	AnyWindow = 4,// Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
	NoPopupHierarchy = 8,// Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
	RootAndChildWindows = 3
}
declare enum ImGuiHoveredFlags$1 {
	None = 0,// Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
	ChildWindows = 1,// IsWindowHovered() only: Return true if any children of the window is hovered
	RootWindow = 2,// IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
	AnyWindow = 4,// IsWindowHovered() only: Return true if any window is hovered
	NoPopupHierarchy = 8,// IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
	AllowWhenBlockedByPopup = 32,// Return true even if a popup window is normally blocking access to this item/window
	AllowWhenBlockedByActiveItem = 128,// Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
	AllowWhenOverlapped = 256,// IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window
	AllowWhenDisabled = 512,// IsItemHovered() only: Return true even if the item is disabled
	RectOnly = 416,
	RootAndChildWindows = 3
}
declare enum ImGuiDragDropFlags$1 {
	None = 0,
	SourceNoPreviewTooltip = 1,// By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.
	SourceNoDisableHover = 2,// By default, when dragging we clear data so that IsItemHovered() will return true, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
	SourceNoHoldToOpenOthers = 4,// Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
	SourceAllowNullID = 8,// Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
	SourceExtern = 16,// External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
	SourceAutoExpirePayload = 32,// Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
	AcceptBeforeDelivery = 1024,// AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
	AcceptNoDrawDefaultRect = 2048,// Do not draw the default highlight rectangle when hovering over target.
	AcceptNoPreviewTooltip = 4096,// Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
	AcceptPeekOnly = 3072
}
declare const IMGUI_PAYLOAD_TYPE_COLOR_3F: string;
declare const IMGUI_PAYLOAD_TYPE_COLOR_4F: string;
declare enum ImGuiDataType$1 {
	S8 = 0,// char
	U8 = 1,// unsigned char
	S16 = 2,// short
	U16 = 3,// unsigned short
	S32 = 4,// int
	U32 = 5,// unsigned int
	S64 = 6,// long long, __int64
	U64 = 7,// unsigned long long, unsigned __int64
	Float = 8,// float
	Double = 9,// double
	COUNT = 10
}
declare enum ImGuiDir$1 {
	None = -1,
	Left = 0,
	Right = 1,
	Up = 2,
	Down = 3,
	COUNT = 4
}
declare enum ImGuiSortDirection$1 {
	None = 0,
	Ascending = 1,// Ascending = 0->9, A->Z etc.
	Descending = 2
}
declare enum ImGuiKey$1 {
	Tab = 0,
	LeftArrow = 1,
	RightArrow = 2,
	UpArrow = 3,
	DownArrow = 4,
	PageUp = 5,
	PageDown = 6,
	Home = 7,
	End = 8,
	Insert = 9,
	Delete = 10,
	Backspace = 11,
	Space = 12,
	Enter = 13,
	Escape = 14,
	KeyPadEnter = 15,
	A = 16,// for text edit CTRL+A: select all
	C = 17,// for text edit CTRL+C: copy
	V = 18,// for text edit CTRL+V: paste
	X = 19,// for text edit CTRL+X: cut
	Y = 20,// for text edit CTRL+Y: redo
	Z = 21,// for text edit CTRL+Z: undo
	COUNT = 22
}
declare enum ImGuiKeyModFlags$1 {
	None = 0,
	Ctrl = 1,
	Shift = 2,
	Alt = 4,
	Super = 8
}
declare enum ImGuiNavInput$1 {
	Activate = 0,// activate / open / toggle / tweak value       // e.g. Circle (PS4), A (Xbox), B (Switch), Space (Keyboard)
	Cancel = 1,// cancel / close / exit                        // e.g. Cross  (PS4), B (Xbox), A (Switch), Escape (Keyboard)
	Input = 2,// text input / on-screen keyboard              // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
	Menu = 3,// tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
	DpadLeft = 4,// move / tweak / resize window (w/ PadMenu)    // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
	DpadRight = 5,//
	DpadUp = 6,//
	DpadDown = 7,//
	LStickLeft = 8,// scroll / move window (w/ PadMenu)            // e.g. Left Analog Stick Left/Right/Up/Down
	LStickRight = 9,//
	LStickUp = 10,//
	LStickDown = 11,//
	FocusPrev = 12,// next window (w/ PadMenu)                     // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
	FocusNext = 13,// prev window (w/ PadMenu)                     // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
	TweakSlow = 14,// slower tweaks                                // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
	TweakFast = 15,// faster tweaks                                // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
	KeyLeft_ = 16,// move left                                    // = Arrow keys
	KeyRight_ = 17,// move right
	KeyUp_ = 18,// move up
	KeyDown_ = 19,// move down
	COUNT = 20,
	InternalStart_ = 16
}
declare enum ImGuiConfigFlags$1 {
	None = 0,
	NavEnableKeyboard = 1,// Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
	NavEnableGamepad = 2,// Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[].
	NavEnableSetMousePos = 4,// Request navigation to allow moving the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantMoveMouse=true. If enabled you MUST honor io.WantMoveMouse requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
	NavNoCaptureKeyboard = 8,// Do not set the io.WantCaptureKeyboard flag with io.NavActive is set.
	NoMouse = 16,// Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information back-end
	NoMouseCursorChange = 32,// Instruct back-end to not alter mouse cursor shape and visibility.
	IsSRGB = 1048576,// Application is SRGB-aware.
	IsTouchScreen = 2097152
}
declare enum ImGuiCol$1 {
	Text = 0,
	TextDisabled = 1,
	WindowBg = 2,// Background of normal windows
	ChildBg = 3,// Background of child windows
	PopupBg = 4,// Background of popups, menus, tooltips windows
	Border = 5,
	BorderShadow = 6,
	FrameBg = 7,// Background of checkbox, radio button, plot, slider, text input
	FrameBgHovered = 8,
	FrameBgActive = 9,
	TitleBg = 10,
	TitleBgActive = 11,
	TitleBgCollapsed = 12,
	MenuBarBg = 13,
	ScrollbarBg = 14,
	ScrollbarGrab = 15,
	ScrollbarGrabHovered = 16,
	ScrollbarGrabActive = 17,
	CheckMark = 18,
	SliderGrab = 19,
	SliderGrabActive = 20,
	Button = 21,
	ButtonHovered = 22,
	ButtonActive = 23,
	Header = 24,
	HeaderHovered = 25,
	HeaderActive = 26,
	Separator = 27,
	SeparatorHovered = 28,
	SeparatorActive = 29,
	ResizeGrip = 30,
	ResizeGripHovered = 31,
	ResizeGripActive = 32,
	Tab = 33,
	TabHovered = 34,
	TabActive = 35,
	TabUnfocused = 36,
	TabUnfocusedActive = 37,
	PlotLines = 38,
	PlotLinesHovered = 39,
	PlotHistogram = 40,
	PlotHistogramHovered = 41,
	TableHeaderBg = 42,// Table header background
	TableBorderStrong = 43,// Table outer and header borders (prefer using Alpha=1.0 here)
	TableBorderLight = 44,// Table inner borders (prefer using Alpha=1.0 here)
	TableRowBg = 45,// Table row background (even rows)
	TableRowBgAlt = 46,// Table row background (odd rows)
	TextSelectedBg = 47,
	DragDropTarget = 48,
	NavHighlight = 49,// Gamepad/keyboard: current highlighted item
	NavWindowingHighlight = 50,// Highlight window when using CTRL+TAB
	NavWindowingDimBg = 51,// Darken/colorize entire screen behind the CTRL+TAB window list, when active
	ModalWindowDimBg = 52,// Darken/colorize entire screen behind a modal window, when one is active
	COUNT = 53
}
declare enum ImGuiStyleVar$1 {
	Alpha = 0,// float     Alpha
	DisabledAlpha = 1,// float     DisabledAlpha
	WindowPadding = 2,// ImVec2    WindowPadding
	WindowRounding = 3,// float     WindowRounding
	WindowBorderSize = 4,// float     WindowBorderSize
	WindowMinSize = 5,// ImVec2    WindowMinSize
	WindowTitleAlign = 6,// ImVec2    WindowTitleAlign
	ChildRounding = 7,// float     ChildRounding
	ChildBorderSize = 8,// float     ChildBorderSize
	PopupRounding = 9,// float     PopupRounding
	PopupBorderSize = 10,// float     PopupBorderSize
	FramePadding = 11,// ImVec2    FramePadding
	FrameRounding = 12,// float     FrameRounding
	FrameBorderSize = 13,// float     FrameBorderSize
	ItemSpacing = 14,// ImVec2    ItemSpacing
	ItemInnerSpacing = 15,// ImVec2    ItemInnerSpacing
	IndentSpacing = 16,// float     IndentSpacing
	CellPadding = 17,// ImVec2    CellPadding
	ScrollbarSize = 18,// float     ScrollbarSize
	ScrollbarRounding = 19,// float     ScrollbarRounding
	GrabMinSize = 20,// float     GrabMinSize
	GrabRounding = 21,// float     GrabRounding
	TabRounding = 22,// float     TabRounding
	ButtonTextAlign = 23,// ImVec2    ButtonTextAlign
	SelectableTextAlign = 24,// ImVec2    SelectableTextAlign
	COUNT = 25
}
declare enum ImGuiBackendFlags$1 {
	None = 0,
	HasGamepad = 1,// Back-end has a connected gamepad.
	HasMouseCursors = 2,// Back-end can honor GetMouseCursor() values and change the OS cursor shape.
	HasSetMousePos = 4,// Back-end can honor io.WantSetMousePos and reposition the mouse (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
	RendererHasVtxOffset = 8
}
declare enum ImGuiButtonFlags$1 {
	None = 0,
	MouseButtonLeft = 1,// React on left mouse button (default)
	MouseButtonRight = 2,// React on right mouse button
	MouseButtonMiddle = 4,// React on center mouse button
	MouseButtonMask_ = 7,
	MouseButtonDefault_ = 1
}
declare enum ImGuiColorEditFlags$1 {
	None = 0,
	NoAlpha = 2,//              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
	NoPicker = 4,//              // ColorEdit: disable picker when clicking on colored square.
	NoOptions = 8,//              // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
	NoSmallPreview = 16,//              // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
	NoInputs = 32,//              // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
	NoTooltip = 64,//              // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
	NoLabel = 128,//              // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
	NoSidePreview = 256,//              // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
	NoDragDrop = 512,//              // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
	NoBorder = 1024,//              // ColorButton: disable border (which is enforced by default)
	AlphaBar = 65536,//              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
	AlphaPreview = 131072,//              // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
	AlphaPreviewHalf = 262144,//              // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
	HDR = 524288,//              // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use Float flag as well).
	DisplayRGB = 1048576,// [Inputs]     // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
	DisplayHSV = 2097152,// [Inputs]     // "
	DisplayHex = 4194304,// [Inputs]     // "
	Uint8 = 8388608,// [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
	Float = 16777216,// [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
	PickerHueBar = 33554432,// [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
	PickerHueWheel = 67108864,// [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
	InputRGB = 134217728,// [Input]      // ColorEdit, ColorPicker: input and output data in RGB format.
	InputHSV = 268435456,// [Input]      // ColorEdit, ColorPicker: input and output data in HSV format.
	DefaultOptions_ = 177209344,
	DisplayMask_ = 7340032,
	DataTypeMask_ = 25165824,
	PickerMask_ = 100663296,
	InputMask_ = 402653184
}
declare enum ImGuiSliderFlags$1 {
	None = 0,
	AlwaysClamp = 16,// Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
	Logarithmic = 32,// Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
	NoRoundToFormat = 64,// Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)
	NoInput = 128,// Disable CTRL+Click or Enter key allowing to input text directly into the widget
	InvalidMask_ = 1879048207
}
declare enum ImGuiMouseButton$1 {
	Left = 0,
	Right = 1,
	Middle = 2,
	COUNT = 5
}
declare enum ImGuiMouseCursor$1 {
	None = -1,
	Arrow = 0,
	TextInput = 1,// When hovering over InputText, etc.
	ResizeAll = 2,// (Unused by imgui functions)
	ResizeNS = 3,// When hovering over an horizontal border
	ResizeEW = 4,// When hovering over a vertical border or a column
	ResizeNESW = 5,// When hovering over the bottom-left corner of a window
	ResizeNWSE = 6,// When hovering over the bottom-right corner of a window
	Hand = 7,// (Unused by imgui functions. Use for e.g. hyperlinks)
	NotAllowed = 8,// When hovering something with disallowed interaction. Usually a crossed circle.
	COUNT = 9
}
declare enum ImGuiCond$1 {
	None = 0,// No condition (always set the variable), same as _Always
	Always = 1,// Set the variable
	Once = 2,// Set the variable once per runtime session (only the first call with succeed)
	FirstUseEver = 4,// Set the variable if the window has no saved data (if doesn't exist in the .ini file)
	Appearing = 8
}
declare enum ImDrawFlags$1 {
	None = 0,
	Closed = 1,// PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
	RoundCornersTopLeft = 16,// AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
	RoundCornersTopRight = 32,// AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
	RoundCornersBottomLeft = 64,// AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
	RoundCornersBottomRight = 128,// AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
	RoundCornersNone = 256,// AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
	RoundCornersTop = 48,
	RoundCornersBottom = 192,
	RoundCornersLeft = 80,
	RoundCornersRight = 160,
	RoundCornersAll = 240,
	RoundCornersDefault_ = 240,// Default to ALL corners if none of the _RoundCornersXX flags are specified.
	RoundCornersMask_ = 496
}
declare enum ImDrawListFlags$1 {
	None = 0,
	AntiAliasedLines = 1,
	AntiAliasedLinesUseTex = 2,// Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering.
	AntiAliasedFill = 4,// Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
	AllowVtxOffset = 8
}
type ImU32$1 = Bind.ImU32;
declare class ImVec2 implements Bind.interface_ImVec2 {
	x: number;
	y: number;
	static readonly ZERO: Readonly<ImVec2>;
	static readonly UNIT: Readonly<ImVec2>;
	static readonly UNIT_X: Readonly<ImVec2>;
	static readonly UNIT_Y: Readonly<ImVec2>;
	constructor(x?: number, y?: number);
	Set(x: number, y: number): this;
	Copy(other: Readonly<Bind.interface_ImVec2>): this;
	Equals(other: Readonly<Bind.interface_ImVec2>): boolean;
}
declare class ImVec4 implements Bind.interface_ImVec4 {
	x: number;
	y: number;
	z: number;
	w: number;
	static readonly ZERO: Readonly<ImVec4>;
	static readonly UNIT: Readonly<ImVec4>;
	static readonly UNIT_X: Readonly<ImVec4>;
	static readonly UNIT_Y: Readonly<ImVec4>;
	static readonly UNIT_Z: Readonly<ImVec4>;
	static readonly UNIT_W: Readonly<ImVec4>;
	static readonly BLACK: Readonly<ImVec4>;
	static readonly WHITE: Readonly<ImVec4>;
	constructor(x?: number, y?: number, z?: number, w?: number);
	Set(x: number, y: number, z: number, w: number): this;
	Copy(other: Readonly<Bind.interface_ImVec4>): this;
	Equals(other: Readonly<Bind.interface_ImVec4>): boolean;
}
declare class ImVector<T> extends Array<T> {
	get Size(): number;
	Data: T[];
	empty(): boolean;
	clear(): void;
	pop_back(): T | undefined;
	push_back(value: T): void;
	front(): T;
	back(): T;
	size(): number;
	resize(new_size: number, v?: (index: number) => T): void;
	contains(value: T): boolean;
	find_erase_unsorted(value: T): void;
}
declare const IM_UNICODE_CODEPOINT_MAX: number;
declare class ImGuiTextFilter {
	constructor(default_filter?: string);
	Draw(label?: string, width?: number): boolean;
	PassFilter(text: string, text_end?: number | null): boolean;
	Build(): void;
	Clear(): void;
	IsActive(): boolean;
	InputBuf: ImStringBuffer;
	CountGrep: number;
}
declare class ImGuiTextBuffer {
	Buf: string;
	begin(): string;
	size(): number;
	clear(): void;
	append(text: string): void;
}
declare class ImGuiStorage {
}
export interface ImGuiPayload<T> {
	Data: T;
}
declare const IM_COL32_R_SHIFT: number;
declare const IM_COL32_G_SHIFT: number;
declare const IM_COL32_B_SHIFT: number;
declare const IM_COL32_A_SHIFT: number;
declare const IM_COL32_A_MASK: number;
declare function IM_COL32(R: number, G: number, B: number, A?: number): number;
declare const IM_COL32_WHITE: number;
declare const IM_COL32_BLACK: number;
declare const IM_COL32_BLACK_TRANS: number;
declare class ImColor {
	Value: ImVec4;
	constructor();
	constructor(r: number, g: number, b: number);
	constructor(r: number, g: number, b: number, a: number);
	constructor(rgba: Bind.ImU32);
	constructor(col: Readonly<Bind.interface_ImVec4>);
	toImU32(): Bind.ImU32;
	toImVec4(): ImVec4;
	SetHSV(h: number, s: number, v: number, a?: number): void;
	static HSV(h: number, s: number, v: number, a?: number): ImColor;
}
declare const ImGuiInputTextDefaultSize: number;
type ImGuiInputTextCallback$1<T> = (data: ImGuiInputTextCallbackData<T>) => number;
declare class ImGuiInputTextCallbackData<T> {
	readonly native: Bind.reference_ImGuiInputTextCallbackData;
	readonly UserData: T | null;
	constructor(native: Bind.reference_ImGuiInputTextCallbackData, UserData?: T | null);
	get EventFlag(): ImGuiInputTextFlags$1;
	get Flags(): ImGuiInputTextFlags$1;
	get EventChar(): Bind.ImWchar;
	set EventChar(value: Bind.ImWchar);
	get EventKey(): ImGuiKey$1;
	get Buf(): string;
	set Buf(value: string);
	get BufTextLen(): number;
	set BufTextLen(value: number);
	get BufSize(): number;
	set BufDirty(value: boolean);
	get CursorPos(): number;
	set CursorPos(value: number);
	get SelectionStart(): number;
	set SelectionStart(value: number);
	get SelectionEnd(): number;
	set SelectionEnd(value: number);
	DeleteChars(pos: number, bytes_count: number): void;
	InsertChars(pos: number, text: string, text_end?: number | null): void;
	SelectAll(): void;
	ClearSelection(): void;
	HasSelection(): boolean;
}
type ImGuiSizeCallback$1<T> = (data: ImGuiSizeCallbackData<T>) => void;
declare class ImGuiSizeCallbackData<T> {
	readonly native: Bind.reference_ImGuiSizeCallbackData;
	readonly UserData: T;
	constructor(native: Bind.reference_ImGuiSizeCallbackData, UserData: T);
	get Pos(): Readonly<Bind.interface_ImVec2>;
	get CurrentSize(): Readonly<Bind.interface_ImVec2>;
	get DesiredSize(): Bind.interface_ImVec2;
}
declare class ImGuiTableColumnSortSpecs {
	readonly native: Bind.reference_ImGuiTableColumnSortSpecs;
	constructor(native: Bind.reference_ImGuiTableColumnSortSpecs);
	get ColumnUserID(): ImGuiID$1;
	get ColumnIndex(): Bind.ImS16;
	get SortOrder(): Bind.ImS16;
	get SortDirection(): ImGuiSortDirection$1;
}
declare class ImGuiTableSortSpecs {
	readonly native: Bind.reference_ImGuiTableSortSpecs;
	constructor(native: Bind.reference_ImGuiTableSortSpecs);
	private _Specs;
	get Specs(): Readonly<ImGuiTableColumnSortSpecs[]>;
	get SpecsCount(): number;
	get SpecsDirty(): boolean;
	set SpecsDirty(value: boolean);
}
declare class ImGuiListClipper$1 {
	private _native;
	private get native();
	get DisplayStart(): number;
	get DisplayEnd(): number;
	get ItemsCount(): number;
	get ItemsHeight(): number;
	get StartPosY(): number;
	delete(): void;
	Begin(items_count: number, items_height?: number): void;
	End(): void;
	Step(): boolean;
}
declare const IM_DRAWLIST_TEX_LINES_WIDTH_MAX: number;
type ImDrawCallback$1 = (parent_list: Readonly<ImDrawList>, cmd: Readonly<ImDrawCmd>) => void;
declare const ImDrawCallback_ResetRenderState = -1;
declare class ImDrawCmd {
	readonly native: Bind.reference_ImDrawCmd;
	constructor(native: Bind.reference_ImDrawCmd);
	get ElemCount(): number;
	get ClipRect(): Readonly<Bind.reference_ImVec4>;
	get TextureId(): ImTextureID$1 | null;
	get VtxOffset(): number;
	get IdxOffset(): number;
	readonly UserCallback: ImDrawCallback$1 | null;
	readonly UserCallbackData: any;
}
declare const ImDrawIdxSize: number;
export type ImDrawIdx = number;
declare const ImDrawVertSize: number;
declare const ImDrawVertPosOffset: number;
declare const ImDrawVertUVOffset: number;
declare const ImDrawVertColOffset: number;
declare class ImDrawVert {
	pos: Float32Array;
	uv: Float32Array;
	col: Uint32Array;
	constructor(buffer: ArrayBufferLike, byteOffset?: number);
}
declare class ImDrawCmdHeader {
}
declare class ImDrawChannel {
}
declare class ImDrawListSharedData {
	readonly native: Bind.reference_ImDrawListSharedData;
	constructor(native: Bind.reference_ImDrawListSharedData);
}
declare class ImDrawList {
	readonly native: Bind.reference_ImDrawList;
	constructor(native: Bind.reference_ImDrawList);
	IterateDrawCmds(callback: (draw_cmd: ImDrawCmd, ElemStart: number) => void): void;
	get IdxBuffer(): Uint8Array;
	get VtxBuffer(): Uint8Array;
	get Flags(): ImDrawListFlags$1;
	set Flags(value: ImDrawListFlags$1);
	PushClipRect(clip_rect_min: Readonly<Bind.interface_ImVec2>, clip_rect_max: Readonly<Bind.interface_ImVec2>, intersect_with_current_clip_rect?: boolean): void;
	PushClipRectFullScreen(): void;
	PopClipRect(): void;
	PushTextureID(texture_id: ImTextureID$1): void;
	PopTextureID(): void;
	GetClipRectMin(out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
	GetClipRectMax(out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
	AddLine(a: Readonly<Bind.interface_ImVec2>, b: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32, thickness?: number): void;
	AddRect(a: Readonly<Bind.interface_ImVec2>, b: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32, rounding?: number, flags?: ImDrawFlags$1, thickness?: number): void;
	AddRectFilled(a: Readonly<Bind.interface_ImVec2>, b: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32, rounding?: number, flags?: ImDrawFlags$1): void;
	AddRectFilledMultiColor(a: Readonly<Bind.interface_ImVec2>, b: Readonly<Bind.interface_ImVec2>, col_upr_left: Bind.ImU32, col_upr_right: Bind.ImU32, col_bot_right: Bind.ImU32, col_bot_left: Bind.ImU32): void;
	AddQuad(a: Readonly<Bind.interface_ImVec2>, b: Readonly<Bind.interface_ImVec2>, c: Readonly<Bind.interface_ImVec2>, d: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32, thickness?: number): void;
	AddQuadFilled(a: Readonly<Bind.interface_ImVec2>, b: Readonly<Bind.interface_ImVec2>, c: Readonly<Bind.interface_ImVec2>, d: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32): void;
	AddTriangle(a: Readonly<Bind.interface_ImVec2>, b: Readonly<Bind.interface_ImVec2>, c: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32, thickness?: number): void;
	AddTriangleFilled(a: Readonly<Bind.interface_ImVec2>, b: Readonly<Bind.interface_ImVec2>, c: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32): void;
	AddCircle(centre: Readonly<Bind.interface_ImVec2>, radius: number, col: Bind.ImU32, num_segments?: number, thickness?: number): void;
	AddCircleFilled(centre: Readonly<Bind.interface_ImVec2>, radius: number, col: Bind.ImU32, num_segments?: number): void;
	AddNgon(centre: Readonly<Bind.interface_ImVec2>, radius: number, col: Bind.ImU32, num_segments: number, thickness?: number): void;
	AddNgonFilled(centre: Readonly<Bind.interface_ImVec2>, radius: number, col: Bind.ImU32, num_segments: number): void;
	AddText(pos: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32, text_begin: string, text_end?: number | null): void;
	AddText(font: ImFont, font_size: number, pos: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32, text_begin: string, text_end?: number | null, wrap_width?: number, cpu_fine_clip_rect?: Readonly<Bind.interface_ImVec4> | null): void;
	AddPolyline(points: Array<Readonly<Bind.interface_ImVec2>>, num_points: number, col: Bind.ImU32, flags: ImDrawFlags$1, thickness: number): void;
	AddConvexPolyFilled(points: Array<Readonly<Bind.interface_ImVec2>>, num_points: number, col: Bind.ImU32): void;
	AddBezierCubic(p1: Readonly<Bind.interface_ImVec2>, p2: Readonly<Bind.interface_ImVec2>, p3: Readonly<Bind.interface_ImVec2>, p4: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32, thickness?: number, num_segments?: number): void;
	AddBezierQuadratic(p1: Readonly<Bind.interface_ImVec2>, p2: Readonly<Bind.interface_ImVec2>, p3: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32, thickness?: number, num_segments?: number): void;
	AddImage(user_texture_id: ImTextureID$1 | null, a: Readonly<Bind.interface_ImVec2>, b: Readonly<Bind.interface_ImVec2>, uv_a?: Readonly<Bind.interface_ImVec2>, uv_b?: Readonly<Bind.interface_ImVec2>, col?: Bind.ImU32): void;
	AddImageQuad(user_texture_id: ImTextureID$1 | null, a: Readonly<Bind.interface_ImVec2>, b: Readonly<Bind.interface_ImVec2>, c: Readonly<Bind.interface_ImVec2>, d: Readonly<Bind.interface_ImVec2>, uv_a?: Readonly<Bind.interface_ImVec2>, uv_b?: Readonly<Bind.interface_ImVec2>, uv_c?: Readonly<Bind.interface_ImVec2>, uv_d?: Readonly<Bind.interface_ImVec2>, col?: Bind.ImU32): void;
	AddImageRounded(user_texture_id: ImTextureID$1 | null, a: Readonly<Bind.interface_ImVec2>, b: Readonly<Bind.interface_ImVec2>, uv_a: Readonly<Bind.interface_ImVec2>, uv_b: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32, rounding: number, flags?: ImDrawFlags$1): void;
	PathClear(): void;
	PathLineTo(pos: Readonly<Bind.interface_ImVec2>): void;
	PathLineToMergeDuplicate(pos: Readonly<Bind.interface_ImVec2>): void;
	PathFillConvex(col: Bind.ImU32): void;
	PathStroke(col: Bind.ImU32, flags: ImDrawFlags$1, thickness?: number): void;
	PathArcTo(centre: Readonly<Bind.interface_ImVec2>, radius: number, a_min: number, a_max: number, num_segments?: number): void;
	PathArcToFast(centre: Readonly<Bind.interface_ImVec2>, radius: number, a_min_of_12: number, a_max_of_12: number): void;
	PathBezierCubicCurveTo(p2: Readonly<Bind.interface_ImVec2>, p3: Readonly<Bind.interface_ImVec2>, p4: Readonly<Bind.interface_ImVec2>, num_segments?: number): void;
	PathBezierQuadraticCurveTo(p2: Readonly<Bind.interface_ImVec2>, p3: Readonly<Bind.interface_ImVec2>, num_segments?: number): void;
	PathRect(rect_min: Readonly<Bind.interface_ImVec2>, rect_max: Readonly<Bind.interface_ImVec2>, rounding?: number, flags?: ImDrawFlags$1): void;
	ChannelsSplit(channels_count: number): void;
	ChannelsMerge(): void;
	ChannelsSetCurrent(channel_index: number): void;
	AddCallback(callback: ImDrawCallback$1, callback_data: any): void;
	AddDrawCmd(): void;
	PrimReserve(idx_count: number, vtx_count: number): void;
	PrimUnreserve(idx_count: number, vtx_count: number): void;
	PrimRect(a: Readonly<Bind.interface_ImVec2>, b: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32): void;
	PrimRectUV(a: Readonly<Bind.interface_ImVec2>, b: Readonly<Bind.interface_ImVec2>, uv_a: Readonly<Bind.interface_ImVec2>, uv_b: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32): void;
	PrimQuadUV(a: Readonly<Bind.interface_ImVec2>, b: Readonly<Bind.interface_ImVec2>, c: Readonly<Bind.interface_ImVec2>, d: Readonly<Bind.interface_ImVec2>, uv_a: Readonly<Bind.interface_ImVec2>, uv_b: Readonly<Bind.interface_ImVec2>, uv_c: Readonly<Bind.interface_ImVec2>, uv_d: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32): void;
	PrimWriteVtx(pos: Readonly<Bind.interface_ImVec2>, uv: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32): void;
	PrimWriteIdx(idx: ImDrawIdx): void;
	PrimVtx(pos: Readonly<Bind.interface_ImVec2>, uv: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32): void;
	_CalcCircleAutoSegmentCount(radius: number): number;
}
declare class ImDrawData {
	readonly native: Bind.reference_ImDrawData;
	constructor(native: Bind.reference_ImDrawData);
	IterateDrawLists(callback: (draw_list: ImDrawList) => void): void;
	get Valid(): boolean;
	get CmdListsCount(): number;
	get TotalIdxCount(): number;
	get TotalVtxCount(): number;
	get DisplayPos(): Readonly<Bind.reference_ImVec2>;
	get DisplaySize(): Readonly<Bind.reference_ImVec2>;
	get FramebufferScale(): Readonly<Bind.reference_ImVec2>;
	DeIndexAllBuffers(): void;
	ScaleClipRects(fb_scale: Readonly<Bind.interface_ImVec2>): void;
}
declare class script_ImFontConfig implements Bind.interface_ImFontConfig {
	FontData: DataView | null;
	FontDataOwnedByAtlas: boolean;
	FontNo: number;
	SizePixels: number;
	OversampleH: number;
	OversampleV: number;
	PixelSnapH: boolean;
	GlyphExtraSpacing: ImVec2;
	GlyphOffset: ImVec2;
	GlyphRanges: number | null;
	GlyphMinAdvanceX: number;
	GlyphMaxAdvanceX: number;
	MergeMode: boolean;
	FontBuilderFlags: number;
	RasterizerMultiply: number;
	EllipsisChar: number;
	DotChar: number;
	Name: string;
	DstFont: Bind.reference_ImFont | null;
}
declare class ImFontConfig {
	readonly internal: Bind.interface_ImFontConfig;
	constructor(internal?: Bind.interface_ImFontConfig);
	get FontData(): DataView | null;
	get FontDataOwnedByAtlas(): boolean;
	get FontNo(): number;
	get SizePixels(): number;
	get OversampleH(): number;
	get OversampleV(): number;
	get PixelSnapH(): boolean;
	get GlyphExtraSpacing(): ImVec2;
	get GlyphOffset(): ImVec2;
	get GlyphRanges(): number | null;
	get GlyphMinAdvanceX(): number;
	get GlyphMaxAdvanceX(): number;
	get MergeMode(): boolean;
	get FontBuilderFlags(): number;
	get RasterizerMultiply(): number;
	get Name(): string;
	set Name(value: string);
	get DstFont(): ImFont | null;
}
declare class script_ImFontGlyph implements Bind.interface_ImFontGlyph {
	Colored: boolean;
	Visible: boolean;
	Codepoint: number;
	AdvanceX: number;
	X0: number;
	Y0: number;
	X1: number;
	Y1: number;
	U0: number;
	V0: number;
	U1: number;
	V1: number;
}
declare class ImFontGlyph implements Bind.interface_ImFontGlyph {
	readonly internal: Bind.interface_ImFontGlyph;
	constructor(internal?: Bind.interface_ImFontGlyph);
	get Colored(): boolean;
	get Visible(): boolean;
	get Codepoint(): number;
	get AdvanceX(): number;
	get X0(): number;
	get Y0(): number;
	get X1(): number;
	get Y1(): number;
	get U0(): number;
	get V0(): number;
	get U1(): number;
	get V1(): number;
}
declare class ImFontAtlasCustomRect {
}
declare enum ImFontAtlasFlags$1 {
	None = 0,
	NoPowerOfTwoHeight = 1,// Don't round the height to next power of two
	NoMouseCursors = 2,// Don't build software mouse cursors into the atlas
	NoBakedLines = 4
}
declare class ImFontAtlas {
	readonly native: Bind.reference_ImFontAtlas;
	constructor(native: Bind.reference_ImFontAtlas);
	AddFontDefault(font_cfg?: Bind.interface_ImFontConfig | null): ImFont;
	AddFontFromMemoryTTF(data: ArrayBufferLike, size_pixels: number, font_cfg?: ImFontConfig | null, glyph_ranges?: number | null): ImFont;
	ClearTexData(): void;
	ClearInputData(): void;
	ClearFonts(): void;
	Clear(): void;
	Build(): boolean;
	IsBuilt(): boolean;
	GetTexDataAsAlpha8(): {
		pixels: Uint8ClampedArray;
		width: number;
		height: number;
		bytes_per_pixel: number;
	};
	GetTexDataAsRGBA32(): {
		pixels: Uint8ClampedArray;
		width: number;
		height: number;
		bytes_per_pixel: number;
	};
	SetTexID(id: ImTextureID$1 | null): void;
	GetGlyphRangesDefault(): number;
	GetGlyphRangesKorean(): number;
	GetGlyphRangesJapanese(): number;
	GetGlyphRangesChineseFull(): number;
	GetGlyphRangesChineseSimplifiedCommon(): number;
	GetGlyphRangesCyrillic(): number;
	GetGlyphRangesThai(): number;
	GetGlyphRangesVietnamese(): number;
	get Locked(): boolean;
	set Locked(value: boolean);
	get Flags(): ImFontAtlasFlags$1;
	set Flags(value: ImFontAtlasFlags$1);
	get TexID(): ImTextureID$1 | null;
	set TexID(value: ImTextureID$1 | null);
	get TexDesiredWidth(): number;
	set TexDesiredWidth(value: number);
	get TexGlyphPadding(): number;
	set TexGlyphPadding(value: number);
	get TexWidth(): number;
	get TexHeight(): number;
	get TexUvScale(): Readonly<Bind.reference_ImVec2>;
	get TexUvWhitePixel(): Readonly<Bind.reference_ImVec2>;
	get Fonts(): ImVector<ImFont>;
}
declare class ImFont {
	readonly native: Bind.reference_ImFont;
	constructor(native: Bind.reference_ImFont);
	get FontSize(): number;
	get Scale(): number;
	set Scale(value: number);
	get Glyphs(): ImVector<ImFontGlyph>;
	get FallbackGlyph(): ImFontGlyph | null;
	set FallbackGlyph(value: ImFontGlyph | null);
	get FallbackAdvanceX(): number;
	get FallbackChar(): number;
	get EllipsisChar(): number;
	get DotChar(): number;
	get ConfigDataCount(): number;
	get ConfigData(): ImFontConfig[];
	get ContainerAtlas(): ImFontAtlas | null;
	get Ascent(): number;
	get Descent(): number;
	get MetricsTotalSurface(): number;
	ClearOutputData(): void;
	BuildLookupTable(): void;
	FindGlyph(c: number): Readonly<ImFontGlyph> | null;
	FindGlyphNoFallback(c: number): ImFontGlyph | null;
	GetCharAdvance(c: number): number;
	IsLoaded(): boolean;
	GetDebugName(): string;
	CalcTextSizeA(size: number, max_width: number, wrap_width: number, text_begin: string, text_end?: number | null, remaining?: Bind.ImScalar<number> | null): Bind.interface_ImVec2;
	CalcWordWrapPositionA(scale: number, text: string, text_end: number | null | undefined, wrap_width: number): number;
	RenderChar(draw_list: ImDrawList, size: number, pos: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32, c: Bind.ImWchar): void;
	RenderText(draw_list: ImDrawList, size: number, pos: Readonly<Bind.interface_ImVec2>, col: Bind.ImU32, clip_rect: Readonly<Bind.interface_ImVec4>, text_begin: string, text_end?: number | null, wrap_width?: number, cpu_fine_clip?: boolean): void;
	IsGlyphRangeUnused(c_begin: number, c_last: number): boolean;
}
declare enum ImGuiViewportFlags$1 {
	None = 0,
	IsPlatformWindow = 1,// Represent a Platform Window
	IsPlatformMonitor = 2,// Represent a Platform Monitor (unused yet)
	OwnedByApp = 4
}
declare class ImGuiViewport {
	readonly native: Bind.reference_ImGuiViewport;
	constructor(native: Bind.reference_ImGuiViewport);
	get Flags(): ImGuiViewportFlags$1;
	get Pos(): Bind.interface_ImVec2;
	get Size(): Bind.interface_ImVec2;
	get WorkPos(): Bind.interface_ImVec2;
	get WorkSize(): Bind.interface_ImVec2;
	GetCenter(): ImVec2;
	GetWorkCenter(): ImVec2;
}
declare class ImGuiStyle$1 {
	readonly internal: Bind.interface_ImGuiStyle;
	constructor(internal?: Bind.interface_ImGuiStyle);
	get Alpha(): number;
	set Alpha(value: number);
	get DisabledAlpha(): number;
	set DisabledAlpha(value: number);
	get WindowPadding(): Bind.interface_ImVec2;
	get WindowRounding(): number;
	set WindowRounding(value: number);
	get WindowBorderSize(): number;
	set WindowBorderSize(value: number);
	get WindowMinSize(): Bind.interface_ImVec2;
	get WindowTitleAlign(): Bind.interface_ImVec2;
	get WindowMenuButtonPosition(): ImGuiDir$1;
	set WindowMenuButtonPosition(value: ImGuiDir$1);
	get ChildRounding(): number;
	set ChildRounding(value: number);
	get ChildBorderSize(): number;
	set ChildBorderSize(value: number);
	get PopupRounding(): number;
	set PopupRounding(value: number);
	get PopupBorderSize(): number;
	set PopupBorderSize(value: number);
	get FramePadding(): Bind.interface_ImVec2;
	get FrameRounding(): number;
	set FrameRounding(value: number);
	get FrameBorderSize(): number;
	set FrameBorderSize(value: number);
	get ItemSpacing(): Bind.interface_ImVec2;
	get ItemInnerSpacing(): Bind.interface_ImVec2;
	get CellPadding(): Bind.interface_ImVec2;
	get TouchExtraPadding(): Bind.interface_ImVec2;
	get IndentSpacing(): number;
	set IndentSpacing(value: number);
	get ColumnsMinSpacing(): number;
	set ColumnsMinSpacing(value: number);
	get ScrollbarSize(): number;
	set ScrollbarSize(value: number);
	get ScrollbarRounding(): number;
	set ScrollbarRounding(value: number);
	get GrabMinSize(): number;
	set GrabMinSize(value: number);
	get GrabRounding(): number;
	set GrabRounding(value: number);
	get LogSliderDeadzone(): number;
	set LogSliderDeadzone(value: number);
	get TabRounding(): number;
	set TabRounding(value: number);
	get TabBorderSize(): number;
	set TabBorderSize(value: number);
	get TabMinWidthForCloseButton(): number;
	set TabMinWidthForCloseButton(value: number);
	get ColorButtonPosition(): number;
	set ColorButtonPosition(value: number);
	get ButtonTextAlign(): Bind.interface_ImVec2;
	get SelectableTextAlign(): Bind.interface_ImVec2;
	get DisplayWindowPadding(): Bind.interface_ImVec2;
	get DisplaySafeAreaPadding(): Bind.interface_ImVec2;
	get MouseCursorScale(): number;
	set MouseCursorScale(value: number);
	get AntiAliasedLines(): boolean;
	set AntiAliasedLines(value: boolean);
	get AntiAliasedLinesUseTex(): boolean;
	set AntiAliasedLinesUseTex(value: boolean);
	get AntiAliasedFill(): boolean;
	set AntiAliasedFill(value: boolean);
	get CurveTessellationTol(): number;
	set CurveTessellationTol(value: number);
	get CircleTessellationMaxError(): number;
	set CircleTessellationMaxError(value: number);
	Colors: Bind.interface_ImVec4[];
	Copy(other: Readonly<ImGuiStyle$1>): this;
	ScaleAllSizes(scale_factor: number): void;
}
declare class ImGuiIO {
	readonly native: Bind.reference_ImGuiIO;
	constructor(native: Bind.reference_ImGuiIO);
	get ConfigFlags(): ImGuiConfigFlags$1;
	set ConfigFlags(value: ImGuiConfigFlags$1);
	get BackendFlags(): ImGuiBackendFlags$1;
	set BackendFlags(value: ImGuiBackendFlags$1);
	get DisplaySize(): Bind.reference_ImVec2;
	get DeltaTime(): number;
	set DeltaTime(value: number);
	get IniSavingRate(): number;
	set IniSavingRate(value: number);
	get IniFilename(): string;
	set IniFilename(value: string);
	get LogFilename(): string;
	set LogFilename(value: string);
	get MouseDoubleClickTime(): number;
	set MouseDoubleClickTime(value: number);
	get MouseDoubleClickMaxDist(): number;
	set MouseDoubleClickMaxDist(value: number);
	get MouseDragThreshold(): number;
	set MouseDragThreshold(value: number);
	KeyMap: number[];
	get KeyRepeatDelay(): number;
	set KeyRepeatDelay(value: number);
	get KeyRepeatRate(): number;
	set KeyRepeatRate(value: number);
	get UserData(): any;
	set UserData(value: any);
	get Fonts(): ImFontAtlas;
	get FontGlobalScale(): number;
	set FontGlobalScale(value: number);
	get FontAllowUserScaling(): boolean;
	set FontAllowUserScaling(value: boolean);
	get FontDefault(): ImFont | null;
	set FontDefault(value: ImFont | null);
	get DisplayFramebufferScale(): Bind.reference_ImVec2;
	get ConfigMacOSXBehaviors(): boolean;
	set ConfigMacOSXBehaviors(value: boolean);
	get ConfigInputTextCursorBlink(): boolean;
	set ConfigInputTextCursorBlink(value: boolean);
	get ConfigDragClickToInputText(): boolean;
	set ConfigDragClickToInputText(value: boolean);
	get ConfigWindowsResizeFromEdges(): boolean;
	set ConfigWindowsResizeFromEdges(value: boolean);
	get ConfigWindowsMoveFromTitleBarOnly(): boolean;
	set ConfigWindowsMoveFromTitleBarOnly(value: boolean);
	get ConfigMemoryCompactTimer(): number;
	set ConfigMemoryCompactTimer(value: number);
	get BackendPlatformName(): string | null;
	set BackendPlatformName(value: string | null);
	get BackendRendererName(): string | null;
	set BackendRendererName(value: string | null);
	get BackendPlatformUserData(): string | null;
	set BackendPlatformUserData(value: string | null);
	get BackendRendererUserData(): string | null;
	set BackendRendererUserData(value: string | null);
	get BackendLanguageUserData(): string | null;
	set BackendLanguageUserData(value: string | null);
	get GetClipboardTextFn(): ((user_data: any) => string) | null;
	set GetClipboardTextFn(value: ((user_data: any) => string) | null);
	get SetClipboardTextFn(): ((user_data: any, text: string) => void) | null;
	set SetClipboardTextFn(value: ((user_data: any, text: string) => void) | null);
	get ClipboardUserData(): any;
	set ClipboardUserData(value: any);
	get MousePos(): Bind.reference_ImVec2;
	MouseDown: boolean[];
	get MouseWheel(): number;
	set MouseWheel(value: number);
	get MouseWheelH(): number;
	set MouseWheelH(value: number);
	get MouseDrawCursor(): boolean;
	set MouseDrawCursor(value: boolean);
	get KeyCtrl(): boolean;
	set KeyCtrl(value: boolean);
	get KeyShift(): boolean;
	set KeyShift(value: boolean);
	get KeyAlt(): boolean;
	set KeyAlt(value: boolean);
	get KeySuper(): boolean;
	set KeySuper(value: boolean);
	KeysDown: boolean[];
	NavInputs: number[];
	AddInputCharacter(c: number): void;
	AddInputCharacterUTF16(c: number): void;
	AddInputCharactersUTF8(utf8_chars: string): void;
	ClearInputCharacters(): void;
	get WantCaptureMouse(): boolean;
	set WantCaptureMouse(value: boolean);
	get WantCaptureKeyboard(): boolean;
	set WantCaptureKeyboard(value: boolean);
	get WantTextInput(): boolean;
	set WantTextInput(value: boolean);
	get WantSetMousePos(): boolean;
	set WantSetMousePos(value: boolean);
	get WantSaveIniSettings(): boolean;
	set WantSaveIniSettings(value: boolean);
	get NavActive(): boolean;
	set NavActive(value: boolean);
	get NavVisible(): boolean;
	set NavVisible(value: boolean);
	get Framerate(): number;
	get MetricsRenderVertices(): number;
	get MetricsRenderIndices(): number;
	get MetricsRenderWindows(): number;
	get MetricsActiveWindows(): number;
	get MetricsActiveAllocations(): number;
	get MouseDelta(): Readonly<Bind.reference_ImVec2>;
	get WantCaptureMouseUnlessPopupClose(): boolean;
	set WantCaptureMouseUnlessPopupClose(value: boolean);
	MouseClickedPos: Array<Readonly<Bind.reference_ImVec2>>;
	MouseDownDuration: number[];
	KeysDownDuration: number[];
	NavInputsDownDuration: number[];
}
declare class ImGuiContext {
	readonly native: Bind.WrapImGuiContext;
	static current_ctx: ImGuiContext | null;
	static getTexture(index: number): ImTextureID$1 | null;
	static setTexture(texture: ImTextureID$1 | null): number;
	private static textures;
	constructor(native: Bind.WrapImGuiContext);
	private _getTexture;
	private _setTexture;
}
declare function CreateContext(shared_font_atlas?: ImFontAtlas | null): ImGuiContext | null;
declare function DestroyContext(ctx?: ImGuiContext | null): void;
declare function GetCurrentContext(): ImGuiContext | null;
declare function SetCurrentContext(ctx: ImGuiContext | null): void;
declare function GetIO(): ImGuiIO;
declare function GetStyle(): ImGuiStyle$1;
declare function NewFrame(): void;
declare function EndFrame(): void;
declare function Render(): void;
declare function GetDrawData(): ImDrawData | null;
declare function ShowDemoWindow(p_open?: Bind.ImScalar<boolean> | null): void;
declare function ShowMetricsWindow(p_open?: Bind.ImScalar<boolean> | Bind.ImAccess<boolean> | null): void;
declare function ShowStackToolWindow(p_open?: Bind.ImScalar<boolean> | Bind.ImAccess<boolean> | null): void;
declare function ShowAboutWindow(p_open?: Bind.ImScalar<boolean> | Bind.ImAccess<boolean> | null): void;
declare function ShowStyleEditor(ref?: ImGuiStyle$1 | null): void;
declare function ShowStyleSelector(label: string): boolean;
declare function ShowFontSelector(label: string): void;
declare function ShowUserGuide(): void;
declare function GetVersion(): string;
declare function StyleColorsDark(dst?: ImGuiStyle$1 | null): void;
declare function StyleColorsLight(dst?: ImGuiStyle$1 | null): void;
declare function StyleColorsClassic(dst?: ImGuiStyle$1 | null): void;
declare function Begin(name: string, open?: Bind.ImScalar<boolean> | Bind.ImAccess<boolean> | null, flags?: ImGuiWindowFlags$1): boolean;
declare function End(): void;
declare function BeginChild(id: string | ImGuiID$1, size?: Readonly<Bind.interface_ImVec2>, border?: boolean, flags?: ImGuiWindowFlags$1): boolean;
declare function EndChild(): void;
declare function IsWindowAppearing(): boolean;
declare function IsWindowCollapsed(): boolean;
declare function IsWindowFocused(flags?: ImGuiFocusedFlags$1): boolean;
declare function IsWindowHovered(flags?: ImGuiHoveredFlags$1): boolean;
declare function GetWindowDrawList(): ImDrawList;
declare function GetWindowPos(out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
declare function GetWindowSize(out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
declare function GetWindowWidth(): number;
declare function GetWindowHeight(): number;
declare function SetNextWindowPos(pos: Readonly<Bind.interface_ImVec2>, cond?: ImGuiCond$1, pivot?: Readonly<Bind.interface_ImVec2>): void;
declare function SetNextWindowSize(pos: Readonly<Bind.interface_ImVec2>, cond?: ImGuiCond$1): void;
declare function SetNextWindowSizeConstraints(size_min: Readonly<Bind.interface_ImVec2>, size_max: Readonly<Bind.interface_ImVec2>): void;
declare function SetNextWindowSizeConstraints<T>(size_min: Readonly<Bind.interface_ImVec2>, size_max: Readonly<Bind.interface_ImVec2>, custom_callback: ImGuiSizeCallback$1<T>, custom_callback_data?: T): void;
declare function SetNextWindowContentSize(size: Readonly<Bind.interface_ImVec2>): void;
declare function SetNextWindowCollapsed(collapsed: boolean, cond?: ImGuiCond$1): void;
declare function SetNextWindowFocus(): void;
declare function SetNextWindowBgAlpha(alpha: number): void;
declare function SetWindowPos(name_or_pos: string | Readonly<Bind.interface_ImVec2>, pos_or_cond?: Readonly<Bind.interface_ImVec2> | ImGuiCond$1, cond?: ImGuiCond$1): void;
declare function SetWindowSize(name_or_size: string | Readonly<Bind.interface_ImVec2>, size_or_cond?: Readonly<Bind.interface_ImVec2> | ImGuiCond$1, cond?: ImGuiCond$1): void;
declare function SetWindowCollapsed(name_or_collapsed: string | boolean, collapsed_or_cond?: boolean | ImGuiCond$1, cond?: ImGuiCond$1): void;
declare function SetWindowFocus(name?: string): void;
declare function SetWindowFontScale(scale: number): void;
declare function GetContentRegionAvail(out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
declare function GetContentRegionMax(out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
declare function GetWindowContentRegionMin(out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
declare function GetWindowContentRegionMax(out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
declare function GetScrollX(): number;
declare function GetScrollY(): number;
declare function SetScrollX(scroll_x: number): void;
declare function SetScrollY(scroll_y: number): void;
declare function GetScrollMaxX(): number;
declare function GetScrollMaxY(): number;
declare function SetScrollHereX(center_x_ratio?: number): void;
declare function SetScrollHereY(center_y_ratio?: number): void;
declare function SetScrollFromPosX(pos_x: number, center_x_ratio?: number): void;
declare function SetScrollFromPosY(pos_y: number, center_y_ratio?: number): void;
declare function PushFont(font: ImFont | null): void;
declare function PopFont(): void;
declare function PushStyleColor(idx: ImGuiCol$1, col: Bind.ImU32 | Readonly<Bind.interface_ImVec4> | Readonly<ImColor>): void;
declare function PopStyleColor(count?: number): void;
declare function PushStyleVar(idx: ImGuiStyleVar$1, val: number | Readonly<Bind.interface_ImVec2>): void;
declare function PopStyleVar(count?: number): void;
declare function PushAllowKeyboardFocus(allow_keyboard_focus: boolean): void;
declare function PopAllowKeyboardFocus(): void;
declare function PushButtonRepeat(repeat: boolean): void;
declare function PopButtonRepeat(): void;
declare function PushItemWidth(item_width: number): void;
declare function PopItemWidth(): void;
declare function SetNextItemWidth(item_width: number): void;
declare function CalcItemWidth(): number;
declare function PushTextWrapPos(wrap_pos_x?: number): void;
declare function PopTextWrapPos(): void;
declare function GetFont(): ImFont;
declare function GetFontSize(): number;
declare function GetFontTexUvWhitePixel(out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
declare function GetColorU32(idx: ImGuiCol$1, alpha_mul?: number): Bind.ImU32;
declare function GetColorU32(col: Readonly<Bind.interface_ImVec4>): Bind.ImU32;
declare function GetColorU32(col: Bind.ImU32): Bind.ImU32;
declare function GetStyleColorVec4(idx: ImGuiCol$1): Readonly<Bind.reference_ImVec4>;
declare function Separator(): void;
declare function SameLine(pos_x?: number, spacing_w?: number): void;
declare function NewLine(): void;
declare function Spacing(): void;
declare function Dummy(size: Readonly<Bind.interface_ImVec2>): void;
declare function Indent(indent_w?: number): void;
declare function Unindent(indent_w?: number): void;
declare function BeginGroup(): void;
declare function EndGroup(): void;
declare function GetCursorPos(out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
declare function GetCursorPosX(): number;
declare function GetCursorPosY(): number;
declare function SetCursorPos(local_pos: Readonly<Bind.interface_ImVec2>): void;
declare function SetCursorPosX(x: number): void;
declare function SetCursorPosY(y: number): void;
declare function GetCursorStartPos(out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
declare function GetCursorScreenPos(out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
declare function SetCursorScreenPos(pos: Readonly<Bind.interface_ImVec2>): void;
declare function AlignTextToFramePadding(): void;
declare function GetTextLineHeight(): number;
declare function GetTextLineHeightWithSpacing(): number;
declare function GetFrameHeight(): number;
declare function GetFrameHeightWithSpacing(): number;
declare function PushID(id: string | number): void;
declare function PopID(): void;
declare function GetID(id: string | number): ImGuiID$1;
declare function TextUnformatted(text: string, text_end?: number | null): void;
declare function Text$1(text: string): void;
declare function TextColored(col: Readonly<Bind.interface_ImVec4> | Readonly<ImColor>, text: string): void;
declare function TextDisabled(text: string): void;
declare function TextWrapped(text: string): void;
declare function LabelText(label: string, text: string): void;
declare function BulletText(text: string): void;
declare function Button(label: string, size?: Readonly<Bind.interface_ImVec2>): boolean;
declare function SmallButton(label: string): boolean;
declare function ArrowButton(str_id: string, dir: ImGuiDir$1): boolean;
declare function InvisibleButton(str_id: string, size: Readonly<Bind.interface_ImVec2>, flags?: ImGuiButtonFlags$1): boolean;
declare function Image$1(user_texture_id: ImTextureID$1 | null, size: Readonly<Bind.interface_ImVec2>, uv0?: Readonly<Bind.interface_ImVec2>, uv1?: Readonly<Bind.interface_ImVec2>, tint_col?: Readonly<Bind.interface_ImVec4>, border_col?: Readonly<Bind.interface_ImVec4>): void;
declare function ImageButton(user_texture_id: ImTextureID$1 | null, size?: Readonly<Bind.interface_ImVec2>, uv0?: Readonly<Bind.interface_ImVec2>, uv1?: Readonly<Bind.interface_ImVec2>, frame_padding?: number, bg_col?: Readonly<Bind.interface_ImVec4>, tint_col?: Readonly<Bind.interface_ImVec4>): boolean;
declare function Checkbox(label: string, v: Bind.ImScalar<boolean> | Bind.ImAccess<boolean>): boolean;
declare function CheckboxFlags(label: string, flags: Bind.ImAccess<number> | Bind.ImScalar<number>, flags_value: number): boolean;
declare function RadioButton(label: string, active: boolean): boolean;
declare function RadioButton(label: string, v: Bind.ImAccess<number> | Bind.ImScalar<number>, v_button: number): boolean;
declare function ProgressBar(fraction: number, size_arg?: Readonly<Bind.interface_ImVec2>, overlay?: string | null): void;
declare function Bullet(): void;
declare function BeginCombo(label: string, preview_value?: string | null, flags?: ImGuiComboFlags$1): boolean;
declare function EndCombo(): void;
export type ComboValueGetter<T> = (data: T, idx: number, out_text: [
	string
]) => boolean;
declare function Combo(label: string, current_item: Bind.ImAccess<number> | Bind.ImScalar<number>, items: string[], items_count?: number, popup_max_height_in_items?: number): boolean;
declare function Combo(label: string, current_item: Bind.ImAccess<number> | Bind.ImScalar<number>, items_separated_by_zeros: string, popup_max_height_in_items?: number): boolean;
declare function Combo<T>(label: string, current_item: Bind.ImAccess<number> | Bind.ImScalar<number>, items_getter: ComboValueGetter<T>, data: T, items_count: number, popup_max_height_in_items?: number): boolean;
declare function DragFloat(label: string, v: Bind.ImAccess<number> | Bind.ImScalar<number> | XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number>, v_speed?: number, v_min?: number, v_max?: number, display_format?: string | null, flags?: ImGuiSliderFlags$1): boolean;
declare function DragFloat2(label: string, v: XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number> | ImVec2, v_speed?: number, v_min?: number, v_max?: number, display_format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function DragFloat3(label: string, v: XYZ | XYZW | Bind.ImTuple3<number> | Bind.ImTuple4<number>, v_speed?: number, v_min?: number, v_max?: number, display_format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function DragFloat4(label: string, v: XYZW | Bind.ImTuple4<number> | ImVec4, v_speed?: number, v_min?: number, v_max?: number, display_format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function DragFloatRange2(label: string, v_current_min: Bind.ImAccess<number> | Bind.ImScalar<number> | XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number>, v_current_max: Bind.ImAccess<number> | Bind.ImScalar<number> | XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number>, v_speed?: number, v_min?: number, v_max?: number, display_format?: string, display_format_max?: string | null, flags?: ImGuiSliderFlags$1): boolean;
declare function DragInt(label: string, v: Bind.ImAccess<number> | Bind.ImScalar<number> | XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number>, v_speed?: number, v_min?: number, v_max?: number, format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function DragInt2(label: string, v: XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number>, v_speed?: number, v_min?: number, v_max?: number, format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function DragInt3(label: string, v: XYZ | XYZW | Bind.ImTuple3<number> | Bind.ImTuple4<number>, v_speed?: number, v_min?: number, v_max?: number, format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function DragInt4(label: string, v: XYZW | Bind.ImTuple4<number>, v_speed?: number, v_min?: number, v_max?: number, format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function DragIntRange2(label: string, v_current_min: Bind.ImAccess<number> | Bind.ImScalar<number> | XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number>, v_current_max: Bind.ImAccess<number> | Bind.ImScalar<number> | XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number>, v_speed?: number, v_min?: number, v_max?: number, format?: string, format_max?: string | null, flags?: ImGuiSliderFlags$1): boolean;
declare function DragScalar(label: string, v: Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Float32Array | Float64Array, v_speed?: number, v_min?: number | null, v_max?: number | null, format?: string | null, flags?: ImGuiSliderFlags$1): boolean;
declare function SliderFloat(label: string, v: Bind.ImAccess<number> | Bind.ImScalar<number> | XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number>, v_min: number, v_max: number, format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function SliderFloat2(label: string, v: XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number> | Bind.interface_ImVec2, v_min: number, v_max: number, format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function SliderFloat3(label: string, v: XYZ | XYZW | Bind.ImTuple3<number> | Bind.ImTuple4<number>, v_min: number, v_max: number, format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function SliderFloat4(label: string, v: XYZW | Bind.ImTuple4<number> | XYZW, v_min: number, v_max: number, format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function SliderAngle(label: string, v_rad: Bind.ImAccess<number> | Bind.ImScalar<number> | XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number>, v_degrees_min?: number, v_degrees_max?: number, format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function SliderAngle3(label: string, v_rad: XYZ | XYZW | Bind.ImTuple3<number> | Bind.ImTuple4<number>, v_degrees_min?: number, v_degrees_max?: number, format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function SliderInt(label: string, v: Bind.ImAccess<number> | Bind.ImScalar<number> | XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number>, v_min: number, v_max: number, format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function SliderInt2(label: string, v: XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number>, v_min: number, v_max: number, format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function SliderInt3(label: string, v: XYZ | XYZW | Bind.ImTuple3<number> | Bind.ImTuple4<number>, v_min: number, v_max: number, format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function SliderInt4(label: string, v: XYZW | Bind.ImTuple4<number>, v_min: number, v_max: number, format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function SliderScalar(label: string, v: Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Float32Array | Float64Array, v_min: number, v_max: number, format?: string | null, flags?: ImGuiSliderFlags$1): boolean;
declare function VSliderFloat(label: string, size: Readonly<Bind.interface_ImVec2>, v: Bind.ImAccess<number> | Bind.ImScalar<number> | XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number>, v_min: number, v_max: number, format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function VSliderInt(label: string, size: Readonly<Bind.interface_ImVec2>, v: Bind.ImAccess<number> | Bind.ImScalar<number> | XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number>, v_min: number, v_max: number, format?: string, flags?: ImGuiSliderFlags$1): boolean;
declare function VSliderScalar(label: string, size: Readonly<Bind.interface_ImVec2>, data_type: ImGuiDataType$1, v: Bind.ImAccess<number> | Bind.ImScalar<number>, v_min: number, v_max: number, format?: string | null, flags?: ImGuiSliderFlags$1): boolean;
declare function InputText<T>(label: string, buf: ImStringBuffer | Bind.ImAccess<string> | Bind.ImScalar<string>, buf_size?: number, flags?: ImGuiInputTextFlags$1, callback?: ImGuiInputTextCallback$1<T> | null, user_data?: T | null): boolean;
declare function InputTextMultiline<T>(label: string, buf: ImStringBuffer | Bind.ImAccess<string> | Bind.ImScalar<string>, buf_size?: number, size?: Readonly<Bind.interface_ImVec2>, flags?: ImGuiInputTextFlags$1, callback?: ImGuiInputTextCallback$1<T> | null, user_data?: T | null): boolean;
declare function InputTextWithHint<T>(label: string, hint: string, buf: ImStringBuffer | Bind.ImAccess<string> | Bind.ImScalar<string>, buf_size?: number, flags?: ImGuiInputTextFlags$1, callback?: ImGuiInputTextCallback$1<T> | null, user_data?: T | null): boolean;
declare function InputFloat(label: string, v: Bind.ImAccess<number> | Bind.ImScalar<number> | XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number>, step?: number, step_fast?: number, format?: string, flags?: ImGuiInputTextFlags$1): boolean;
declare function InputFloat2(label: string, v: XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number>, format?: string, flags?: ImGuiInputTextFlags$1): boolean;
declare function InputFloat3(label: string, v: XYZ | XYZW | Bind.ImTuple3<number> | Bind.ImTuple4<number>, format?: string, flags?: ImGuiInputTextFlags$1): boolean;
declare function InputFloat4(label: string, v: XYZW | Bind.ImTuple4<number>, format?: string, flags?: ImGuiInputTextFlags$1): boolean;
declare function InputInt(label: string, v: Bind.ImAccess<number> | Bind.ImScalar<number> | XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number>, step?: number, step_fast?: number, flags?: ImGuiInputTextFlags$1): boolean;
declare function InputInt2(label: string, v: XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number>, flags?: ImGuiInputTextFlags$1): boolean;
declare function InputInt3(label: string, v: XYZ | XYZW | Bind.ImTuple3<number> | Bind.ImTuple4<number>, flags?: ImGuiInputTextFlags$1): boolean;
declare function InputInt4(label: string, v: XYZW | Bind.ImTuple4<number>, flags?: ImGuiInputTextFlags$1): boolean;
declare function InputDouble(label: string, v: Bind.ImAccess<number> | Bind.ImScalar<number> | XY | XYZ | XYZW | Bind.ImTuple2<number> | Bind.ImTuple3<number> | Bind.ImTuple4<number>, step?: number, step_fast?: number, format?: string, flags?: ImGuiInputTextFlags$1): boolean;
declare function InputScalar(label: string, v: Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Float32Array | Float64Array, step?: number | null, step_fast?: number | null, format?: string | null, flags?: ImGuiInputTextFlags$1): boolean;
declare function ColorEdit3(label: string, col: RGB | RGBA | Bind.ImTuple3<number> | Bind.ImTuple4<number> | Bind.interface_ImVec4, flags?: ImGuiColorEditFlags$1): boolean;
declare function ColorEdit4(label: string, col: RGBA | Bind.ImTuple4<number> | Bind.interface_ImVec4, flags?: ImGuiColorEditFlags$1): boolean;
declare function ColorPicker3(label: string, col: RGB | RGBA | Bind.ImTuple3<number> | Bind.ImTuple4<number> | Bind.interface_ImVec4, flags?: ImGuiColorEditFlags$1): boolean;
declare function ColorPicker4(label: string, col: RGBA | Bind.ImTuple4<number> | Bind.interface_ImVec4, flags?: ImGuiColorEditFlags$1, ref_col?: Bind.ImTuple4<number> | Bind.interface_ImVec4 | null): boolean;
declare function ColorButton(desc_id: string, col: Readonly<Bind.interface_ImVec4>, flags?: ImGuiColorEditFlags$1, size?: Readonly<Bind.interface_ImVec2>): boolean;
declare function SetColorEditOptions(flags: ImGuiColorEditFlags$1): void;
declare function TreeNode(label: string): boolean;
declare function TreeNode(label: string, fmt: string): boolean;
declare function TreeNode(label: number, fmt: string): boolean;
declare function TreeNodeEx(label: string, flags?: ImGuiTreeNodeFlags$1): boolean;
declare function TreeNodeEx(str_id: string, flags: ImGuiTreeNodeFlags$1, fmt: string): boolean;
declare function TreeNodeEx(ptr_id: number, flags: ImGuiTreeNodeFlags$1, fmt: string): boolean;
declare function TreePush(str_id: string): void;
declare function TreePush(ptr_id: number): void;
declare function TreePop(): void;
declare function GetTreeNodeToLabelSpacing(): number;
declare function CollapsingHeader(label: string, flags?: ImGuiTreeNodeFlags$1): boolean;
declare function CollapsingHeader(label: string, p_open: Bind.ImScalar<boolean> | Bind.ImAccess<boolean>, flags?: ImGuiTreeNodeFlags$1): boolean;
declare function SetNextItemOpen(is_open: boolean, cond?: ImGuiCond$1): void;
declare function Selectable(label: string, selected?: boolean, flags?: ImGuiSelectableFlags$1, size?: Readonly<Bind.interface_ImVec2>): boolean;
declare function Selectable(label: string, p_selected: Bind.ImScalar<boolean> | Bind.ImAccess<boolean>, flags?: ImGuiSelectableFlags$1, size?: Readonly<Bind.interface_ImVec2>): boolean;
declare function BeginListBox(label: string, size?: Readonly<Bind.interface_ImVec2>): boolean;
declare function EndListBox(): void;
export type ListBoxItemGetter<T> = (data: T, idx: number, out_text: [
	string
]) => boolean;
declare function ListBox(label: string, current_item: Bind.ImAccess<number> | Bind.ImScalar<number>, items: string[], items_count?: number, height_in_items?: number): boolean;
declare function ListBox<T>(label: string, current_item: Bind.ImAccess<number> | Bind.ImScalar<number>, items_getter: ListBoxItemGetter<T>, data: T, items_count: number, height_in_items?: number): boolean;
export type PlotLinesValueGetter<T> = (data: T, idx: number) => number;
declare function PlotLines(label: string, values: ArrayLike<number>, values_count?: number, value_offset?: number, overlay_text?: string | null, scale_min?: number, scale_max?: number, graph_size?: Readonly<Bind.interface_ImVec2>, stride?: number): void;
declare function PlotLines<T>(label: string, values_getter: PlotLinesValueGetter<T>, data: T, values_count?: number, value_offset?: number, overlay_text?: string | null, scale_min?: number, scale_max?: number, graph_size?: Readonly<Bind.interface_ImVec2>): void;
export type PlotHistogramValueGetter<T> = (data: T, idx: number) => number;
declare function PlotHistogram(label: string, values: ArrayLike<number>, values_count?: number, value_offset?: number, overlay_text?: string | null, scale_min?: number, scale_max?: number, graph_size?: Readonly<Bind.interface_ImVec2>, stride?: number): void;
declare function PlotHistogram<T>(label: string, values_getter: PlotHistogramValueGetter<T>, data: T, values_count?: number, value_offset?: number, overlay_text?: string | null, scale_min?: number, scale_max?: number, graph_size?: Readonly<Bind.interface_ImVec2>): void;
declare function Value(prefix: string, b: boolean): void;
declare function Value(prefix: string, v: number): void;
declare function Value(prefix: string, v: number, float_format?: string | null): void;
declare function Value(prefix: string, v: any): void;
declare function BeginMenuBar(): boolean;
declare function EndMenuBar(): void;
declare function BeginMainMenuBar(): boolean;
declare function EndMainMenuBar(): void;
declare function BeginMenu(label: string, enabled?: boolean): boolean;
declare function EndMenu(): void;
declare function MenuItem(label: string, shortcut?: string | null, selected?: boolean, enabled?: boolean): boolean;
declare function MenuItem(label: string, shortcut: string | null, p_selected: Bind.ImScalar<boolean> | Bind.ImAccess<boolean> | null, enabled?: boolean): boolean;
declare function BeginTooltip(): void;
declare function EndTooltip(): void;
declare function SetTooltip(fmt: string): void;
declare function BeginPopup(str_id: string, flags?: ImGuiWindowFlags$1): boolean;
declare function BeginPopupModal(str_id: string, p_open?: Bind.ImScalar<boolean> | Bind.ImAccess<boolean> | null, flags?: ImGuiWindowFlags$1): boolean;
declare function EndPopup(): void;
declare function OpenPopup(str_id: string, popup_flags?: ImGuiPopupFlags$1): void;
declare function OpenPopupOnItemClick(str_id?: string | null, popup_flags?: ImGuiPopupFlags$1): void;
declare function CloseCurrentPopup(): void;
declare function BeginPopupContextItem(str_id?: string | null, popup_flags?: ImGuiPopupFlags$1): boolean;
declare function BeginPopupContextWindow(str_id?: string | null, popup_flags?: ImGuiPopupFlags$1): boolean;
declare function BeginPopupContextVoid(str_id?: string | null, popup_flags?: ImGuiPopupFlags$1): boolean;
declare function IsPopupOpen(str_id: string, flags?: ImGuiPopupFlags$1): boolean;
declare function BeginTable(str_id: string, column: number, flags?: ImGuiTableFlags$1, outer_size?: Bind.interface_ImVec2, inner_width?: number): boolean;
declare function EndTable(): void;
declare function TableNextRow(row_flags?: ImGuiTableRowFlags$1, min_row_height?: number): void;
declare function TableNextColumn(): boolean;
declare function TableSetColumnIndex(column_n: number): boolean;
declare function TableSetupColumn(label: string, flags?: ImGuiTableColumnFlags$1, init_width_or_weight?: number, user_id?: Bind.ImGuiID): void;
declare function TableSetupScrollFreeze(cols: number, rows: number): void;
declare function TableHeadersRow(): void;
declare function TableHeader(label: string): void;
declare function TableGetSortSpecs(): ImGuiTableSortSpecs | null;
declare function TableGetColumnCount(): number;
declare function TableGetColumnIndex(): number;
declare function TableGetRowIndex(): number;
declare function TableGetColumnName(column_n?: number): string;
declare function TableGetColumnFlags(column_n?: number): ImGuiTableColumnFlags$1;
declare function TableSetColumnEnabled(column_n: number, v: boolean): void;
declare function TableSetBgColor(target: ImGuiTableBgTarget$1, color: Bind.ImU32, column_n?: number): void;
declare function Columns(count?: number, id?: string | null, border?: boolean): void;
declare function NextColumn(): void;
declare function GetColumnIndex(): number;
declare function GetColumnWidth(column_index?: number): number;
declare function SetColumnWidth(column_index: number, width: number): void;
declare function GetColumnOffset(column_index?: number): number;
declare function SetColumnOffset(column_index: number, offset_x: number): void;
declare function GetColumnsCount(): number;
declare function BeginTabBar(str_id: string, flags?: ImGuiTabBarFlags$1): boolean;
declare function EndTabBar(): void;
declare function BeginTabItem(label: string, p_open?: Bind.ImScalar<boolean> | Bind.ImAccess<boolean> | null, flags?: ImGuiTabItemFlags$1): boolean;
declare function EndTabItem(): void;
declare function TabItemButton(label: string, flags?: ImGuiTabItemFlags$1): boolean;
declare function SetTabItemClosed(tab_or_docked_window_label: string): void;
declare function LogToTTY(max_depth?: number): void;
declare function LogToFile(max_depth?: number, filename?: string | null): void;
declare function LogToClipboard(max_depth?: number): void;
declare function LogFinish(): void;
declare function LogButtons(): void;
declare function LogText(fmt: string): void;
declare function BeginDragDropSource(flags?: ImGuiDragDropFlags$1): boolean;
declare function SetDragDropPayload<T>(type: string, data: T, cond?: ImGuiCond$1): boolean;
declare function EndDragDropSource(): void;
declare function BeginDragDropTarget(): boolean;
declare function AcceptDragDropPayload<T>(type: string, flags?: ImGuiDragDropFlags$1): ImGuiPayload<T> | null;
declare function EndDragDropTarget(): void;
declare function GetDragDropPayload<T>(): ImGuiPayload<T> | null;
declare function BeginDisabled(disabled?: boolean): void;
declare function EndDisabled(): void;
declare function PushClipRect(clip_rect_min: Readonly<Bind.interface_ImVec2>, clip_rect_max: Readonly<Bind.interface_ImVec2>, intersect_with_current_clip_rect: boolean): void;
declare function PopClipRect(): void;
declare function SetItemDefaultFocus(): void;
declare function SetKeyboardFocusHere(offset?: number): void;
declare function IsItemHovered(flags?: ImGuiHoveredFlags$1): boolean;
declare function IsItemActive(): boolean;
declare function IsItemFocused(): boolean;
declare function IsItemClicked(mouse_button?: ImGuiMouseButton$1): boolean;
declare function IsItemVisible(): boolean;
declare function IsItemEdited(): boolean;
declare function IsItemActivated(): boolean;
declare function IsItemDeactivated(): boolean;
declare function IsItemDeactivatedAfterEdit(): boolean;
declare function IsItemToggledOpen(): boolean;
declare function IsAnyItemHovered(): boolean;
declare function IsAnyItemActive(): boolean;
declare function IsAnyItemFocused(): boolean;
declare function GetItemRectMin(out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
declare function GetItemRectMax(out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
declare function GetItemRectSize(out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
declare function SetItemAllowOverlap(): void;
declare function GetMainViewport(): ImGuiViewport;
declare function IsRectVisible(size: Readonly<Bind.interface_ImVec2>): boolean;
declare function IsRectVisible(rect_min: Readonly<Bind.interface_ImVec2>, rect_max: Readonly<Bind.interface_ImVec2>): boolean;
declare function GetTime(): number;
declare function GetFrameCount(): number;
declare function GetBackgroundDrawList(): ImDrawList;
declare function GetForegroundDrawList(): ImDrawList;
declare function GetDrawListSharedData(): ImDrawListSharedData;
declare function GetStyleColorName(idx: ImGuiCol$1): string;
declare function BeginChildFrame(id: ImGuiID$1, size: Readonly<Bind.interface_ImVec2>, flags?: ImGuiWindowFlags$1): boolean;
declare function EndChildFrame(): void;
declare function CalcTextSize(text: string, text_end?: number | null, hide_text_after_double_hash?: boolean, wrap_width?: number, out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
declare function ColorConvertU32ToFloat4(in_: Bind.ImU32, out?: Bind.interface_ImVec4): Bind.interface_ImVec4;
declare function ColorConvertFloat4ToU32(in_: Readonly<Bind.interface_ImVec4>): Bind.ImU32;
declare function ColorConvertRGBtoHSV(r: number, g: number, b: number, out_h: Bind.ImScalar<number>, out_s: Bind.ImScalar<number>, out_v: Bind.ImScalar<number>): void;
declare function ColorConvertHSVtoRGB(h: number, s: number, v: number, out_r: Bind.ImScalar<number>, out_g: Bind.ImScalar<number>, out_b: Bind.ImScalar<number>): void;
declare function GetKeyIndex(imgui_key: ImGuiKey$1): number;
declare function IsKeyDown(user_key_index: number): boolean;
declare function IsKeyPressed(user_key_index: number, repeat?: boolean): boolean;
declare function IsKeyReleased(user_key_index: number): boolean;
declare function GetKeyPressedAmount(user_key_index: number, repeat_delay: number, rate: number): number;
declare function CaptureKeyboardFromApp(capture?: boolean): void;
declare function IsMouseDown(button: number): boolean;
declare function IsMouseClicked(button: number, repeat?: boolean): boolean;
declare function IsMouseDoubleClicked(button: number): boolean;
declare function GetMouseClickedCount(button: number): number;
declare function IsMouseReleased(button: number): boolean;
declare function IsMouseHoveringRect(r_min: Readonly<Bind.interface_ImVec2>, r_max: Readonly<Bind.interface_ImVec2>, clip?: boolean): boolean;
declare function IsMousePosValid(mouse_pos?: Readonly<Bind.interface_ImVec2> | null): boolean;
declare function IsAnyMouseDown(): boolean;
declare function GetMousePos(out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
declare function GetMousePosOnOpeningCurrentPopup(out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
declare function IsMouseDragging(button?: number, lock_threshold?: number): boolean;
declare function GetMouseDragDelta(button?: number, lock_threshold?: number, out?: Bind.interface_ImVec2): Bind.interface_ImVec2;
declare function ResetMouseDragDelta(button?: number): void;
declare function GetMouseCursor(): ImGuiMouseCursor$1;
declare function SetMouseCursor(type: ImGuiMouseCursor$1): void;
declare function CaptureMouseFromApp(capture?: boolean): void;
declare function GetClipboardText(): string;
declare function SetClipboardText(text: string): void;
declare function LoadIniSettingsFromDisk(ini_filename: string): void;
declare function LoadIniSettingsFromMemory(ini_data: string, ini_size?: number): void;
declare function SaveIniSettingsToDisk(ini_filename: string): void;
declare function SaveIniSettingsToMemory(out_ini_size?: Bind.ImScalar<number> | null): string;
declare function DebugCheckVersionAndDataLayout(version_str: string, sz_io: number, sz_style: number, sz_vec2: number, sz_vec4: number, sz_draw_vert: number, sz_draw_idx: number): boolean;
declare function SetAllocatorFunctions(alloc_func: (sz: number, user_data: any) => number, free_func: (ptr: number, user_data: any) => void, user_data?: any): void;
declare function MemAlloc(sz: number): void;
declare function MemFree(ptr: any): void;
export declare const imguiReadyPromise: Promise<void>;

declare namespace Emscripten$1 {
	export { EmscriptenClass, EmscriptenClassHandle, EmscriptenClassReference, EmscriptenModule$1 as EmscriptenModule, EmscriptenRegisteredClass, EmscriptenRegisteredPointer, EmscriptenWireType };
}
declare namespace Bind {
	export { ImAccess, ImDrawCallback, ImDrawFlags, ImDrawListFlags, ImFontAtlasFlags, ImGuiBackendFlags, ImGuiButtonFlags, ImGuiCol, ImGuiColorEditFlags, ImGuiComboFlags, ImGuiCond, ImGuiConfigFlags, ImGuiDataType, ImGuiDir, ImGuiDragDropFlags, ImGuiFocusedFlags, ImGuiHoveredFlags, ImGuiID, ImGuiInputTextCallback, ImGuiInputTextFlags, ImGuiKey, ImGuiKeyModFlags, ImGuiListClipper, ImGuiMouseButton, ImGuiMouseCursor, ImGuiNavInput, ImGuiPopupFlags, ImGuiSelectableFlags, ImGuiSizeCallback, ImGuiSliderFlags, ImGuiSortDirection, ImGuiStyle, ImGuiStyleVar, ImGuiTabBarFlags, ImGuiTabItemFlags, ImGuiTableBgTarget, ImGuiTableColumnFlags, ImGuiTableFlags, ImGuiTableRowFlags, ImGuiTreeNodeFlags, ImGuiViewportFlags, ImGuiWindowFlags, ImS16, ImScalar, ImTextureID, ImTuple2, ImTuple3, ImTuple4, ImU32, ImWchar, ImWchar16, ImWchar32, Module as default, Module$1 as Module, WrapImGuiContext, interface_ImFontConfig, interface_ImFontGlyph, interface_ImGuiStyle, interface_ImVec2, interface_ImVec4, mallinfo, reference_DragDropPayload, reference_ImDrawCmd, reference_ImDrawData, reference_ImDrawList, reference_ImDrawListSharedData, reference_ImFont, reference_ImFontAtlas, reference_ImFontConfig, reference_ImFontGlyph, reference_ImGuiIO, reference_ImGuiInputTextCallbackData, reference_ImGuiSizeCallbackData, reference_ImGuiTableColumnSortSpecs, reference_ImGuiTableSortSpecs, reference_ImGuiViewport, reference_ImVec2, reference_ImVec4 };
}
declare namespace imgui {
	export { ASSERT, AcceptDragDropPayload, AlignTextToFramePadding, ArrowButton, Begin, BeginChild, BeginChildFrame, BeginCombo, BeginDisabled, BeginDragDropSource, BeginDragDropTarget, BeginGroup, BeginListBox, BeginMainMenuBar, BeginMenu, BeginMenuBar, BeginPopup, BeginPopupContextItem, BeginPopupContextVoid, BeginPopupContextWindow, BeginPopupModal, BeginTabBar, BeginTabItem, BeginTable, BeginTooltip, Bind, Bullet, BulletText, Button, CalcItemWidth, CalcTextSize, CaptureKeyboardFromApp, CaptureMouseFromApp, Checkbox, CheckboxFlags, CloseCurrentPopup, CollapsingHeader, ColorButton, ColorConvertFloat4ToU32, ColorConvertHSVtoRGB, ColorConvertRGBtoHSV, ColorConvertU32ToFloat4, ColorEdit3, ColorEdit4, ColorPicker3, ColorPicker4, Columns, Combo, ComboValueGetter, CreateContext, DebugCheckVersionAndDataLayout, DestroyContext, DragFloat, DragFloat2, DragFloat3, DragFloat4, DragFloatRange2, DragInt, DragInt2, DragInt3, DragInt4, DragIntRange2, DragScalar, Dummy, End, EndChild, EndChildFrame, EndCombo, EndDisabled, EndDragDropSource, EndDragDropTarget, EndFrame, EndGroup, EndListBox, EndMainMenuBar, EndMenu, EndMenuBar, EndPopup, EndTabBar, EndTabItem, EndTable, EndTooltip, GetBackgroundDrawList, GetClipboardText, GetColorU32, GetColumnIndex, GetColumnOffset, GetColumnWidth, GetColumnsCount, GetContentRegionAvail, GetContentRegionMax, GetCurrentContext, GetCursorPos, GetCursorPosX, GetCursorPosY, GetCursorScreenPos, GetCursorStartPos, GetDragDropPayload, GetDrawData, GetDrawListSharedData, GetFont, GetFontSize, GetFontTexUvWhitePixel, GetForegroundDrawList, GetFrameCount, GetFrameHeight, GetFrameHeightWithSpacing, GetID, GetIO, GetItemRectMax, GetItemRectMin, GetItemRectSize, GetKeyIndex, GetKeyPressedAmount, GetMainViewport, GetMouseClickedCount, GetMouseCursor, GetMouseDragDelta, GetMousePos, GetMousePosOnOpeningCurrentPopup, GetScrollMaxX, GetScrollMaxY, GetScrollX, GetScrollY, GetStyle, GetStyleColorName, GetStyleColorVec4, GetTextLineHeight, GetTextLineHeightWithSpacing, GetTime, GetTreeNodeToLabelSpacing, GetVersion, GetWindowContentRegionMax, GetWindowContentRegionMin, GetWindowDrawList, GetWindowHeight, GetWindowPos, GetWindowSize, GetWindowWidth, IMGUI_CHECKVERSION, IMGUI_CHECKVERSION as CHECKVERSION, IMGUI_HAS_TABLE, IMGUI_PAYLOAD_TYPE_COLOR_3F, IMGUI_PAYLOAD_TYPE_COLOR_4F, IMGUI_VERSION, IMGUI_VERSION as VERSION, IMGUI_VERSION_NUM, IMGUI_VERSION_NUM as VERSION_NUM, IM_ARRAYSIZE, IM_ARRAYSIZE as ARRAYSIZE, IM_ASSERT, IM_COL32, IM_COL32 as COL32, IM_COL32_A_MASK, IM_COL32_A_SHIFT, IM_COL32_BLACK, IM_COL32_BLACK as COL32_BLACK, IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS as COL32_BLACK_TRANS, IM_COL32_B_SHIFT, IM_COL32_G_SHIFT, IM_COL32_R_SHIFT, IM_COL32_WHITE, IM_COL32_WHITE as COL32_WHITE, IM_DRAWLIST_TEX_LINES_WIDTH_MAX, IM_UNICODE_CODEPOINT_MAX, IM_UNICODE_CODEPOINT_MAX as UNICODE_CODEPOINT_MAX, ImAccess$1 as Access, ImAccess$1 as ImAccess, ImColor, ImColor as Color, ImDrawCallback$1 as ImDrawCallback, ImDrawCallback_ResetRenderState, ImDrawChannel, ImDrawCmd, ImDrawCmd as DrawCmd, ImDrawCmdHeader, ImDrawData, ImDrawData as DrawData, ImDrawFlags$1 as DrawFlags, ImDrawFlags$1 as ImDrawFlags, ImDrawIdx, ImDrawIdx as DrawIdx, ImDrawIdxSize, ImDrawIdxSize as DrawIdxSize, ImDrawList, ImDrawList as DrawList, ImDrawListFlags$1 as ImDrawListFlags, ImDrawListFlags$1 as wListFlags, ImDrawListSharedData, ImDrawVert, ImDrawVert as DrawVert, ImDrawVertColOffset, ImDrawVertColOffset as DrawVertColOffset, ImDrawVertPosOffset, ImDrawVertPosOffset as DrawVertPosOffset, ImDrawVertSize, ImDrawVertSize as DrawVertSize, ImDrawVertUVOffset, ImDrawVertUVOffset as DrawVertUVOffset, ImFont, ImFont as Font, ImFontAtlas, ImFontAtlas as FontAtlas, ImFontAtlasCustomRect, ImFontAtlasFlags$1 as FontAtlasFlags, ImFontAtlasFlags$1 as ImFontAtlasFlags, ImFontConfig, ImFontConfig as FontConfig, ImFontGlyph, ImFontGlyph as FontGlyph, ImGuiBackendFlags$1 as BackendFlags, ImGuiBackendFlags$1 as ImGuiBackendFlags, ImGuiButtonFlags$1 as ButtonFlags, ImGuiButtonFlags$1 as ImGuiButtonFlags, ImGuiCol$1 as Col, ImGuiCol$1 as ImGuiCol, ImGuiColorEditFlags$1 as ColorEditFlags, ImGuiColorEditFlags$1 as ImGuiColorEditFlags, ImGuiComboFlags$1 as ComboFlags, ImGuiComboFlags$1 as ImGuiComboFlags, ImGuiCond$1 as Cond, ImGuiCond$1 as ImGuiCond, ImGuiConfigFlags$1 as ConfigFlags, ImGuiConfigFlags$1 as ImGuiConfigFlags, ImGuiContext, ImGuiDataType$1 as DataType, ImGuiDataType$1 as ImGuiDataType, ImGuiDir$1 as Dir, ImGuiDir$1 as ImGuiDir, ImGuiDragDropFlags$1 as DragDropFlags, ImGuiDragDropFlags$1 as ImGuiDragDropFlags, ImGuiFocusedFlags$1 as FocusedFlags, ImGuiFocusedFlags$1 as ImGuiFocusedFlags, ImGuiHoveredFlags$1 as HoveredFlags, ImGuiHoveredFlags$1 as ImGuiHoveredFlags, ImGuiID$1 as ID, ImGuiID$1 as ImGuiID, ImGuiIO, ImGuiIO as IO, ImGuiInputTextCallback$1 as ImGuiInputTextCallback, ImGuiInputTextCallback$1 as InputTextCallback, ImGuiInputTextCallbackData, ImGuiInputTextCallbackData as InputTextCallbackData, ImGuiInputTextDefaultSize, ImGuiInputTextDefaultSize as InputTextDefaultSize, ImGuiInputTextFlags$1 as ImGuiInputTextFlags, ImGuiInputTextFlags$1 as InputTextFlags, ImGuiKey$1 as ImGuiKey, ImGuiKey$1 as Key, ImGuiKeyModFlags$1 as ImGuiKeyModFlags, ImGuiKeyModFlags$1 as KeyModFlags, ImGuiListClipper$1 as ImGuiListClipper, ImGuiListClipper$1 as ListClipper, ImGuiMouseButton$1 as ImGuiMouseButton, ImGuiMouseButton$1 as MouseButton, ImGuiMouseCursor$1 as ImGuiMouseCursor, ImGuiMouseCursor$1 as MouseCursor, ImGuiNavInput$1 as ImGuiNavInput, ImGuiNavInput$1 as NavInput, ImGuiPayload, ImGuiPayload as Payload, ImGuiPopupFlags$1 as ImGuiPopupFlags, ImGuiPopupFlags$1 as PopupFlags, ImGuiSelectableFlags$1 as ImGuiSelectableFlags, ImGuiSelectableFlags$1 as SelectableFlags, ImGuiSizeCallback$1 as ImGuiSizeCallback, ImGuiSizeCallback$1 as SizeCallback, ImGuiSizeCallbackData, ImGuiSizeCallbackData as SizeCallbackData, ImGuiSliderFlags$1 as ImGuiSliderFlags, ImGuiSliderFlags$1 as SliderFlags, ImGuiSortDirection$1 as ImGuiSortDirection, ImGuiSortDirection$1 as SortDirection, ImGuiStorage, ImGuiStyle$1 as ImGuiStyle, ImGuiStyle$1 as Style, ImGuiStyleVar$1 as ImGuiStyleVar, ImGuiStyleVar$1 as StyleVar, ImGuiTabBarFlags$1 as ImGuiTabBarFlags, ImGuiTabBarFlags$1 as TabBarFlags, ImGuiTabItemFlags$1 as ImGuiTabItemFlags, ImGuiTabItemFlags$1 as TabItemFlags, ImGuiTableBgTarget$1 as ImGuiTableBgTarget, ImGuiTableBgTarget$1 as TableBgTarget, ImGuiTableColumnFlags$1 as ImGuiTableColumnFlags, ImGuiTableColumnFlags$1 as TableColumnFlags, ImGuiTableColumnSortSpecs, ImGuiTableColumnSortSpecs as TableColumnSortSpecs, ImGuiTableFlags$1 as ImGuiTableFlags, ImGuiTableFlags$1 as TableFlags, ImGuiTableRowFlags$1 as ImGuiTableRowFlags, ImGuiTableRowFlags$1 as TableRowFlags, ImGuiTableSortSpecs, ImGuiTableSortSpecs as TableSortSpecs, ImGuiTextBuffer, ImGuiTextBuffer as TextBuffer, ImGuiTextFilter, ImGuiTextFilter as TextFilter, ImGuiTreeNodeFlags$1 as ImGuiTreeNodeFlags, ImGuiTreeNodeFlags$1 as TreeNodeFlags, ImGuiViewport, ImGuiViewport as Viewport, ImGuiViewportFlags$1 as ImGuiViewportFlags, ImGuiViewportFlags$1 as ViewportFlags, ImGuiWindowFlags$1 as ImGuiWindowFlags, ImGuiWindowFlags$1 as WindowFlags, ImScalar$1 as ImScalar, ImScalar$1 as Scalar, ImStringBuffer, ImStringBuffer as StringBuffer, ImTextureID$1 as ImTextureID, ImTextureID$1 as TextureID, ImTuple2$1 as ImTuple2, ImTuple2$1 as Tuple2, ImTuple3$1 as ImTuple3, ImTuple3$1 as Tuple3, ImTuple4$1 as ImTuple4, ImTuple4$1 as Tuple4, ImU32$1 as ImU32, ImU32$1 as U32, ImVec2, ImVec2 as Vec2, ImVec4, ImVec4 as Vec4, ImVector, ImVector as Vector, Image$1 as Image, ImageButton, Indent, InputDouble, InputFloat, InputFloat2, InputFloat3, InputFloat4, InputInt, InputInt2, InputInt3, InputInt4, InputScalar, InputText, InputTextMultiline, InputTextWithHint, InvisibleButton, IsAnyItemActive, IsAnyItemFocused, IsAnyItemHovered, IsAnyMouseDown, IsItemActivated, IsItemActive, IsItemClicked, IsItemDeactivated, IsItemDeactivatedAfterEdit, IsItemEdited, IsItemFocused, IsItemHovered, IsItemToggledOpen, IsItemVisible, IsKeyDown, IsKeyPressed, IsKeyReleased, IsMouseClicked, IsMouseDoubleClicked, IsMouseDown, IsMouseDragging, IsMouseHoveringRect, IsMousePosValid, IsMouseReleased, IsPopupOpen, IsRectVisible, IsWindowAppearing, IsWindowCollapsed, IsWindowFocused, IsWindowHovered, LabelText, ListBox, ListBoxItemGetter, LoadIniSettingsFromDisk, LoadIniSettingsFromMemory, LogButtons, LogFinish, LogText, LogToClipboard, LogToFile, LogToTTY, MemAlloc, MemFree, MenuItem, NewFrame, NewLine, NextColumn, OpenPopup, OpenPopupOnItemClick, PlotHistogram, PlotHistogramValueGetter, PlotLines, PlotLinesValueGetter, PopAllowKeyboardFocus, PopButtonRepeat, PopClipRect, PopFont, PopID, PopItemWidth, PopStyleColor, PopStyleVar, PopTextWrapPos, ProgressBar, PushAllowKeyboardFocus, PushButtonRepeat, PushClipRect, PushFont, PushID, PushItemWidth, PushStyleColor, PushStyleVar, PushTextWrapPos, RGB, RGBA, RadioButton, Render, ResetMouseDragDelta, SameLine, SaveIniSettingsToDisk, SaveIniSettingsToMemory, Selectable, Separator, SetAllocatorFunctions, SetClipboardText, SetColorEditOptions, SetColumnOffset, SetColumnWidth, SetCurrentContext, SetCursorPos, SetCursorPosX, SetCursorPosY, SetCursorScreenPos, SetDragDropPayload, SetItemAllowOverlap, SetItemDefaultFocus, SetKeyboardFocusHere, SetMouseCursor, SetNextItemOpen, SetNextItemWidth, SetNextWindowBgAlpha, SetNextWindowCollapsed, SetNextWindowContentSize, SetNextWindowFocus, SetNextWindowPos, SetNextWindowSize, SetNextWindowSizeConstraints, SetScrollFromPosX, SetScrollFromPosY, SetScrollHereX, SetScrollHereY, SetScrollX, SetScrollY, SetTabItemClosed, SetTooltip, SetWindowCollapsed, SetWindowFocus, SetWindowFontScale, SetWindowPos, SetWindowSize, ShowAboutWindow, ShowDemoWindow, ShowFontSelector, ShowMetricsWindow, ShowStackToolWindow, ShowStyleEditor, ShowStyleSelector, ShowUserGuide, SliderAngle, SliderAngle3, SliderFloat, SliderFloat2, SliderFloat3, SliderFloat4, SliderInt, SliderInt2, SliderInt3, SliderInt4, SliderScalar, SmallButton, Spacing, StyleColorsClassic, StyleColorsDark, StyleColorsLight, TabItemButton, TableGetColumnCount, TableGetColumnFlags, TableGetColumnIndex, TableGetColumnName, TableGetRowIndex, TableGetSortSpecs, TableHeader, TableHeadersRow, TableNextColumn, TableNextRow, TableSetBgColor, TableSetColumnEnabled, TableSetColumnIndex, TableSetupColumn, TableSetupScrollFreeze, Text$1 as Text, TextColored, TextDisabled, TextUnformatted, TextWrapped, TreeNode, TreeNodeEx, TreePop, TreePush, Unindent, VSliderFloat, VSliderInt, VSliderScalar, Value, XY, XYZ, XYZW, _default as default, bind, interface_ImVec2, interface_ImVec4, reference_ImVec2, reference_ImVec4, script_ImFontConfig, script_ImFontGlyph };
}

export {
	imgui,
};

export {};
