import * as ImGui_Impl from "./imgui_impl"; import { ImGuiWindow } from "./imgui_impl"; import * as ImGui from "imgui-js"; import { ImGuiIO } from "imgui-js" import { ImVec4 } from "imgui-js"; import { ImVec2 } from "imgui-js"; import * as PIXI from "pixi.js"; import * as U from "./utils"; async function main(): Promise<void> { console.log("main()"); await ImGui.default(); window.requestAnimationFrame(init); } const clearColor:ImVec4 = new ImVec4(0.7, 0.9, 1, 1); function init(): void { console.log("init()"); console.log("Total allocated space (uordblks) @ _init:", ImGui.bind.mallinfo().uordblks); ImGui_Impl.PrePIXIInit(); let settings = { width: 1, height: 1, antialias: true, backgroundColor: U.vec2col(clearColor) }; let app : PIXI.Application = new PIXI.Application(settings); const output: HTMLElement = document.getElementById("output") || document.body; output.appendChild(app.view); app.view.tabIndex = 1; app.view.style.position = "absolute"; app.view.style.left = "0px"; app.view.style.right = "0px"; app.view.style.top = "0px"; app.view.style.bottom = "0px"; app.view.style.width = "100%"; app.view.style.height = "100%"; ImGui_Impl.Init(app); ImGui.StyleColorsLight(); ImGui_Impl.CreateDeviceObjects(); app.ticker.add( (deltaTime: number) => { const dt: number = deltaTime * 1 / (1000 * PIXI.settings.TARGET_FPMS); app.render(); } ); let resizeFunc = function() { app.renderer.resize(window.innerWidth, window.innerHeight); }; const imgui: ImGuiWindow = new ImGuiWindow(400, 400, update); app.stage.addChild(imgui); window.onresize = resizeFunc; resizeFunc(); } let windowOpen: boolean = true; let text: string = "text"; function update(timeElapsed: number): void { ImGui.SetNextWindowPos(new ImVec2(0, 0)); ImGui.SetNextWindowSize(new ImVec2(600, 400), ImGui.ImGuiCond.Always); ImGui.Begin("Test Window"); if (ImGui.Button("Add Text")) { text += "A"; } ImGui.Text(text); ImGui.End(); } /* const gl: WebGLRenderingContext | null = ImGui_Impl.gl; if (gl) { gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); gl.clearColor(clearColor.x, clearColor.y, clearColor.z, clearColor.w); gl.clear(gl.COLOR_BUFFER_BIT); //gl.useProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound } const ctx: CanvasRenderingContext2D | null = ImGui_Impl.ctx; if (ctx) { // ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); ctx.fillStyle = `rgba(${clearColor.x * 0xff}, ${clearColor.y * 0xff}, ${clearColor.z * 0xff}, ${clearColor.w})`; ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height); } */ (function() { if (document.readyState == "complete") { main(); } else { window.onload = main; } })();