diff --git a/indexdev.html b/indexdev.html index 1887de2..3d27479 100644 --- a/indexdev.html +++ b/indexdev.html @@ -11,7 +11,7 @@ packages: { "imgui-js": { main: "imgui.js" }, "pixi.js": { main: "dist/pixi.js" }, - "./": { map: { "src/utils": "./src/utils.js" } } + "./": { map: { "src/utils": "./src/utils.js", "src/imgui_impl": "./src/imgui_impl.js" } } } }); System.import("./src/main.js"); diff --git a/indexdev.html b/indexdev.html index 1887de2..3d27479 100644 --- a/indexdev.html +++ b/indexdev.html @@ -11,7 +11,7 @@ packages: { "imgui-js": { main: "imgui.js" }, "pixi.js": { main: "dist/pixi.js" }, - "./": { map: { "src/utils": "./src/utils.js" } } + "./": { map: { "src/utils": "./src/utils.js", "src/imgui_impl": "./src/imgui_impl.js" } } } }); System.import("./src/main.js"); diff --git a/src/imgui_impl.js b/src/imgui_impl.js new file mode 100644 index 0000000..1543d7f --- /dev/null +++ b/src/imgui_impl.js @@ -0,0 +1,786 @@ +System.register(["imgui-js"], function (exports_1, context_1) { + "use strict"; + var ImGui, clipboard_text, canvas, gl, g_ShaderHandle, g_VertHandle, g_FragHandle, g_AttribLocationTex, g_AttribLocationProjMtx, g_AttribLocationPosition, g_AttribLocationUV, g_AttribLocationColor, g_VboHandle, g_ElementsHandle, g_FontTexture, ctx, prev_time, mouse_button_map; + var __moduleName = context_1 && context_1.id; + function document_on_copy(event) { + if (event.clipboardData) { + event.clipboardData.setData("text/plain", clipboard_text); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); + } + function document_on_cut(event) { + if (event.clipboardData) { + event.clipboardData.setData("text/plain", clipboard_text); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); + } + function document_on_paste(event) { + if (event.clipboardData) { + clipboard_text = event.clipboardData.getData("text/plain"); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); + } + function window_on_resize() { + if (canvas !== null) { + const devicePixelRatio = window.devicePixelRatio || 1; + canvas.width = canvas.scrollWidth * devicePixelRatio; + canvas.height = canvas.scrollHeight * devicePixelRatio; + } + } + function window_on_gamepadconnected(event /* GamepadEvent */) { + console.log("Gamepad connected at index %d: %s. %d buttons, %d axes.", event.gamepad.index, event.gamepad.id, event.gamepad.buttons.length, event.gamepad.axes.length); + } + function window_on_gamepaddisconnected(event /* GamepadEvent */) { + console.log("Gamepad disconnected at index %d: %s.", event.gamepad.index, event.gamepad.id); + } + function canvas_on_blur(event) { + const io = ImGui.GetIO(); + io.KeyCtrl = false; + io.KeyShift = false; + io.KeyAlt = false; + io.KeySuper = false; + for (let i = 0; i < io.KeysDown.length; ++i) { + io.KeysDown[i] = false; + } + for (let i = 0; i < io.MouseDown.length; ++i) { + io.MouseDown[i] = false; + } + } + function canvas_on_keydown(event) { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.KeyCtrl = event.ctrlKey; + io.KeyShift = event.shiftKey; + io.KeyAlt = event.altKey; + io.KeySuper = event.metaKey; + ImGui.IM_ASSERT(event.keyCode >= 0 && event.keyCode < ImGui.IM_ARRAYSIZE(io.KeysDown)); + io.KeysDown[event.keyCode] = true; + // forward to the keypress event + if ( /*io.WantCaptureKeyboard ||*/event.key === "Tab") { + event.preventDefault(); + } + } + function canvas_on_keyup(event) { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.KeyCtrl = event.ctrlKey; + io.KeyShift = event.shiftKey; + io.KeyAlt = event.altKey; + io.KeySuper = event.metaKey; + ImGui.IM_ASSERT(event.keyCode >= 0 && event.keyCode < ImGui.IM_ARRAYSIZE(io.KeysDown)); + io.KeysDown[event.keyCode] = false; + if (io.WantCaptureKeyboard) { + event.preventDefault(); + } + } + function canvas_on_keypress(event) { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.AddInputCharacter(event.charCode); + if (io.WantCaptureKeyboard) { + event.preventDefault(); + } + } + function canvas_on_pointermove(event) { + const io = ImGui.GetIO(); + const devicePixelRatio = window.devicePixelRatio || 1; + io.MousePos.x = event.offsetX * devicePixelRatio; + io.MousePos.y = event.offsetY * devicePixelRatio; + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function canvas_on_pointerdown(event) { + const io = ImGui.GetIO(); + const devicePixelRatio = window.devicePixelRatio || 1; + io.MousePos.x = event.offsetX * devicePixelRatio; + io.MousePos.y = event.offsetY * devicePixelRatio; + io.MouseDown[mouse_button_map[event.button]] = true; + // if (io.WantCaptureMouse) { + // event.preventDefault(); + // } + } + function canvas_on_contextmenu(event) { + const io = ImGui.GetIO(); + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function canvas_on_pointerup(event) { + const io = ImGui.GetIO(); + io.MouseDown[mouse_button_map[event.button]] = false; + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function canvas_on_wheel(event) { + const io = ImGui.GetIO(); + let scale = 1.0; + switch (event.deltaMode) { + case event.DOM_DELTA_PIXEL: + scale = 0.01; + break; + case event.DOM_DELTA_LINE: + scale = 0.2; + break; + case event.DOM_DELTA_PAGE: + scale = 1.0; + break; + } + io.MouseWheelH = event.deltaX * scale; + io.MouseWheel = -event.deltaY * scale; // Mouse wheel: 1 unit scrolls about 5 lines text. + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function Init(value) { + const io = ImGui.GetIO(); + if (typeof (window) !== "undefined") { + ImGui.LoadIniSettingsFromMemory(window.localStorage.getItem("imgui.ini") || ""); + } + if (typeof (navigator) !== "undefined") { + io.ConfigMacOSXBehaviors = navigator.platform.match(/Mac/) !== null; + } + if (typeof (document) !== "undefined") { + document.body.addEventListener("copy", document_on_copy); + document.body.addEventListener("cut", document_on_cut); + document.body.addEventListener("paste", document_on_paste); + } + io.SetClipboardTextFn = (user_data, text) => { + clipboard_text = text; + // console.log(`set clipboard_text: "${clipboard_text}"`); + if (typeof navigator !== "undefined" && typeof navigator.clipboard !== "undefined") { + // console.log(`clipboard.writeText: "${clipboard_text}"`); + navigator.clipboard.writeText(clipboard_text).then(() => { + // console.log(`clipboard.writeText: "${clipboard_text}" done.`); + }); + } + }; + io.GetClipboardTextFn = (user_data) => { + // if (typeof navigator !== "undefined" && typeof (navigator as any).clipboard !== "undefined") { + // console.log(`clipboard.readText: "${clipboard_text}"`); + // (navigator as any).clipboard.readText().then((text: string): void => { + // clipboard_text = text; + // console.log(`clipboard.readText: "${clipboard_text}" done.`); + // }); + // } + // console.log(`get clipboard_text: "${clipboard_text}"`); + return clipboard_text; + }; + io.ClipboardUserData = null; + if (typeof (window) !== "undefined") { + window.addEventListener("resize", window_on_resize); + window.addEventListener("gamepadconnected", window_on_gamepadconnected); + window.addEventListener("gamepaddisconnected", window_on_gamepaddisconnected); + } + if (typeof (window) !== "undefined") { + if (value instanceof (HTMLCanvasElement)) { + value = value.getContext("webgl", { alpha: false }) || value.getContext("2d"); + } + if (value instanceof (WebGLRenderingContext)) { + canvas = value.canvas; + exports_1("gl", gl = value); + } + if (value instanceof (CanvasRenderingContext2D)) { + canvas = value.canvas; + exports_1("ctx", ctx = value); + } + } + if (canvas !== null) { + window_on_resize(); + canvas.style.touchAction = "none"; // Disable browser handling of all panning and zooming gestures. + canvas.addEventListener("blur", canvas_on_blur); + canvas.addEventListener("keydown", canvas_on_keydown); + canvas.addEventListener("keyup", canvas_on_keyup); + canvas.addEventListener("keypress", canvas_on_keypress); + canvas.addEventListener("pointermove", canvas_on_pointermove); + canvas.addEventListener("pointerdown", canvas_on_pointerdown); + canvas.addEventListener("contextmenu", canvas_on_contextmenu); + canvas.addEventListener("pointerup", canvas_on_pointerup); + canvas.addEventListener("wheel", canvas_on_wheel); + } + // Setup back-end capabilities flags + io.BackendFlags |= ImGui.BackendFlags.HasMouseCursors; // We can honor GetMouseCursor() values (optional) + // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGui.Key.Tab] = 9; + io.KeyMap[ImGui.Key.LeftArrow] = 37; + io.KeyMap[ImGui.Key.RightArrow] = 39; + io.KeyMap[ImGui.Key.UpArrow] = 38; + io.KeyMap[ImGui.Key.DownArrow] = 40; + io.KeyMap[ImGui.Key.PageUp] = 33; + io.KeyMap[ImGui.Key.PageDown] = 34; + io.KeyMap[ImGui.Key.Home] = 36; + io.KeyMap[ImGui.Key.End] = 35; + io.KeyMap[ImGui.Key.Insert] = 45; + io.KeyMap[ImGui.Key.Delete] = 46; + io.KeyMap[ImGui.Key.Backspace] = 8; + io.KeyMap[ImGui.Key.Space] = 32; + io.KeyMap[ImGui.Key.Enter] = 13; + io.KeyMap[ImGui.Key.Escape] = 27; + io.KeyMap[ImGui.Key.A] = 65; + io.KeyMap[ImGui.Key.C] = 67; + io.KeyMap[ImGui.Key.V] = 86; + io.KeyMap[ImGui.Key.X] = 88; + io.KeyMap[ImGui.Key.Y] = 89; + io.KeyMap[ImGui.Key.Z] = 90; + CreateDeviceObjects(); + } + exports_1("Init", Init); + function Shutdown() { + DestroyDeviceObjects(); + if (canvas !== null) { + canvas.removeEventListener("blur", canvas_on_blur); + canvas.removeEventListener("keydown", canvas_on_keydown); + canvas.removeEventListener("keyup", canvas_on_keyup); + canvas.removeEventListener("keypress", canvas_on_keypress); + canvas.removeEventListener("pointermove", canvas_on_pointermove); + canvas.removeEventListener("pointerdown", canvas_on_pointerdown); + canvas.removeEventListener("contextmenu", canvas_on_contextmenu); + canvas.removeEventListener("pointerup", canvas_on_pointerup); + canvas.removeEventListener("wheel", canvas_on_wheel); + } + exports_1("gl", gl = null); + exports_1("ctx", ctx = null); + canvas = null; + if (typeof (window) !== "undefined") { + window.removeEventListener("resize", window_on_resize); + window.removeEventListener("gamepadconnected", window_on_gamepadconnected); + window.removeEventListener("gamepaddisconnected", window_on_gamepaddisconnected); + } + if (typeof (document) !== "undefined") { + document.body.removeEventListener("copy", document_on_copy); + document.body.removeEventListener("cut", document_on_cut); + document.body.removeEventListener("paste", document_on_paste); + } + } + exports_1("Shutdown", Shutdown); + function NewFrame(time) { + const io = ImGui.GetIO(); + if (io.WantSaveIniSettings) { + io.WantSaveIniSettings = false; + if (typeof (window) !== "undefined") { + window.localStorage.setItem("imgui.ini", ImGui.SaveIniSettingsToMemory()); + } + } + const w = canvas && canvas.width || 640; + const h = canvas && canvas.height || 480; + const display_w = gl && gl.drawingBufferWidth || w; + const display_h = gl && gl.drawingBufferHeight || h; + io.DisplaySize.x = w; + io.DisplaySize.y = h; + io.DisplayFramebufferScale.x = w > 0 ? (display_w / w) : 0; + io.DisplayFramebufferScale.y = h > 0 ? (display_h / h) : 0; + const dt = time - prev_time; + prev_time = time; + io.DeltaTime = dt / 1000; + if (io.WantSetMousePos) { + console.log("TODO: MousePos", io.MousePos.x, io.MousePos.y); + } + if (typeof (document) !== "undefined") { + if (io.MouseDrawCursor) { + document.body.style.cursor = "none"; + } + else { + switch (ImGui.GetMouseCursor()) { + case ImGui.MouseCursor.None: + document.body.style.cursor = "none"; + break; + default: + case ImGui.MouseCursor.Arrow: + document.body.style.cursor = "default"; + break; + case ImGui.MouseCursor.TextInput: + document.body.style.cursor = "text"; + break; // When hovering over InputText, etc. + case ImGui.MouseCursor.ResizeAll: + document.body.style.cursor = "move"; + break; // Unused + case ImGui.MouseCursor.ResizeNS: + document.body.style.cursor = "ns-resize"; + break; // When hovering over an horizontal border + case ImGui.MouseCursor.ResizeEW: + document.body.style.cursor = "ew-resize"; + break; // When hovering over a vertical border or a column + case ImGui.MouseCursor.ResizeNESW: + document.body.style.cursor = "nesw-resize"; + break; // When hovering over the bottom-left corner of a window + case ImGui.MouseCursor.ResizeNWSE: + document.body.style.cursor = "nwse-resize"; + break; // When hovering over the bottom-right corner of a window + case ImGui.MouseCursor.Hand: + document.body.style.cursor = "move"; + break; + } + } + } + // Gamepad navigation mapping [BETA] + for (let i = 0; i < io.NavInputs.length; ++i) { + io.NavInputs[i] = 0.0; + } + if (io.ConfigFlags & ImGui.ConfigFlags.NavEnableGamepad) { + // Update gamepad inputs + const gamepads = (typeof (navigator) !== "undefined" && typeof (navigator.getGamepads) === "function") ? navigator.getGamepads() : []; + for (let i = 0; i < gamepads.length; ++i) { + const gamepad = gamepads[i]; + if (!gamepad) { + continue; + } + const buttons_count = gamepad.buttons.length; + const axes_count = gamepad.axes.length; + const MAP_BUTTON = function (NAV_NO, BUTTON_NO) { + if (!gamepad) { + return; + } + if (buttons_count > BUTTON_NO && gamepad.buttons[BUTTON_NO].pressed) + io.NavInputs[NAV_NO] = 1.0; + }; + const MAP_ANALOG = function (NAV_NO, AXIS_NO, V0, V1) { + if (!gamepad) { + return; + } + let v = (axes_count > AXIS_NO) ? gamepad.axes[AXIS_NO] : V0; + v = (v - V0) / (V1 - V0); + if (v > 1.0) + v = 1.0; + if (io.NavInputs[NAV_NO] < v) + io.NavInputs[NAV_NO] = v; + }; + // TODO: map input based on vendor and product id + // https://developer.mozilla.org/en-US/docs/Web/API/Gamepad/id + const match = gamepad.id.match(/^([0-9a-f]{4})-([0-9a-f]{4})-.*$/); + const match_chrome = gamepad.id.match(/^.*\(.*Vendor: ([0-9a-f]{4}) Product: ([0-9a-f]{4})\).*$/); + const vendor = (match && match[1]) || (match_chrome && match_chrome[1]) || "0000"; + const product = (match && match[2]) || (match_chrome && match_chrome[2]) || "0000"; + switch (vendor + product) { + case "046dc216": // Logitech Logitech Dual Action (Vendor: 046d Product: c216) + MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 2); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 0); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_ANALOG(ImGui.NavInput.DpadLeft, 4, -0.3, -0.9); // D-Pad Left + MAP_ANALOG(ImGui.NavInput.DpadRight, 4, +0.3, +0.9); // D-Pad Right + MAP_ANALOG(ImGui.NavInput.DpadUp, 5, -0.3, -0.9); // D-Pad Up + MAP_ANALOG(ImGui.NavInput.DpadDown, 5, +0.3, +0.9); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + case "046dc21d": // Logitech Gamepad F310 (STANDARD GAMEPAD Vendor: 046d Product: c21d) + MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left + MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right + MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up + MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_ANALOG(ImGui.NavInput.TweakSlow, 6, +0.3, +0.9); // L2 / LT + MAP_ANALOG(ImGui.NavInput.TweakFast, 7, +0.3, +0.9); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + case "2dc86001": // 8Bitdo SN30 Pro 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6001) + case "2dc86101": // 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6101) + MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 0); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 4); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_ANALOG(ImGui.NavInput.DpadLeft, 6, -0.3, -0.9); // D-Pad Left + MAP_ANALOG(ImGui.NavInput.DpadRight, 6, +0.3, +0.9); // D-Pad Right + MAP_ANALOG(ImGui.NavInput.DpadUp, 7, -0.3, -0.9); // D-Pad Up + MAP_ANALOG(ImGui.NavInput.DpadDown, 7, +0.3, +0.9); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 6); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 7); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 8); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 9); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + default: // standard gamepad: https://w3c.github.io/gamepad/#remapping + MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left + MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right + MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up + MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + } + } + } + } + exports_1("NewFrame", NewFrame); + function RenderDrawData(draw_data = ImGui.GetDrawData()) { + const io = ImGui.GetIO(); + if (draw_data === null) { + throw new Error(); + } + gl || ctx || console.log(draw_data); + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + const fb_width = io.DisplaySize.x * io.DisplayFramebufferScale.x; + const fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y; + if (fb_width === 0 || fb_height === 0) { + return; + } + draw_data.ScaleClipRects(io.DisplayFramebufferScale); + // Backup GL state + const last_active_texture = gl && gl.getParameter(gl.ACTIVE_TEXTURE) || null; + const last_program = gl && gl.getParameter(gl.CURRENT_PROGRAM) || null; + const last_texture = gl && gl.getParameter(gl.TEXTURE_BINDING_2D) || null; + const last_array_buffer = gl && gl.getParameter(gl.ARRAY_BUFFER_BINDING) || null; + const last_element_array_buffer = gl && gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING) || null; + // GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + const last_viewport = gl && gl.getParameter(gl.VIEWPORT) || null; + const last_scissor_box = gl && gl.getParameter(gl.SCISSOR_BOX) || null; + const last_blend_src_rgb = gl && gl.getParameter(gl.BLEND_SRC_RGB) || null; + const last_blend_dst_rgb = gl && gl.getParameter(gl.BLEND_DST_RGB) || null; + const last_blend_src_alpha = gl && gl.getParameter(gl.BLEND_SRC_ALPHA) || null; + const last_blend_dst_alpha = gl && gl.getParameter(gl.BLEND_DST_ALPHA) || null; + const last_blend_equation_rgb = gl && gl.getParameter(gl.BLEND_EQUATION_RGB) || null; + const last_blend_equation_alpha = gl && gl.getParameter(gl.BLEND_EQUATION_ALPHA) || null; + const last_enable_blend = gl && gl.getParameter(gl.BLEND) || null; + const last_enable_cull_face = gl && gl.getParameter(gl.CULL_FACE) || null; + const last_enable_depth_test = gl && gl.getParameter(gl.DEPTH_TEST) || null; + const last_enable_scissor_test = gl && gl.getParameter(gl.SCISSOR_TEST) || null; + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + gl && gl.enable(gl.BLEND); + gl && gl.blendEquation(gl.FUNC_ADD); + gl && gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); + gl && gl.disable(gl.CULL_FACE); + gl && gl.disable(gl.DEPTH_TEST); + gl && gl.enable(gl.SCISSOR_TEST); + // glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + gl && gl.viewport(0, 0, fb_width, fb_height); + const L = draw_data.DisplayPos.x; + const R = draw_data.DisplayPos.x + draw_data.DisplaySize.x; + const T = draw_data.DisplayPos.y; + const B = draw_data.DisplayPos.y + draw_data.DisplaySize.y; + const ortho_projection = new Float32Array([ + 2.0 / (R - L), 0.0, 0.0, 0.0, + 0.0, 2.0 / (T - B), 0.0, 0.0, + 0.0, 0.0, -1.0, 0.0, + (R + L) / (L - R), (T + B) / (B - T), 0.0, 1.0, + ]); + gl && gl.useProgram(g_ShaderHandle); + gl && gl.uniform1i(g_AttribLocationTex, 0); + gl && g_AttribLocationProjMtx && gl.uniformMatrix4fv(g_AttribLocationProjMtx, false, ortho_projection); + // Render command lists + gl && gl.bindBuffer(gl.ARRAY_BUFFER, g_VboHandle); + gl && gl.enableVertexAttribArray(g_AttribLocationPosition); + gl && gl.enableVertexAttribArray(g_AttribLocationUV); + gl && gl.enableVertexAttribArray(g_AttribLocationColor); + gl && gl.vertexAttribPointer(g_AttribLocationPosition, 2, gl.FLOAT, false, ImGui.ImDrawVertSize, ImGui.ImDrawVertPosOffset); + gl && gl.vertexAttribPointer(g_AttribLocationUV, 2, gl.FLOAT, false, ImGui.ImDrawVertSize, ImGui.ImDrawVertUVOffset); + gl && gl.vertexAttribPointer(g_AttribLocationColor, 4, gl.UNSIGNED_BYTE, true, ImGui.ImDrawVertSize, ImGui.ImDrawVertColOffset); + // Draw + const pos = draw_data.DisplayPos; + const idx_buffer_type = gl && ((ImGui.ImDrawIdxSize === 4) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT) || 0; + draw_data.IterateDrawLists((draw_list) => { + gl || ctx || console.log(draw_list); + gl || ctx || console.log("VtxBuffer.length", draw_list.VtxBuffer.length); + gl || ctx || console.log("IdxBuffer.length", draw_list.IdxBuffer.length); + let idx_buffer_offset = 0; + gl && gl.bindBuffer(gl.ARRAY_BUFFER, g_VboHandle); + gl && gl.bufferData(gl.ARRAY_BUFFER, draw_list.VtxBuffer, gl.STREAM_DRAW); + gl && gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + gl && gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, draw_list.IdxBuffer, gl.STREAM_DRAW); + draw_list.IterateDrawCmds((draw_cmd) => { + gl || ctx || console.log(draw_cmd); + gl || ctx || console.log("ElemCount", draw_cmd.ElemCount); + gl || ctx || console.log("ClipRect", draw_cmd.ClipRect.x, fb_height - draw_cmd.ClipRect.w, draw_cmd.ClipRect.z - draw_cmd.ClipRect.x, draw_cmd.ClipRect.w - draw_cmd.ClipRect.y); + gl || ctx || console.log("TextureId", draw_cmd.TextureId); + if (!gl && !ctx) { + console.log("i: pos.x pos.y uv.x uv.y col"); + for (let i = 0; i < Math.min(3, draw_cmd.ElemCount); ++i) { + const view = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i * ImGui.ImDrawVertSize); + console.log(`${i}: ${view.pos[0].toFixed(2)} ${view.pos[1].toFixed(2)} ${view.uv[0].toFixed(5)} ${view.uv[1].toFixed(5)} ${("00000000" + view.col[0].toString(16)).substr(-8)}`); + } + } + if (draw_cmd.UserCallback !== null) { + // User callback (registered via ImDrawList::AddCallback) + draw_cmd.UserCallback(draw_list, draw_cmd); + } + else { + const clip_rect = new ImGui.ImVec4(draw_cmd.ClipRect.x - pos.x, draw_cmd.ClipRect.y - pos.y, draw_cmd.ClipRect.z - pos.x, draw_cmd.ClipRect.w - pos.y); + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0 && clip_rect.w >= 0.0) { + // Apply scissor/clipping rectangle + gl && gl.scissor(clip_rect.x, fb_height - clip_rect.w, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); + // Bind texture, Draw + gl && gl.activeTexture(gl.TEXTURE0); + gl && gl.bindTexture(gl.TEXTURE_2D, draw_cmd.TextureId); + gl && gl.drawElements(gl.TRIANGLES, draw_cmd.ElemCount, idx_buffer_type, idx_buffer_offset); + if (ctx) { + ctx.save(); + ctx.beginPath(); + ctx.rect(clip_rect.x, clip_rect.y, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); + ctx.clip(); + const idx = ImGui.ImDrawIdxSize === 4 ? + new Uint32Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset) : + new Uint16Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset); + for (let i = 0; i < draw_cmd.ElemCount; i += 3) { + const i0 = idx[i + 0]; + const i1 = idx[i + 1]; + const i2 = idx[i + 2]; + const v0 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i0 * ImGui.ImDrawVertSize); + const v1 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i1 * ImGui.ImDrawVertSize); + const v2 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i2 * ImGui.ImDrawVertSize); + const i3 = idx[i + 3]; + const i4 = idx[i + 4]; + const i5 = idx[i + 5]; + const v3 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i3 * ImGui.ImDrawVertSize); + const v4 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i4 * ImGui.ImDrawVertSize); + const v5 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i5 * ImGui.ImDrawVertSize); + let quad = true; + let minmin = v0; + let minmax = v0; + let maxmin = v0; + let maxmax = v0; + for (const v of [v1, v2, v3, v4, v5]) { + let found = false; + if (v.pos[0] <= minmin.pos[0] && v.pos[1] <= minmin.pos[1]) { + minmin = v; + found = true; + } + if (v.pos[0] <= minmax.pos[0] && v.pos[1] >= minmax.pos[1]) { + minmax = v; + found = true; + } + if (v.pos[0] >= maxmin.pos[0] && v.pos[1] <= maxmin.pos[1]) { + maxmin = v; + found = true; + } + if (v.pos[0] >= maxmax.pos[0] && v.pos[1] >= maxmax.pos[1]) { + maxmax = v; + found = true; + } + if (!found) { + quad = false; + } + } + quad = quad && (minmin.pos[0] === minmax.pos[0]); + quad = quad && (maxmin.pos[0] === maxmax.pos[0]); + quad = quad && (minmin.pos[1] === maxmin.pos[1]); + quad = quad && (minmax.pos[1] === maxmax.pos[1]); + if (quad) { + if (minmin.uv[0] < 0.01 && minmin.uv[1] < 0.01) { + // one vertex color + ctx.beginPath(); + ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; + ctx.fill(); + } + else { + // no vertex color + const image = draw_cmd.TextureId; + ctx.drawImage(image, minmin.uv[0] * image.width, minmin.uv[1] * image.height, (maxmax.uv[0] - minmin.uv[0]) * image.width, (maxmax.uv[1] - minmin.uv[1]) * image.height, minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + // ctx.beginPath(); + // ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + // ctx.strokeStyle = "yellow"; + // ctx.stroke(); + } + i += 3; + } + else { + // one vertex color, no texture + ctx.beginPath(); + ctx.moveTo(v0.pos[0], v0.pos[1]); + ctx.lineTo(v1.pos[0], v1.pos[1]); + ctx.lineTo(v2.pos[0], v2.pos[1]); + ctx.closePath(); + ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; + ctx.fill(); + } + } + ctx.restore(); + } + } + } + idx_buffer_offset += draw_cmd.ElemCount * ImGui.ImDrawIdxSize; + }); + }); + // Restore modified GL state + gl && (last_program !== null) && gl.useProgram(last_program); + gl && (last_texture !== null) && gl.bindTexture(gl.TEXTURE_2D, last_texture); + gl && (last_active_texture !== null) && gl.activeTexture(last_active_texture); + gl && gl.disableVertexAttribArray(g_AttribLocationPosition); + gl && gl.disableVertexAttribArray(g_AttribLocationUV); + gl && gl.disableVertexAttribArray(g_AttribLocationColor); + gl && (last_array_buffer !== null) && gl.bindBuffer(gl.ARRAY_BUFFER, last_array_buffer); + gl && (last_element_array_buffer !== null) && gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + gl && (last_blend_equation_rgb !== null && last_blend_equation_alpha !== null) && gl.blendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + gl && (last_blend_src_rgb !== null && last_blend_src_alpha !== null && last_blend_dst_rgb !== null && last_blend_dst_alpha !== null) && gl.blendFuncSeparate(last_blend_src_rgb, last_blend_src_alpha, last_blend_dst_rgb, last_blend_dst_alpha); + gl && (last_enable_blend ? gl.enable(gl.BLEND) : gl.disable(gl.BLEND)); + gl && (last_enable_cull_face ? gl.enable(gl.CULL_FACE) : gl.disable(gl.CULL_FACE)); + gl && (last_enable_depth_test ? gl.enable(gl.DEPTH_TEST) : gl.disable(gl.DEPTH_TEST)); + gl && (last_enable_scissor_test ? gl.enable(gl.SCISSOR_TEST) : gl.disable(gl.SCISSOR_TEST)); + // glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); + gl && (last_viewport !== null) && gl.viewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]); + gl && (last_scissor_box !== null) && gl.scissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3]); + } + exports_1("RenderDrawData", RenderDrawData); + function CreateFontsTexture() { + const io = ImGui.GetIO(); + // Backup GL state + const last_texture = gl && gl.getParameter(gl.TEXTURE_BINDING_2D); + // Build texture atlas + // const width: number = 256; + // const height: number = 256; + // const pixels: Uint8Array = new Uint8Array(4 * width * height).fill(0xff); + const { width, height, pixels } = io.Fonts.GetTexDataAsRGBA32(); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + // console.log(`font texture ${width} x ${height} @ ${pixels.length}`); + // Upload texture to graphics system + g_FontTexture = gl && gl.createTexture(); + gl && gl.bindTexture(gl.TEXTURE_2D, g_FontTexture); + gl && gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl && gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + // gl && gl.pixelStorei(gl.UNPACK_ROW_LENGTH); // WebGL2 + gl && gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels); + // Store our identifier + io.Fonts.TexID = g_FontTexture || { foo: "bar" }; + // console.log("font texture id", g_FontTexture); + if (ctx) { + const image_canvas = document.createElement("canvas"); + image_canvas.width = width; + image_canvas.height = height; + const image_ctx = image_canvas.getContext("2d"); + if (image_ctx === null) { + throw new Error(); + } + const image_data = image_ctx.getImageData(0, 0, width, height); + image_data.data.set(pixels); + image_ctx.putImageData(image_data, 0, 0); + io.Fonts.TexID = image_canvas; + } + // Restore modified GL state + gl && last_texture && gl.bindTexture(gl.TEXTURE_2D, last_texture); + } + exports_1("CreateFontsTexture", CreateFontsTexture); + function DestroyFontsTexture() { + const io = ImGui.GetIO(); + io.Fonts.TexID = null; + gl && gl.deleteTexture(g_FontTexture); + g_FontTexture = null; + } + exports_1("DestroyFontsTexture", DestroyFontsTexture); + function CreateDeviceObjects() { + const vertex_shader = [ + "uniform mat4 ProjMtx;", + "attribute vec2 Position;", + "attribute vec2 UV;", + "attribute vec4 Color;", + "varying vec2 Frag_UV;", + "varying vec4 Frag_Color;", + "void main() {", + " Frag_UV = UV;", + " Frag_Color = Color;", + " gl_Position = ProjMtx * vec4(Position.xy,0,1);", + "}", + ]; + const fragment_shader = [ + "precision mediump float;", + "uniform sampler2D Texture;", + "varying vec2 Frag_UV;", + "varying vec4 Frag_Color;", + "void main() {", + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV);", + "}", + ]; + g_ShaderHandle = gl && gl.createProgram(); + g_VertHandle = gl && gl.createShader(gl.VERTEX_SHADER); + g_FragHandle = gl && gl.createShader(gl.FRAGMENT_SHADER); + gl && gl.shaderSource(g_VertHandle, vertex_shader.join("\n")); + gl && gl.shaderSource(g_FragHandle, fragment_shader.join("\n")); + gl && gl.compileShader(g_VertHandle); + gl && gl.compileShader(g_FragHandle); + gl && gl.attachShader(g_ShaderHandle, g_VertHandle); + gl && gl.attachShader(g_ShaderHandle, g_FragHandle); + gl && gl.linkProgram(g_ShaderHandle); + g_AttribLocationTex = gl && gl.getUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = gl && gl.getUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = gl && gl.getAttribLocation(g_ShaderHandle, "Position") || 0; + g_AttribLocationUV = gl && gl.getAttribLocation(g_ShaderHandle, "UV") || 0; + g_AttribLocationColor = gl && gl.getAttribLocation(g_ShaderHandle, "Color") || 0; + g_VboHandle = gl && gl.createBuffer(); + g_ElementsHandle = gl && gl.createBuffer(); + CreateFontsTexture(); + } + exports_1("CreateDeviceObjects", CreateDeviceObjects); + function DestroyDeviceObjects() { + DestroyFontsTexture(); + gl && gl.deleteBuffer(g_VboHandle); + g_VboHandle = null; + gl && gl.deleteBuffer(g_ElementsHandle); + g_ElementsHandle = null; + g_AttribLocationTex = null; + g_AttribLocationProjMtx = null; + g_AttribLocationPosition = -1; + g_AttribLocationUV = -1; + g_AttribLocationColor = -1; + gl && gl.deleteProgram(g_ShaderHandle); + g_ShaderHandle = null; + gl && gl.deleteShader(g_VertHandle); + g_VertHandle = null; + gl && gl.deleteShader(g_FragHandle); + g_FragHandle = null; + } + exports_1("DestroyDeviceObjects", DestroyDeviceObjects); + return { + setters: [ + function (ImGui_1) { + ImGui = ImGui_1; + } + ], + execute: function () { + clipboard_text = ""; + canvas = null; + exports_1("gl", gl = null); + g_ShaderHandle = null; + g_VertHandle = null; + g_FragHandle = null; + g_AttribLocationTex = null; + g_AttribLocationProjMtx = null; + g_AttribLocationPosition = -1; + g_AttribLocationUV = -1; + g_AttribLocationColor = -1; + g_VboHandle = null; + g_ElementsHandle = null; + g_FontTexture = null; + exports_1("ctx", ctx = null); + prev_time = 0; + // MouseEvent.button + // A number representing a given button: + // 0: Main button pressed, usually the left button or the un-initialized state + // 1: Auxiliary button pressed, usually the wheel button or the middle button (if present) + // 2: Secondary button pressed, usually the right button + // 3: Fourth button, typically the Browser Back button + // 4: Fifth button, typically the Browser Forward button + mouse_button_map = [0, 2, 1, 3, 4]; + } + }; +}); +//# sourceMappingURL=imgui_impl.js.map \ No newline at end of file diff --git a/indexdev.html b/indexdev.html index 1887de2..3d27479 100644 --- a/indexdev.html +++ b/indexdev.html @@ -11,7 +11,7 @@ packages: { "imgui-js": { main: "imgui.js" }, "pixi.js": { main: "dist/pixi.js" }, - "./": { map: { "src/utils": "./src/utils.js" } } + "./": { map: { "src/utils": "./src/utils.js", "src/imgui_impl": "./src/imgui_impl.js" } } } }); System.import("./src/main.js"); diff --git a/src/imgui_impl.js b/src/imgui_impl.js new file mode 100644 index 0000000..1543d7f --- /dev/null +++ b/src/imgui_impl.js @@ -0,0 +1,786 @@ +System.register(["imgui-js"], function (exports_1, context_1) { + "use strict"; + var ImGui, clipboard_text, canvas, gl, g_ShaderHandle, g_VertHandle, g_FragHandle, g_AttribLocationTex, g_AttribLocationProjMtx, g_AttribLocationPosition, g_AttribLocationUV, g_AttribLocationColor, g_VboHandle, g_ElementsHandle, g_FontTexture, ctx, prev_time, mouse_button_map; + var __moduleName = context_1 && context_1.id; + function document_on_copy(event) { + if (event.clipboardData) { + event.clipboardData.setData("text/plain", clipboard_text); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); + } + function document_on_cut(event) { + if (event.clipboardData) { + event.clipboardData.setData("text/plain", clipboard_text); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); + } + function document_on_paste(event) { + if (event.clipboardData) { + clipboard_text = event.clipboardData.getData("text/plain"); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); + } + function window_on_resize() { + if (canvas !== null) { + const devicePixelRatio = window.devicePixelRatio || 1; + canvas.width = canvas.scrollWidth * devicePixelRatio; + canvas.height = canvas.scrollHeight * devicePixelRatio; + } + } + function window_on_gamepadconnected(event /* GamepadEvent */) { + console.log("Gamepad connected at index %d: %s. %d buttons, %d axes.", event.gamepad.index, event.gamepad.id, event.gamepad.buttons.length, event.gamepad.axes.length); + } + function window_on_gamepaddisconnected(event /* GamepadEvent */) { + console.log("Gamepad disconnected at index %d: %s.", event.gamepad.index, event.gamepad.id); + } + function canvas_on_blur(event) { + const io = ImGui.GetIO(); + io.KeyCtrl = false; + io.KeyShift = false; + io.KeyAlt = false; + io.KeySuper = false; + for (let i = 0; i < io.KeysDown.length; ++i) { + io.KeysDown[i] = false; + } + for (let i = 0; i < io.MouseDown.length; ++i) { + io.MouseDown[i] = false; + } + } + function canvas_on_keydown(event) { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.KeyCtrl = event.ctrlKey; + io.KeyShift = event.shiftKey; + io.KeyAlt = event.altKey; + io.KeySuper = event.metaKey; + ImGui.IM_ASSERT(event.keyCode >= 0 && event.keyCode < ImGui.IM_ARRAYSIZE(io.KeysDown)); + io.KeysDown[event.keyCode] = true; + // forward to the keypress event + if ( /*io.WantCaptureKeyboard ||*/event.key === "Tab") { + event.preventDefault(); + } + } + function canvas_on_keyup(event) { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.KeyCtrl = event.ctrlKey; + io.KeyShift = event.shiftKey; + io.KeyAlt = event.altKey; + io.KeySuper = event.metaKey; + ImGui.IM_ASSERT(event.keyCode >= 0 && event.keyCode < ImGui.IM_ARRAYSIZE(io.KeysDown)); + io.KeysDown[event.keyCode] = false; + if (io.WantCaptureKeyboard) { + event.preventDefault(); + } + } + function canvas_on_keypress(event) { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.AddInputCharacter(event.charCode); + if (io.WantCaptureKeyboard) { + event.preventDefault(); + } + } + function canvas_on_pointermove(event) { + const io = ImGui.GetIO(); + const devicePixelRatio = window.devicePixelRatio || 1; + io.MousePos.x = event.offsetX * devicePixelRatio; + io.MousePos.y = event.offsetY * devicePixelRatio; + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function canvas_on_pointerdown(event) { + const io = ImGui.GetIO(); + const devicePixelRatio = window.devicePixelRatio || 1; + io.MousePos.x = event.offsetX * devicePixelRatio; + io.MousePos.y = event.offsetY * devicePixelRatio; + io.MouseDown[mouse_button_map[event.button]] = true; + // if (io.WantCaptureMouse) { + // event.preventDefault(); + // } + } + function canvas_on_contextmenu(event) { + const io = ImGui.GetIO(); + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function canvas_on_pointerup(event) { + const io = ImGui.GetIO(); + io.MouseDown[mouse_button_map[event.button]] = false; + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function canvas_on_wheel(event) { + const io = ImGui.GetIO(); + let scale = 1.0; + switch (event.deltaMode) { + case event.DOM_DELTA_PIXEL: + scale = 0.01; + break; + case event.DOM_DELTA_LINE: + scale = 0.2; + break; + case event.DOM_DELTA_PAGE: + scale = 1.0; + break; + } + io.MouseWheelH = event.deltaX * scale; + io.MouseWheel = -event.deltaY * scale; // Mouse wheel: 1 unit scrolls about 5 lines text. + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function Init(value) { + const io = ImGui.GetIO(); + if (typeof (window) !== "undefined") { + ImGui.LoadIniSettingsFromMemory(window.localStorage.getItem("imgui.ini") || ""); + } + if (typeof (navigator) !== "undefined") { + io.ConfigMacOSXBehaviors = navigator.platform.match(/Mac/) !== null; + } + if (typeof (document) !== "undefined") { + document.body.addEventListener("copy", document_on_copy); + document.body.addEventListener("cut", document_on_cut); + document.body.addEventListener("paste", document_on_paste); + } + io.SetClipboardTextFn = (user_data, text) => { + clipboard_text = text; + // console.log(`set clipboard_text: "${clipboard_text}"`); + if (typeof navigator !== "undefined" && typeof navigator.clipboard !== "undefined") { + // console.log(`clipboard.writeText: "${clipboard_text}"`); + navigator.clipboard.writeText(clipboard_text).then(() => { + // console.log(`clipboard.writeText: "${clipboard_text}" done.`); + }); + } + }; + io.GetClipboardTextFn = (user_data) => { + // if (typeof navigator !== "undefined" && typeof (navigator as any).clipboard !== "undefined") { + // console.log(`clipboard.readText: "${clipboard_text}"`); + // (navigator as any).clipboard.readText().then((text: string): void => { + // clipboard_text = text; + // console.log(`clipboard.readText: "${clipboard_text}" done.`); + // }); + // } + // console.log(`get clipboard_text: "${clipboard_text}"`); + return clipboard_text; + }; + io.ClipboardUserData = null; + if (typeof (window) !== "undefined") { + window.addEventListener("resize", window_on_resize); + window.addEventListener("gamepadconnected", window_on_gamepadconnected); + window.addEventListener("gamepaddisconnected", window_on_gamepaddisconnected); + } + if (typeof (window) !== "undefined") { + if (value instanceof (HTMLCanvasElement)) { + value = value.getContext("webgl", { alpha: false }) || value.getContext("2d"); + } + if (value instanceof (WebGLRenderingContext)) { + canvas = value.canvas; + exports_1("gl", gl = value); + } + if (value instanceof (CanvasRenderingContext2D)) { + canvas = value.canvas; + exports_1("ctx", ctx = value); + } + } + if (canvas !== null) { + window_on_resize(); + canvas.style.touchAction = "none"; // Disable browser handling of all panning and zooming gestures. + canvas.addEventListener("blur", canvas_on_blur); + canvas.addEventListener("keydown", canvas_on_keydown); + canvas.addEventListener("keyup", canvas_on_keyup); + canvas.addEventListener("keypress", canvas_on_keypress); + canvas.addEventListener("pointermove", canvas_on_pointermove); + canvas.addEventListener("pointerdown", canvas_on_pointerdown); + canvas.addEventListener("contextmenu", canvas_on_contextmenu); + canvas.addEventListener("pointerup", canvas_on_pointerup); + canvas.addEventListener("wheel", canvas_on_wheel); + } + // Setup back-end capabilities flags + io.BackendFlags |= ImGui.BackendFlags.HasMouseCursors; // We can honor GetMouseCursor() values (optional) + // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGui.Key.Tab] = 9; + io.KeyMap[ImGui.Key.LeftArrow] = 37; + io.KeyMap[ImGui.Key.RightArrow] = 39; + io.KeyMap[ImGui.Key.UpArrow] = 38; + io.KeyMap[ImGui.Key.DownArrow] = 40; + io.KeyMap[ImGui.Key.PageUp] = 33; + io.KeyMap[ImGui.Key.PageDown] = 34; + io.KeyMap[ImGui.Key.Home] = 36; + io.KeyMap[ImGui.Key.End] = 35; + io.KeyMap[ImGui.Key.Insert] = 45; + io.KeyMap[ImGui.Key.Delete] = 46; + io.KeyMap[ImGui.Key.Backspace] = 8; + io.KeyMap[ImGui.Key.Space] = 32; + io.KeyMap[ImGui.Key.Enter] = 13; + io.KeyMap[ImGui.Key.Escape] = 27; + io.KeyMap[ImGui.Key.A] = 65; + io.KeyMap[ImGui.Key.C] = 67; + io.KeyMap[ImGui.Key.V] = 86; + io.KeyMap[ImGui.Key.X] = 88; + io.KeyMap[ImGui.Key.Y] = 89; + io.KeyMap[ImGui.Key.Z] = 90; + CreateDeviceObjects(); + } + exports_1("Init", Init); + function Shutdown() { + DestroyDeviceObjects(); + if (canvas !== null) { + canvas.removeEventListener("blur", canvas_on_blur); + canvas.removeEventListener("keydown", canvas_on_keydown); + canvas.removeEventListener("keyup", canvas_on_keyup); + canvas.removeEventListener("keypress", canvas_on_keypress); + canvas.removeEventListener("pointermove", canvas_on_pointermove); + canvas.removeEventListener("pointerdown", canvas_on_pointerdown); + canvas.removeEventListener("contextmenu", canvas_on_contextmenu); + canvas.removeEventListener("pointerup", canvas_on_pointerup); + canvas.removeEventListener("wheel", canvas_on_wheel); + } + exports_1("gl", gl = null); + exports_1("ctx", ctx = null); + canvas = null; + if (typeof (window) !== "undefined") { + window.removeEventListener("resize", window_on_resize); + window.removeEventListener("gamepadconnected", window_on_gamepadconnected); + window.removeEventListener("gamepaddisconnected", window_on_gamepaddisconnected); + } + if (typeof (document) !== "undefined") { + document.body.removeEventListener("copy", document_on_copy); + document.body.removeEventListener("cut", document_on_cut); + document.body.removeEventListener("paste", document_on_paste); + } + } + exports_1("Shutdown", Shutdown); + function NewFrame(time) { + const io = ImGui.GetIO(); + if (io.WantSaveIniSettings) { + io.WantSaveIniSettings = false; + if (typeof (window) !== "undefined") { + window.localStorage.setItem("imgui.ini", ImGui.SaveIniSettingsToMemory()); + } + } + const w = canvas && canvas.width || 640; + const h = canvas && canvas.height || 480; + const display_w = gl && gl.drawingBufferWidth || w; + const display_h = gl && gl.drawingBufferHeight || h; + io.DisplaySize.x = w; + io.DisplaySize.y = h; + io.DisplayFramebufferScale.x = w > 0 ? (display_w / w) : 0; + io.DisplayFramebufferScale.y = h > 0 ? (display_h / h) : 0; + const dt = time - prev_time; + prev_time = time; + io.DeltaTime = dt / 1000; + if (io.WantSetMousePos) { + console.log("TODO: MousePos", io.MousePos.x, io.MousePos.y); + } + if (typeof (document) !== "undefined") { + if (io.MouseDrawCursor) { + document.body.style.cursor = "none"; + } + else { + switch (ImGui.GetMouseCursor()) { + case ImGui.MouseCursor.None: + document.body.style.cursor = "none"; + break; + default: + case ImGui.MouseCursor.Arrow: + document.body.style.cursor = "default"; + break; + case ImGui.MouseCursor.TextInput: + document.body.style.cursor = "text"; + break; // When hovering over InputText, etc. + case ImGui.MouseCursor.ResizeAll: + document.body.style.cursor = "move"; + break; // Unused + case ImGui.MouseCursor.ResizeNS: + document.body.style.cursor = "ns-resize"; + break; // When hovering over an horizontal border + case ImGui.MouseCursor.ResizeEW: + document.body.style.cursor = "ew-resize"; + break; // When hovering over a vertical border or a column + case ImGui.MouseCursor.ResizeNESW: + document.body.style.cursor = "nesw-resize"; + break; // When hovering over the bottom-left corner of a window + case ImGui.MouseCursor.ResizeNWSE: + document.body.style.cursor = "nwse-resize"; + break; // When hovering over the bottom-right corner of a window + case ImGui.MouseCursor.Hand: + document.body.style.cursor = "move"; + break; + } + } + } + // Gamepad navigation mapping [BETA] + for (let i = 0; i < io.NavInputs.length; ++i) { + io.NavInputs[i] = 0.0; + } + if (io.ConfigFlags & ImGui.ConfigFlags.NavEnableGamepad) { + // Update gamepad inputs + const gamepads = (typeof (navigator) !== "undefined" && typeof (navigator.getGamepads) === "function") ? navigator.getGamepads() : []; + for (let i = 0; i < gamepads.length; ++i) { + const gamepad = gamepads[i]; + if (!gamepad) { + continue; + } + const buttons_count = gamepad.buttons.length; + const axes_count = gamepad.axes.length; + const MAP_BUTTON = function (NAV_NO, BUTTON_NO) { + if (!gamepad) { + return; + } + if (buttons_count > BUTTON_NO && gamepad.buttons[BUTTON_NO].pressed) + io.NavInputs[NAV_NO] = 1.0; + }; + const MAP_ANALOG = function (NAV_NO, AXIS_NO, V0, V1) { + if (!gamepad) { + return; + } + let v = (axes_count > AXIS_NO) ? gamepad.axes[AXIS_NO] : V0; + v = (v - V0) / (V1 - V0); + if (v > 1.0) + v = 1.0; + if (io.NavInputs[NAV_NO] < v) + io.NavInputs[NAV_NO] = v; + }; + // TODO: map input based on vendor and product id + // https://developer.mozilla.org/en-US/docs/Web/API/Gamepad/id + const match = gamepad.id.match(/^([0-9a-f]{4})-([0-9a-f]{4})-.*$/); + const match_chrome = gamepad.id.match(/^.*\(.*Vendor: ([0-9a-f]{4}) Product: ([0-9a-f]{4})\).*$/); + const vendor = (match && match[1]) || (match_chrome && match_chrome[1]) || "0000"; + const product = (match && match[2]) || (match_chrome && match_chrome[2]) || "0000"; + switch (vendor + product) { + case "046dc216": // Logitech Logitech Dual Action (Vendor: 046d Product: c216) + MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 2); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 0); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_ANALOG(ImGui.NavInput.DpadLeft, 4, -0.3, -0.9); // D-Pad Left + MAP_ANALOG(ImGui.NavInput.DpadRight, 4, +0.3, +0.9); // D-Pad Right + MAP_ANALOG(ImGui.NavInput.DpadUp, 5, -0.3, -0.9); // D-Pad Up + MAP_ANALOG(ImGui.NavInput.DpadDown, 5, +0.3, +0.9); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + case "046dc21d": // Logitech Gamepad F310 (STANDARD GAMEPAD Vendor: 046d Product: c21d) + MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left + MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right + MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up + MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_ANALOG(ImGui.NavInput.TweakSlow, 6, +0.3, +0.9); // L2 / LT + MAP_ANALOG(ImGui.NavInput.TweakFast, 7, +0.3, +0.9); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + case "2dc86001": // 8Bitdo SN30 Pro 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6001) + case "2dc86101": // 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6101) + MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 0); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 4); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_ANALOG(ImGui.NavInput.DpadLeft, 6, -0.3, -0.9); // D-Pad Left + MAP_ANALOG(ImGui.NavInput.DpadRight, 6, +0.3, +0.9); // D-Pad Right + MAP_ANALOG(ImGui.NavInput.DpadUp, 7, -0.3, -0.9); // D-Pad Up + MAP_ANALOG(ImGui.NavInput.DpadDown, 7, +0.3, +0.9); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 6); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 7); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 8); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 9); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + default: // standard gamepad: https://w3c.github.io/gamepad/#remapping + MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left + MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right + MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up + MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + } + } + } + } + exports_1("NewFrame", NewFrame); + function RenderDrawData(draw_data = ImGui.GetDrawData()) { + const io = ImGui.GetIO(); + if (draw_data === null) { + throw new Error(); + } + gl || ctx || console.log(draw_data); + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + const fb_width = io.DisplaySize.x * io.DisplayFramebufferScale.x; + const fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y; + if (fb_width === 0 || fb_height === 0) { + return; + } + draw_data.ScaleClipRects(io.DisplayFramebufferScale); + // Backup GL state + const last_active_texture = gl && gl.getParameter(gl.ACTIVE_TEXTURE) || null; + const last_program = gl && gl.getParameter(gl.CURRENT_PROGRAM) || null; + const last_texture = gl && gl.getParameter(gl.TEXTURE_BINDING_2D) || null; + const last_array_buffer = gl && gl.getParameter(gl.ARRAY_BUFFER_BINDING) || null; + const last_element_array_buffer = gl && gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING) || null; + // GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + const last_viewport = gl && gl.getParameter(gl.VIEWPORT) || null; + const last_scissor_box = gl && gl.getParameter(gl.SCISSOR_BOX) || null; + const last_blend_src_rgb = gl && gl.getParameter(gl.BLEND_SRC_RGB) || null; + const last_blend_dst_rgb = gl && gl.getParameter(gl.BLEND_DST_RGB) || null; + const last_blend_src_alpha = gl && gl.getParameter(gl.BLEND_SRC_ALPHA) || null; + const last_blend_dst_alpha = gl && gl.getParameter(gl.BLEND_DST_ALPHA) || null; + const last_blend_equation_rgb = gl && gl.getParameter(gl.BLEND_EQUATION_RGB) || null; + const last_blend_equation_alpha = gl && gl.getParameter(gl.BLEND_EQUATION_ALPHA) || null; + const last_enable_blend = gl && gl.getParameter(gl.BLEND) || null; + const last_enable_cull_face = gl && gl.getParameter(gl.CULL_FACE) || null; + const last_enable_depth_test = gl && gl.getParameter(gl.DEPTH_TEST) || null; + const last_enable_scissor_test = gl && gl.getParameter(gl.SCISSOR_TEST) || null; + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + gl && gl.enable(gl.BLEND); + gl && gl.blendEquation(gl.FUNC_ADD); + gl && gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); + gl && gl.disable(gl.CULL_FACE); + gl && gl.disable(gl.DEPTH_TEST); + gl && gl.enable(gl.SCISSOR_TEST); + // glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + gl && gl.viewport(0, 0, fb_width, fb_height); + const L = draw_data.DisplayPos.x; + const R = draw_data.DisplayPos.x + draw_data.DisplaySize.x; + const T = draw_data.DisplayPos.y; + const B = draw_data.DisplayPos.y + draw_data.DisplaySize.y; + const ortho_projection = new Float32Array([ + 2.0 / (R - L), 0.0, 0.0, 0.0, + 0.0, 2.0 / (T - B), 0.0, 0.0, + 0.0, 0.0, -1.0, 0.0, + (R + L) / (L - R), (T + B) / (B - T), 0.0, 1.0, + ]); + gl && gl.useProgram(g_ShaderHandle); + gl && gl.uniform1i(g_AttribLocationTex, 0); + gl && g_AttribLocationProjMtx && gl.uniformMatrix4fv(g_AttribLocationProjMtx, false, ortho_projection); + // Render command lists + gl && gl.bindBuffer(gl.ARRAY_BUFFER, g_VboHandle); + gl && gl.enableVertexAttribArray(g_AttribLocationPosition); + gl && gl.enableVertexAttribArray(g_AttribLocationUV); + gl && gl.enableVertexAttribArray(g_AttribLocationColor); + gl && gl.vertexAttribPointer(g_AttribLocationPosition, 2, gl.FLOAT, false, ImGui.ImDrawVertSize, ImGui.ImDrawVertPosOffset); + gl && gl.vertexAttribPointer(g_AttribLocationUV, 2, gl.FLOAT, false, ImGui.ImDrawVertSize, ImGui.ImDrawVertUVOffset); + gl && gl.vertexAttribPointer(g_AttribLocationColor, 4, gl.UNSIGNED_BYTE, true, ImGui.ImDrawVertSize, ImGui.ImDrawVertColOffset); + // Draw + const pos = draw_data.DisplayPos; + const idx_buffer_type = gl && ((ImGui.ImDrawIdxSize === 4) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT) || 0; + draw_data.IterateDrawLists((draw_list) => { + gl || ctx || console.log(draw_list); + gl || ctx || console.log("VtxBuffer.length", draw_list.VtxBuffer.length); + gl || ctx || console.log("IdxBuffer.length", draw_list.IdxBuffer.length); + let idx_buffer_offset = 0; + gl && gl.bindBuffer(gl.ARRAY_BUFFER, g_VboHandle); + gl && gl.bufferData(gl.ARRAY_BUFFER, draw_list.VtxBuffer, gl.STREAM_DRAW); + gl && gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + gl && gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, draw_list.IdxBuffer, gl.STREAM_DRAW); + draw_list.IterateDrawCmds((draw_cmd) => { + gl || ctx || console.log(draw_cmd); + gl || ctx || console.log("ElemCount", draw_cmd.ElemCount); + gl || ctx || console.log("ClipRect", draw_cmd.ClipRect.x, fb_height - draw_cmd.ClipRect.w, draw_cmd.ClipRect.z - draw_cmd.ClipRect.x, draw_cmd.ClipRect.w - draw_cmd.ClipRect.y); + gl || ctx || console.log("TextureId", draw_cmd.TextureId); + if (!gl && !ctx) { + console.log("i: pos.x pos.y uv.x uv.y col"); + for (let i = 0; i < Math.min(3, draw_cmd.ElemCount); ++i) { + const view = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i * ImGui.ImDrawVertSize); + console.log(`${i}: ${view.pos[0].toFixed(2)} ${view.pos[1].toFixed(2)} ${view.uv[0].toFixed(5)} ${view.uv[1].toFixed(5)} ${("00000000" + view.col[0].toString(16)).substr(-8)}`); + } + } + if (draw_cmd.UserCallback !== null) { + // User callback (registered via ImDrawList::AddCallback) + draw_cmd.UserCallback(draw_list, draw_cmd); + } + else { + const clip_rect = new ImGui.ImVec4(draw_cmd.ClipRect.x - pos.x, draw_cmd.ClipRect.y - pos.y, draw_cmd.ClipRect.z - pos.x, draw_cmd.ClipRect.w - pos.y); + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0 && clip_rect.w >= 0.0) { + // Apply scissor/clipping rectangle + gl && gl.scissor(clip_rect.x, fb_height - clip_rect.w, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); + // Bind texture, Draw + gl && gl.activeTexture(gl.TEXTURE0); + gl && gl.bindTexture(gl.TEXTURE_2D, draw_cmd.TextureId); + gl && gl.drawElements(gl.TRIANGLES, draw_cmd.ElemCount, idx_buffer_type, idx_buffer_offset); + if (ctx) { + ctx.save(); + ctx.beginPath(); + ctx.rect(clip_rect.x, clip_rect.y, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); + ctx.clip(); + const idx = ImGui.ImDrawIdxSize === 4 ? + new Uint32Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset) : + new Uint16Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset); + for (let i = 0; i < draw_cmd.ElemCount; i += 3) { + const i0 = idx[i + 0]; + const i1 = idx[i + 1]; + const i2 = idx[i + 2]; + const v0 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i0 * ImGui.ImDrawVertSize); + const v1 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i1 * ImGui.ImDrawVertSize); + const v2 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i2 * ImGui.ImDrawVertSize); + const i3 = idx[i + 3]; + const i4 = idx[i + 4]; + const i5 = idx[i + 5]; + const v3 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i3 * ImGui.ImDrawVertSize); + const v4 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i4 * ImGui.ImDrawVertSize); + const v5 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i5 * ImGui.ImDrawVertSize); + let quad = true; + let minmin = v0; + let minmax = v0; + let maxmin = v0; + let maxmax = v0; + for (const v of [v1, v2, v3, v4, v5]) { + let found = false; + if (v.pos[0] <= minmin.pos[0] && v.pos[1] <= minmin.pos[1]) { + minmin = v; + found = true; + } + if (v.pos[0] <= minmax.pos[0] && v.pos[1] >= minmax.pos[1]) { + minmax = v; + found = true; + } + if (v.pos[0] >= maxmin.pos[0] && v.pos[1] <= maxmin.pos[1]) { + maxmin = v; + found = true; + } + if (v.pos[0] >= maxmax.pos[0] && v.pos[1] >= maxmax.pos[1]) { + maxmax = v; + found = true; + } + if (!found) { + quad = false; + } + } + quad = quad && (minmin.pos[0] === minmax.pos[0]); + quad = quad && (maxmin.pos[0] === maxmax.pos[0]); + quad = quad && (minmin.pos[1] === maxmin.pos[1]); + quad = quad && (minmax.pos[1] === maxmax.pos[1]); + if (quad) { + if (minmin.uv[0] < 0.01 && minmin.uv[1] < 0.01) { + // one vertex color + ctx.beginPath(); + ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; + ctx.fill(); + } + else { + // no vertex color + const image = draw_cmd.TextureId; + ctx.drawImage(image, minmin.uv[0] * image.width, minmin.uv[1] * image.height, (maxmax.uv[0] - minmin.uv[0]) * image.width, (maxmax.uv[1] - minmin.uv[1]) * image.height, minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + // ctx.beginPath(); + // ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + // ctx.strokeStyle = "yellow"; + // ctx.stroke(); + } + i += 3; + } + else { + // one vertex color, no texture + ctx.beginPath(); + ctx.moveTo(v0.pos[0], v0.pos[1]); + ctx.lineTo(v1.pos[0], v1.pos[1]); + ctx.lineTo(v2.pos[0], v2.pos[1]); + ctx.closePath(); + ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; + ctx.fill(); + } + } + ctx.restore(); + } + } + } + idx_buffer_offset += draw_cmd.ElemCount * ImGui.ImDrawIdxSize; + }); + }); + // Restore modified GL state + gl && (last_program !== null) && gl.useProgram(last_program); + gl && (last_texture !== null) && gl.bindTexture(gl.TEXTURE_2D, last_texture); + gl && (last_active_texture !== null) && gl.activeTexture(last_active_texture); + gl && gl.disableVertexAttribArray(g_AttribLocationPosition); + gl && gl.disableVertexAttribArray(g_AttribLocationUV); + gl && gl.disableVertexAttribArray(g_AttribLocationColor); + gl && (last_array_buffer !== null) && gl.bindBuffer(gl.ARRAY_BUFFER, last_array_buffer); + gl && (last_element_array_buffer !== null) && gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + gl && (last_blend_equation_rgb !== null && last_blend_equation_alpha !== null) && gl.blendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + gl && (last_blend_src_rgb !== null && last_blend_src_alpha !== null && last_blend_dst_rgb !== null && last_blend_dst_alpha !== null) && gl.blendFuncSeparate(last_blend_src_rgb, last_blend_src_alpha, last_blend_dst_rgb, last_blend_dst_alpha); + gl && (last_enable_blend ? gl.enable(gl.BLEND) : gl.disable(gl.BLEND)); + gl && (last_enable_cull_face ? gl.enable(gl.CULL_FACE) : gl.disable(gl.CULL_FACE)); + gl && (last_enable_depth_test ? gl.enable(gl.DEPTH_TEST) : gl.disable(gl.DEPTH_TEST)); + gl && (last_enable_scissor_test ? gl.enable(gl.SCISSOR_TEST) : gl.disable(gl.SCISSOR_TEST)); + // glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); + gl && (last_viewport !== null) && gl.viewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]); + gl && (last_scissor_box !== null) && gl.scissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3]); + } + exports_1("RenderDrawData", RenderDrawData); + function CreateFontsTexture() { + const io = ImGui.GetIO(); + // Backup GL state + const last_texture = gl && gl.getParameter(gl.TEXTURE_BINDING_2D); + // Build texture atlas + // const width: number = 256; + // const height: number = 256; + // const pixels: Uint8Array = new Uint8Array(4 * width * height).fill(0xff); + const { width, height, pixels } = io.Fonts.GetTexDataAsRGBA32(); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + // console.log(`font texture ${width} x ${height} @ ${pixels.length}`); + // Upload texture to graphics system + g_FontTexture = gl && gl.createTexture(); + gl && gl.bindTexture(gl.TEXTURE_2D, g_FontTexture); + gl && gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl && gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + // gl && gl.pixelStorei(gl.UNPACK_ROW_LENGTH); // WebGL2 + gl && gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels); + // Store our identifier + io.Fonts.TexID = g_FontTexture || { foo: "bar" }; + // console.log("font texture id", g_FontTexture); + if (ctx) { + const image_canvas = document.createElement("canvas"); + image_canvas.width = width; + image_canvas.height = height; + const image_ctx = image_canvas.getContext("2d"); + if (image_ctx === null) { + throw new Error(); + } + const image_data = image_ctx.getImageData(0, 0, width, height); + image_data.data.set(pixels); + image_ctx.putImageData(image_data, 0, 0); + io.Fonts.TexID = image_canvas; + } + // Restore modified GL state + gl && last_texture && gl.bindTexture(gl.TEXTURE_2D, last_texture); + } + exports_1("CreateFontsTexture", CreateFontsTexture); + function DestroyFontsTexture() { + const io = ImGui.GetIO(); + io.Fonts.TexID = null; + gl && gl.deleteTexture(g_FontTexture); + g_FontTexture = null; + } + exports_1("DestroyFontsTexture", DestroyFontsTexture); + function CreateDeviceObjects() { + const vertex_shader = [ + "uniform mat4 ProjMtx;", + "attribute vec2 Position;", + "attribute vec2 UV;", + "attribute vec4 Color;", + "varying vec2 Frag_UV;", + "varying vec4 Frag_Color;", + "void main() {", + " Frag_UV = UV;", + " Frag_Color = Color;", + " gl_Position = ProjMtx * vec4(Position.xy,0,1);", + "}", + ]; + const fragment_shader = [ + "precision mediump float;", + "uniform sampler2D Texture;", + "varying vec2 Frag_UV;", + "varying vec4 Frag_Color;", + "void main() {", + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV);", + "}", + ]; + g_ShaderHandle = gl && gl.createProgram(); + g_VertHandle = gl && gl.createShader(gl.VERTEX_SHADER); + g_FragHandle = gl && gl.createShader(gl.FRAGMENT_SHADER); + gl && gl.shaderSource(g_VertHandle, vertex_shader.join("\n")); + gl && gl.shaderSource(g_FragHandle, fragment_shader.join("\n")); + gl && gl.compileShader(g_VertHandle); + gl && gl.compileShader(g_FragHandle); + gl && gl.attachShader(g_ShaderHandle, g_VertHandle); + gl && gl.attachShader(g_ShaderHandle, g_FragHandle); + gl && gl.linkProgram(g_ShaderHandle); + g_AttribLocationTex = gl && gl.getUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = gl && gl.getUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = gl && gl.getAttribLocation(g_ShaderHandle, "Position") || 0; + g_AttribLocationUV = gl && gl.getAttribLocation(g_ShaderHandle, "UV") || 0; + g_AttribLocationColor = gl && gl.getAttribLocation(g_ShaderHandle, "Color") || 0; + g_VboHandle = gl && gl.createBuffer(); + g_ElementsHandle = gl && gl.createBuffer(); + CreateFontsTexture(); + } + exports_1("CreateDeviceObjects", CreateDeviceObjects); + function DestroyDeviceObjects() { + DestroyFontsTexture(); + gl && gl.deleteBuffer(g_VboHandle); + g_VboHandle = null; + gl && gl.deleteBuffer(g_ElementsHandle); + g_ElementsHandle = null; + g_AttribLocationTex = null; + g_AttribLocationProjMtx = null; + g_AttribLocationPosition = -1; + g_AttribLocationUV = -1; + g_AttribLocationColor = -1; + gl && gl.deleteProgram(g_ShaderHandle); + g_ShaderHandle = null; + gl && gl.deleteShader(g_VertHandle); + g_VertHandle = null; + gl && gl.deleteShader(g_FragHandle); + g_FragHandle = null; + } + exports_1("DestroyDeviceObjects", DestroyDeviceObjects); + return { + setters: [ + function (ImGui_1) { + ImGui = ImGui_1; + } + ], + execute: function () { + clipboard_text = ""; + canvas = null; + exports_1("gl", gl = null); + g_ShaderHandle = null; + g_VertHandle = null; + g_FragHandle = null; + g_AttribLocationTex = null; + g_AttribLocationProjMtx = null; + g_AttribLocationPosition = -1; + g_AttribLocationUV = -1; + g_AttribLocationColor = -1; + g_VboHandle = null; + g_ElementsHandle = null; + g_FontTexture = null; + exports_1("ctx", ctx = null); + prev_time = 0; + // MouseEvent.button + // A number representing a given button: + // 0: Main button pressed, usually the left button or the un-initialized state + // 1: Auxiliary button pressed, usually the wheel button or the middle button (if present) + // 2: Secondary button pressed, usually the right button + // 3: Fourth button, typically the Browser Back button + // 4: Fifth button, typically the Browser Forward button + mouse_button_map = [0, 2, 1, 3, 4]; + } + }; +}); +//# sourceMappingURL=imgui_impl.js.map \ No newline at end of file diff --git a/src/imgui_impl.js.map b/src/imgui_impl.js.map new file mode 100644 index 0000000..0193a27 --- /dev/null +++ b/src/imgui_impl.js.map @@ -0,0 +1 @@ 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\ No newline at end of file diff --git a/indexdev.html b/indexdev.html index 1887de2..3d27479 100644 --- a/indexdev.html +++ b/indexdev.html @@ -11,7 +11,7 @@ packages: { "imgui-js": { main: "imgui.js" }, "pixi.js": { main: "dist/pixi.js" }, - "./": { map: { "src/utils": "./src/utils.js" } } + "./": { map: { "src/utils": "./src/utils.js", "src/imgui_impl": "./src/imgui_impl.js" } } } }); System.import("./src/main.js"); diff --git a/src/imgui_impl.js b/src/imgui_impl.js new file mode 100644 index 0000000..1543d7f --- /dev/null +++ b/src/imgui_impl.js @@ -0,0 +1,786 @@ +System.register(["imgui-js"], function (exports_1, context_1) { + "use strict"; + var ImGui, clipboard_text, canvas, gl, g_ShaderHandle, g_VertHandle, g_FragHandle, g_AttribLocationTex, g_AttribLocationProjMtx, g_AttribLocationPosition, g_AttribLocationUV, g_AttribLocationColor, g_VboHandle, g_ElementsHandle, g_FontTexture, ctx, prev_time, mouse_button_map; + var __moduleName = context_1 && context_1.id; + function document_on_copy(event) { + if (event.clipboardData) { + event.clipboardData.setData("text/plain", clipboard_text); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); + } + function document_on_cut(event) { + if (event.clipboardData) { + event.clipboardData.setData("text/plain", clipboard_text); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); + } + function document_on_paste(event) { + if (event.clipboardData) { + clipboard_text = event.clipboardData.getData("text/plain"); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); + } + function window_on_resize() { + if (canvas !== null) { + const devicePixelRatio = window.devicePixelRatio || 1; + canvas.width = canvas.scrollWidth * devicePixelRatio; + canvas.height = canvas.scrollHeight * devicePixelRatio; + } + } + function window_on_gamepadconnected(event /* GamepadEvent */) { + console.log("Gamepad connected at index %d: %s. %d buttons, %d axes.", event.gamepad.index, event.gamepad.id, event.gamepad.buttons.length, event.gamepad.axes.length); + } + function window_on_gamepaddisconnected(event /* GamepadEvent */) { + console.log("Gamepad disconnected at index %d: %s.", event.gamepad.index, event.gamepad.id); + } + function canvas_on_blur(event) { + const io = ImGui.GetIO(); + io.KeyCtrl = false; + io.KeyShift = false; + io.KeyAlt = false; + io.KeySuper = false; + for (let i = 0; i < io.KeysDown.length; ++i) { + io.KeysDown[i] = false; + } + for (let i = 0; i < io.MouseDown.length; ++i) { + io.MouseDown[i] = false; + } + } + function canvas_on_keydown(event) { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.KeyCtrl = event.ctrlKey; + io.KeyShift = event.shiftKey; + io.KeyAlt = event.altKey; + io.KeySuper = event.metaKey; + ImGui.IM_ASSERT(event.keyCode >= 0 && event.keyCode < ImGui.IM_ARRAYSIZE(io.KeysDown)); + io.KeysDown[event.keyCode] = true; + // forward to the keypress event + if ( /*io.WantCaptureKeyboard ||*/event.key === "Tab") { + event.preventDefault(); + } + } + function canvas_on_keyup(event) { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.KeyCtrl = event.ctrlKey; + io.KeyShift = event.shiftKey; + io.KeyAlt = event.altKey; + io.KeySuper = event.metaKey; + ImGui.IM_ASSERT(event.keyCode >= 0 && event.keyCode < ImGui.IM_ARRAYSIZE(io.KeysDown)); + io.KeysDown[event.keyCode] = false; + if (io.WantCaptureKeyboard) { + event.preventDefault(); + } + } + function canvas_on_keypress(event) { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.AddInputCharacter(event.charCode); + if (io.WantCaptureKeyboard) { + event.preventDefault(); + } + } + function canvas_on_pointermove(event) { + const io = ImGui.GetIO(); + const devicePixelRatio = window.devicePixelRatio || 1; + io.MousePos.x = event.offsetX * devicePixelRatio; + io.MousePos.y = event.offsetY * devicePixelRatio; + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function canvas_on_pointerdown(event) { + const io = ImGui.GetIO(); + const devicePixelRatio = window.devicePixelRatio || 1; + io.MousePos.x = event.offsetX * devicePixelRatio; + io.MousePos.y = event.offsetY * devicePixelRatio; + io.MouseDown[mouse_button_map[event.button]] = true; + // if (io.WantCaptureMouse) { + // event.preventDefault(); + // } + } + function canvas_on_contextmenu(event) { + const io = ImGui.GetIO(); + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function canvas_on_pointerup(event) { + const io = ImGui.GetIO(); + io.MouseDown[mouse_button_map[event.button]] = false; + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function canvas_on_wheel(event) { + const io = ImGui.GetIO(); + let scale = 1.0; + switch (event.deltaMode) { + case event.DOM_DELTA_PIXEL: + scale = 0.01; + break; + case event.DOM_DELTA_LINE: + scale = 0.2; + break; + case event.DOM_DELTA_PAGE: + scale = 1.0; + break; + } + io.MouseWheelH = event.deltaX * scale; + io.MouseWheel = -event.deltaY * scale; // Mouse wheel: 1 unit scrolls about 5 lines text. + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function Init(value) { + const io = ImGui.GetIO(); + if (typeof (window) !== "undefined") { + ImGui.LoadIniSettingsFromMemory(window.localStorage.getItem("imgui.ini") || ""); + } + if (typeof (navigator) !== "undefined") { + io.ConfigMacOSXBehaviors = navigator.platform.match(/Mac/) !== null; + } + if (typeof (document) !== "undefined") { + document.body.addEventListener("copy", document_on_copy); + document.body.addEventListener("cut", document_on_cut); + document.body.addEventListener("paste", document_on_paste); + } + io.SetClipboardTextFn = (user_data, text) => { + clipboard_text = text; + // console.log(`set clipboard_text: "${clipboard_text}"`); + if (typeof navigator !== "undefined" && typeof navigator.clipboard !== "undefined") { + // console.log(`clipboard.writeText: "${clipboard_text}"`); + navigator.clipboard.writeText(clipboard_text).then(() => { + // console.log(`clipboard.writeText: "${clipboard_text}" done.`); + }); + } + }; + io.GetClipboardTextFn = (user_data) => { + // if (typeof navigator !== "undefined" && typeof (navigator as any).clipboard !== "undefined") { + // console.log(`clipboard.readText: "${clipboard_text}"`); + // (navigator as any).clipboard.readText().then((text: string): void => { + // clipboard_text = text; + // console.log(`clipboard.readText: "${clipboard_text}" done.`); + // }); + // } + // console.log(`get clipboard_text: "${clipboard_text}"`); + return clipboard_text; + }; + io.ClipboardUserData = null; + if (typeof (window) !== "undefined") { + window.addEventListener("resize", window_on_resize); + window.addEventListener("gamepadconnected", window_on_gamepadconnected); + window.addEventListener("gamepaddisconnected", window_on_gamepaddisconnected); + } + if (typeof (window) !== "undefined") { + if (value instanceof (HTMLCanvasElement)) { + value = value.getContext("webgl", { alpha: false }) || value.getContext("2d"); + } + if (value instanceof (WebGLRenderingContext)) { + canvas = value.canvas; + exports_1("gl", gl = value); + } + if (value instanceof (CanvasRenderingContext2D)) { + canvas = value.canvas; + exports_1("ctx", ctx = value); + } + } + if (canvas !== null) { + window_on_resize(); + canvas.style.touchAction = "none"; // Disable browser handling of all panning and zooming gestures. + canvas.addEventListener("blur", canvas_on_blur); + canvas.addEventListener("keydown", canvas_on_keydown); + canvas.addEventListener("keyup", canvas_on_keyup); + canvas.addEventListener("keypress", canvas_on_keypress); + canvas.addEventListener("pointermove", canvas_on_pointermove); + canvas.addEventListener("pointerdown", canvas_on_pointerdown); + canvas.addEventListener("contextmenu", canvas_on_contextmenu); + canvas.addEventListener("pointerup", canvas_on_pointerup); + canvas.addEventListener("wheel", canvas_on_wheel); + } + // Setup back-end capabilities flags + io.BackendFlags |= ImGui.BackendFlags.HasMouseCursors; // We can honor GetMouseCursor() values (optional) + // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGui.Key.Tab] = 9; + io.KeyMap[ImGui.Key.LeftArrow] = 37; + io.KeyMap[ImGui.Key.RightArrow] = 39; + io.KeyMap[ImGui.Key.UpArrow] = 38; + io.KeyMap[ImGui.Key.DownArrow] = 40; + io.KeyMap[ImGui.Key.PageUp] = 33; + io.KeyMap[ImGui.Key.PageDown] = 34; + io.KeyMap[ImGui.Key.Home] = 36; + io.KeyMap[ImGui.Key.End] = 35; + io.KeyMap[ImGui.Key.Insert] = 45; + io.KeyMap[ImGui.Key.Delete] = 46; + io.KeyMap[ImGui.Key.Backspace] = 8; + io.KeyMap[ImGui.Key.Space] = 32; + io.KeyMap[ImGui.Key.Enter] = 13; + io.KeyMap[ImGui.Key.Escape] = 27; + io.KeyMap[ImGui.Key.A] = 65; + io.KeyMap[ImGui.Key.C] = 67; + io.KeyMap[ImGui.Key.V] = 86; + io.KeyMap[ImGui.Key.X] = 88; + io.KeyMap[ImGui.Key.Y] = 89; + io.KeyMap[ImGui.Key.Z] = 90; + CreateDeviceObjects(); + } + exports_1("Init", Init); + function Shutdown() { + DestroyDeviceObjects(); + if (canvas !== null) { + canvas.removeEventListener("blur", canvas_on_blur); + canvas.removeEventListener("keydown", canvas_on_keydown); + canvas.removeEventListener("keyup", canvas_on_keyup); + canvas.removeEventListener("keypress", canvas_on_keypress); + canvas.removeEventListener("pointermove", canvas_on_pointermove); + canvas.removeEventListener("pointerdown", canvas_on_pointerdown); + canvas.removeEventListener("contextmenu", canvas_on_contextmenu); + canvas.removeEventListener("pointerup", canvas_on_pointerup); + canvas.removeEventListener("wheel", canvas_on_wheel); + } + exports_1("gl", gl = null); + exports_1("ctx", ctx = null); + canvas = null; + if (typeof (window) !== "undefined") { + window.removeEventListener("resize", window_on_resize); + window.removeEventListener("gamepadconnected", window_on_gamepadconnected); + window.removeEventListener("gamepaddisconnected", window_on_gamepaddisconnected); + } + if (typeof (document) !== "undefined") { + document.body.removeEventListener("copy", document_on_copy); + document.body.removeEventListener("cut", document_on_cut); + document.body.removeEventListener("paste", document_on_paste); + } + } + exports_1("Shutdown", Shutdown); + function NewFrame(time) { + const io = ImGui.GetIO(); + if (io.WantSaveIniSettings) { + io.WantSaveIniSettings = false; + if (typeof (window) !== "undefined") { + window.localStorage.setItem("imgui.ini", ImGui.SaveIniSettingsToMemory()); + } + } + const w = canvas && canvas.width || 640; + const h = canvas && canvas.height || 480; + const display_w = gl && gl.drawingBufferWidth || w; + const display_h = gl && gl.drawingBufferHeight || h; + io.DisplaySize.x = w; + io.DisplaySize.y = h; + io.DisplayFramebufferScale.x = w > 0 ? (display_w / w) : 0; + io.DisplayFramebufferScale.y = h > 0 ? (display_h / h) : 0; + const dt = time - prev_time; + prev_time = time; + io.DeltaTime = dt / 1000; + if (io.WantSetMousePos) { + console.log("TODO: MousePos", io.MousePos.x, io.MousePos.y); + } + if (typeof (document) !== "undefined") { + if (io.MouseDrawCursor) { + document.body.style.cursor = "none"; + } + else { + switch (ImGui.GetMouseCursor()) { + case ImGui.MouseCursor.None: + document.body.style.cursor = "none"; + break; + default: + case ImGui.MouseCursor.Arrow: + document.body.style.cursor = "default"; + break; + case ImGui.MouseCursor.TextInput: + document.body.style.cursor = "text"; + break; // When hovering over InputText, etc. + case ImGui.MouseCursor.ResizeAll: + document.body.style.cursor = "move"; + break; // Unused + case ImGui.MouseCursor.ResizeNS: + document.body.style.cursor = "ns-resize"; + break; // When hovering over an horizontal border + case ImGui.MouseCursor.ResizeEW: + document.body.style.cursor = "ew-resize"; + break; // When hovering over a vertical border or a column + case ImGui.MouseCursor.ResizeNESW: + document.body.style.cursor = "nesw-resize"; + break; // When hovering over the bottom-left corner of a window + case ImGui.MouseCursor.ResizeNWSE: + document.body.style.cursor = "nwse-resize"; + break; // When hovering over the bottom-right corner of a window + case ImGui.MouseCursor.Hand: + document.body.style.cursor = "move"; + break; + } + } + } + // Gamepad navigation mapping [BETA] + for (let i = 0; i < io.NavInputs.length; ++i) { + io.NavInputs[i] = 0.0; + } + if (io.ConfigFlags & ImGui.ConfigFlags.NavEnableGamepad) { + // Update gamepad inputs + const gamepads = (typeof (navigator) !== "undefined" && typeof (navigator.getGamepads) === "function") ? navigator.getGamepads() : []; + for (let i = 0; i < gamepads.length; ++i) { + const gamepad = gamepads[i]; + if (!gamepad) { + continue; + } + const buttons_count = gamepad.buttons.length; + const axes_count = gamepad.axes.length; + const MAP_BUTTON = function (NAV_NO, BUTTON_NO) { + if (!gamepad) { + return; + } + if (buttons_count > BUTTON_NO && gamepad.buttons[BUTTON_NO].pressed) + io.NavInputs[NAV_NO] = 1.0; + }; + const MAP_ANALOG = function (NAV_NO, AXIS_NO, V0, V1) { + if (!gamepad) { + return; + } + let v = (axes_count > AXIS_NO) ? gamepad.axes[AXIS_NO] : V0; + v = (v - V0) / (V1 - V0); + if (v > 1.0) + v = 1.0; + if (io.NavInputs[NAV_NO] < v) + io.NavInputs[NAV_NO] = v; + }; + // TODO: map input based on vendor and product id + // https://developer.mozilla.org/en-US/docs/Web/API/Gamepad/id + const match = gamepad.id.match(/^([0-9a-f]{4})-([0-9a-f]{4})-.*$/); + const match_chrome = gamepad.id.match(/^.*\(.*Vendor: ([0-9a-f]{4}) Product: ([0-9a-f]{4})\).*$/); + const vendor = (match && match[1]) || (match_chrome && match_chrome[1]) || "0000"; + const product = (match && match[2]) || (match_chrome && match_chrome[2]) || "0000"; + switch (vendor + product) { + case "046dc216": // Logitech Logitech Dual Action (Vendor: 046d Product: c216) + MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 2); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 0); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_ANALOG(ImGui.NavInput.DpadLeft, 4, -0.3, -0.9); // D-Pad Left + MAP_ANALOG(ImGui.NavInput.DpadRight, 4, +0.3, +0.9); // D-Pad Right + MAP_ANALOG(ImGui.NavInput.DpadUp, 5, -0.3, -0.9); // D-Pad Up + MAP_ANALOG(ImGui.NavInput.DpadDown, 5, +0.3, +0.9); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + case "046dc21d": // Logitech Gamepad F310 (STANDARD GAMEPAD Vendor: 046d Product: c21d) + MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left + MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right + MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up + MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_ANALOG(ImGui.NavInput.TweakSlow, 6, +0.3, +0.9); // L2 / LT + MAP_ANALOG(ImGui.NavInput.TweakFast, 7, +0.3, +0.9); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + case "2dc86001": // 8Bitdo SN30 Pro 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6001) + case "2dc86101": // 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6101) + MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 0); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 4); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_ANALOG(ImGui.NavInput.DpadLeft, 6, -0.3, -0.9); // D-Pad Left + MAP_ANALOG(ImGui.NavInput.DpadRight, 6, +0.3, +0.9); // D-Pad Right + MAP_ANALOG(ImGui.NavInput.DpadUp, 7, -0.3, -0.9); // D-Pad Up + MAP_ANALOG(ImGui.NavInput.DpadDown, 7, +0.3, +0.9); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 6); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 7); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 8); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 9); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + default: // standard gamepad: https://w3c.github.io/gamepad/#remapping + MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left + MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right + MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up + MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + } + } + } + } + exports_1("NewFrame", NewFrame); + function RenderDrawData(draw_data = ImGui.GetDrawData()) { + const io = ImGui.GetIO(); + if (draw_data === null) { + throw new Error(); + } + gl || ctx || console.log(draw_data); + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + const fb_width = io.DisplaySize.x * io.DisplayFramebufferScale.x; + const fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y; + if (fb_width === 0 || fb_height === 0) { + return; + } + draw_data.ScaleClipRects(io.DisplayFramebufferScale); + // Backup GL state + const last_active_texture = gl && gl.getParameter(gl.ACTIVE_TEXTURE) || null; + const last_program = gl && gl.getParameter(gl.CURRENT_PROGRAM) || null; + const last_texture = gl && gl.getParameter(gl.TEXTURE_BINDING_2D) || null; + const last_array_buffer = gl && gl.getParameter(gl.ARRAY_BUFFER_BINDING) || null; + const last_element_array_buffer = gl && gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING) || null; + // GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + const last_viewport = gl && gl.getParameter(gl.VIEWPORT) || null; + const last_scissor_box = gl && gl.getParameter(gl.SCISSOR_BOX) || null; + const last_blend_src_rgb = gl && gl.getParameter(gl.BLEND_SRC_RGB) || null; + const last_blend_dst_rgb = gl && gl.getParameter(gl.BLEND_DST_RGB) || null; + const last_blend_src_alpha = gl && gl.getParameter(gl.BLEND_SRC_ALPHA) || null; + const last_blend_dst_alpha = gl && gl.getParameter(gl.BLEND_DST_ALPHA) || null; + const last_blend_equation_rgb = gl && gl.getParameter(gl.BLEND_EQUATION_RGB) || null; + const last_blend_equation_alpha = gl && gl.getParameter(gl.BLEND_EQUATION_ALPHA) || null; + const last_enable_blend = gl && gl.getParameter(gl.BLEND) || null; + const last_enable_cull_face = gl && gl.getParameter(gl.CULL_FACE) || null; + const last_enable_depth_test = gl && gl.getParameter(gl.DEPTH_TEST) || null; + const last_enable_scissor_test = gl && gl.getParameter(gl.SCISSOR_TEST) || null; + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + gl && gl.enable(gl.BLEND); + gl && gl.blendEquation(gl.FUNC_ADD); + gl && gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); + gl && gl.disable(gl.CULL_FACE); + gl && gl.disable(gl.DEPTH_TEST); + gl && gl.enable(gl.SCISSOR_TEST); + // glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + gl && gl.viewport(0, 0, fb_width, fb_height); + const L = draw_data.DisplayPos.x; + const R = draw_data.DisplayPos.x + draw_data.DisplaySize.x; + const T = draw_data.DisplayPos.y; + const B = draw_data.DisplayPos.y + draw_data.DisplaySize.y; + const ortho_projection = new Float32Array([ + 2.0 / (R - L), 0.0, 0.0, 0.0, + 0.0, 2.0 / (T - B), 0.0, 0.0, + 0.0, 0.0, -1.0, 0.0, + (R + L) / (L - R), (T + B) / (B - T), 0.0, 1.0, + ]); + gl && gl.useProgram(g_ShaderHandle); + gl && gl.uniform1i(g_AttribLocationTex, 0); + gl && g_AttribLocationProjMtx && gl.uniformMatrix4fv(g_AttribLocationProjMtx, false, ortho_projection); + // Render command lists + gl && gl.bindBuffer(gl.ARRAY_BUFFER, g_VboHandle); + gl && gl.enableVertexAttribArray(g_AttribLocationPosition); + gl && gl.enableVertexAttribArray(g_AttribLocationUV); + gl && gl.enableVertexAttribArray(g_AttribLocationColor); + gl && gl.vertexAttribPointer(g_AttribLocationPosition, 2, gl.FLOAT, false, ImGui.ImDrawVertSize, ImGui.ImDrawVertPosOffset); + gl && gl.vertexAttribPointer(g_AttribLocationUV, 2, gl.FLOAT, false, ImGui.ImDrawVertSize, ImGui.ImDrawVertUVOffset); + gl && gl.vertexAttribPointer(g_AttribLocationColor, 4, gl.UNSIGNED_BYTE, true, ImGui.ImDrawVertSize, ImGui.ImDrawVertColOffset); + // Draw + const pos = draw_data.DisplayPos; + const idx_buffer_type = gl && ((ImGui.ImDrawIdxSize === 4) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT) || 0; + draw_data.IterateDrawLists((draw_list) => { + gl || ctx || console.log(draw_list); + gl || ctx || console.log("VtxBuffer.length", draw_list.VtxBuffer.length); + gl || ctx || console.log("IdxBuffer.length", draw_list.IdxBuffer.length); + let idx_buffer_offset = 0; + gl && gl.bindBuffer(gl.ARRAY_BUFFER, g_VboHandle); + gl && gl.bufferData(gl.ARRAY_BUFFER, draw_list.VtxBuffer, gl.STREAM_DRAW); + gl && gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + gl && gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, draw_list.IdxBuffer, gl.STREAM_DRAW); + draw_list.IterateDrawCmds((draw_cmd) => { + gl || ctx || console.log(draw_cmd); + gl || ctx || console.log("ElemCount", draw_cmd.ElemCount); + gl || ctx || console.log("ClipRect", draw_cmd.ClipRect.x, fb_height - draw_cmd.ClipRect.w, draw_cmd.ClipRect.z - draw_cmd.ClipRect.x, draw_cmd.ClipRect.w - draw_cmd.ClipRect.y); + gl || ctx || console.log("TextureId", draw_cmd.TextureId); + if (!gl && !ctx) { + console.log("i: pos.x pos.y uv.x uv.y col"); + for (let i = 0; i < Math.min(3, draw_cmd.ElemCount); ++i) { + const view = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i * ImGui.ImDrawVertSize); + console.log(`${i}: ${view.pos[0].toFixed(2)} ${view.pos[1].toFixed(2)} ${view.uv[0].toFixed(5)} ${view.uv[1].toFixed(5)} ${("00000000" + view.col[0].toString(16)).substr(-8)}`); + } + } + if (draw_cmd.UserCallback !== null) { + // User callback (registered via ImDrawList::AddCallback) + draw_cmd.UserCallback(draw_list, draw_cmd); + } + else { + const clip_rect = new ImGui.ImVec4(draw_cmd.ClipRect.x - pos.x, draw_cmd.ClipRect.y - pos.y, draw_cmd.ClipRect.z - pos.x, draw_cmd.ClipRect.w - pos.y); + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0 && clip_rect.w >= 0.0) { + // Apply scissor/clipping rectangle + gl && gl.scissor(clip_rect.x, fb_height - clip_rect.w, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); + // Bind texture, Draw + gl && gl.activeTexture(gl.TEXTURE0); + gl && gl.bindTexture(gl.TEXTURE_2D, draw_cmd.TextureId); + gl && gl.drawElements(gl.TRIANGLES, draw_cmd.ElemCount, idx_buffer_type, idx_buffer_offset); + if (ctx) { + ctx.save(); + ctx.beginPath(); + ctx.rect(clip_rect.x, clip_rect.y, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); + ctx.clip(); + const idx = ImGui.ImDrawIdxSize === 4 ? + new Uint32Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset) : + new Uint16Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset); + for (let i = 0; i < draw_cmd.ElemCount; i += 3) { + const i0 = idx[i + 0]; + const i1 = idx[i + 1]; + const i2 = idx[i + 2]; + const v0 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i0 * ImGui.ImDrawVertSize); + const v1 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i1 * ImGui.ImDrawVertSize); + const v2 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i2 * ImGui.ImDrawVertSize); + const i3 = idx[i + 3]; + const i4 = idx[i + 4]; + const i5 = idx[i + 5]; + const v3 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i3 * ImGui.ImDrawVertSize); + const v4 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i4 * ImGui.ImDrawVertSize); + const v5 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i5 * ImGui.ImDrawVertSize); + let quad = true; + let minmin = v0; + let minmax = v0; + let maxmin = v0; + let maxmax = v0; + for (const v of [v1, v2, v3, v4, v5]) { + let found = false; + if (v.pos[0] <= minmin.pos[0] && v.pos[1] <= minmin.pos[1]) { + minmin = v; + found = true; + } + if (v.pos[0] <= minmax.pos[0] && v.pos[1] >= minmax.pos[1]) { + minmax = v; + found = true; + } + if (v.pos[0] >= maxmin.pos[0] && v.pos[1] <= maxmin.pos[1]) { + maxmin = v; + found = true; + } + if (v.pos[0] >= maxmax.pos[0] && v.pos[1] >= maxmax.pos[1]) { + maxmax = v; + found = true; + } + if (!found) { + quad = false; + } + } + quad = quad && (minmin.pos[0] === minmax.pos[0]); + quad = quad && (maxmin.pos[0] === maxmax.pos[0]); + quad = quad && (minmin.pos[1] === maxmin.pos[1]); + quad = quad && (minmax.pos[1] === maxmax.pos[1]); + if (quad) { + if (minmin.uv[0] < 0.01 && minmin.uv[1] < 0.01) { + // one vertex color + ctx.beginPath(); + ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; + ctx.fill(); + } + else { + // no vertex color + const image = draw_cmd.TextureId; + ctx.drawImage(image, minmin.uv[0] * image.width, minmin.uv[1] * image.height, (maxmax.uv[0] - minmin.uv[0]) * image.width, (maxmax.uv[1] - minmin.uv[1]) * image.height, minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + // ctx.beginPath(); + // ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + // ctx.strokeStyle = "yellow"; + // ctx.stroke(); + } + i += 3; + } + else { + // one vertex color, no texture + ctx.beginPath(); + ctx.moveTo(v0.pos[0], v0.pos[1]); + ctx.lineTo(v1.pos[0], v1.pos[1]); + ctx.lineTo(v2.pos[0], v2.pos[1]); + ctx.closePath(); + ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; + ctx.fill(); + } + } + ctx.restore(); + } + } + } + idx_buffer_offset += draw_cmd.ElemCount * ImGui.ImDrawIdxSize; + }); + }); + // Restore modified GL state + gl && (last_program !== null) && gl.useProgram(last_program); + gl && (last_texture !== null) && gl.bindTexture(gl.TEXTURE_2D, last_texture); + gl && (last_active_texture !== null) && gl.activeTexture(last_active_texture); + gl && gl.disableVertexAttribArray(g_AttribLocationPosition); + gl && gl.disableVertexAttribArray(g_AttribLocationUV); + gl && gl.disableVertexAttribArray(g_AttribLocationColor); + gl && (last_array_buffer !== null) && gl.bindBuffer(gl.ARRAY_BUFFER, last_array_buffer); + gl && (last_element_array_buffer !== null) && gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + gl && (last_blend_equation_rgb !== null && last_blend_equation_alpha !== null) && gl.blendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + gl && (last_blend_src_rgb !== null && last_blend_src_alpha !== null && last_blend_dst_rgb !== null && last_blend_dst_alpha !== null) && gl.blendFuncSeparate(last_blend_src_rgb, last_blend_src_alpha, last_blend_dst_rgb, last_blend_dst_alpha); + gl && (last_enable_blend ? gl.enable(gl.BLEND) : gl.disable(gl.BLEND)); + gl && (last_enable_cull_face ? gl.enable(gl.CULL_FACE) : gl.disable(gl.CULL_FACE)); + gl && (last_enable_depth_test ? gl.enable(gl.DEPTH_TEST) : gl.disable(gl.DEPTH_TEST)); + gl && (last_enable_scissor_test ? gl.enable(gl.SCISSOR_TEST) : gl.disable(gl.SCISSOR_TEST)); + // glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); + gl && (last_viewport !== null) && gl.viewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]); + gl && (last_scissor_box !== null) && gl.scissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3]); + } + exports_1("RenderDrawData", RenderDrawData); + function CreateFontsTexture() { + const io = ImGui.GetIO(); + // Backup GL state + const last_texture = gl && gl.getParameter(gl.TEXTURE_BINDING_2D); + // Build texture atlas + // const width: number = 256; + // const height: number = 256; + // const pixels: Uint8Array = new Uint8Array(4 * width * height).fill(0xff); + const { width, height, pixels } = io.Fonts.GetTexDataAsRGBA32(); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + // console.log(`font texture ${width} x ${height} @ ${pixels.length}`); + // Upload texture to graphics system + g_FontTexture = gl && gl.createTexture(); + gl && gl.bindTexture(gl.TEXTURE_2D, g_FontTexture); + gl && gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl && gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + // gl && gl.pixelStorei(gl.UNPACK_ROW_LENGTH); // WebGL2 + gl && gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels); + // Store our identifier + io.Fonts.TexID = g_FontTexture || { foo: "bar" }; + // console.log("font texture id", g_FontTexture); + if (ctx) { + const image_canvas = document.createElement("canvas"); + image_canvas.width = width; + image_canvas.height = height; + const image_ctx = image_canvas.getContext("2d"); + if (image_ctx === null) { + throw new Error(); + } + const image_data = image_ctx.getImageData(0, 0, width, height); + image_data.data.set(pixels); + image_ctx.putImageData(image_data, 0, 0); + io.Fonts.TexID = image_canvas; + } + // Restore modified GL state + gl && last_texture && gl.bindTexture(gl.TEXTURE_2D, last_texture); + } + exports_1("CreateFontsTexture", CreateFontsTexture); + function DestroyFontsTexture() { + const io = ImGui.GetIO(); + io.Fonts.TexID = null; + gl && gl.deleteTexture(g_FontTexture); + g_FontTexture = null; + } + exports_1("DestroyFontsTexture", DestroyFontsTexture); + function CreateDeviceObjects() { + const vertex_shader = [ + "uniform mat4 ProjMtx;", + "attribute vec2 Position;", + "attribute vec2 UV;", + "attribute vec4 Color;", + "varying vec2 Frag_UV;", + "varying vec4 Frag_Color;", + "void main() {", + " Frag_UV = UV;", + " Frag_Color = Color;", + " gl_Position = ProjMtx * vec4(Position.xy,0,1);", + "}", + ]; + const fragment_shader = [ + "precision mediump float;", + "uniform sampler2D Texture;", + "varying vec2 Frag_UV;", + "varying vec4 Frag_Color;", + "void main() {", + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV);", + "}", + ]; + g_ShaderHandle = gl && gl.createProgram(); + g_VertHandle = gl && gl.createShader(gl.VERTEX_SHADER); + g_FragHandle = gl && gl.createShader(gl.FRAGMENT_SHADER); + gl && gl.shaderSource(g_VertHandle, vertex_shader.join("\n")); + gl && gl.shaderSource(g_FragHandle, fragment_shader.join("\n")); + gl && gl.compileShader(g_VertHandle); + gl && gl.compileShader(g_FragHandle); + gl && gl.attachShader(g_ShaderHandle, g_VertHandle); + gl && gl.attachShader(g_ShaderHandle, g_FragHandle); + gl && gl.linkProgram(g_ShaderHandle); + g_AttribLocationTex = gl && gl.getUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = gl && gl.getUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = gl && gl.getAttribLocation(g_ShaderHandle, "Position") || 0; + g_AttribLocationUV = gl && gl.getAttribLocation(g_ShaderHandle, "UV") || 0; + g_AttribLocationColor = gl && gl.getAttribLocation(g_ShaderHandle, "Color") || 0; + g_VboHandle = gl && gl.createBuffer(); + g_ElementsHandle = gl && gl.createBuffer(); + CreateFontsTexture(); + } + exports_1("CreateDeviceObjects", CreateDeviceObjects); + function DestroyDeviceObjects() { + DestroyFontsTexture(); + gl && gl.deleteBuffer(g_VboHandle); + g_VboHandle = null; + gl && gl.deleteBuffer(g_ElementsHandle); + g_ElementsHandle = null; + g_AttribLocationTex = null; + g_AttribLocationProjMtx = null; + g_AttribLocationPosition = -1; + g_AttribLocationUV = -1; + g_AttribLocationColor = -1; + gl && gl.deleteProgram(g_ShaderHandle); + g_ShaderHandle = null; + gl && gl.deleteShader(g_VertHandle); + g_VertHandle = null; + gl && gl.deleteShader(g_FragHandle); + g_FragHandle = null; + } + exports_1("DestroyDeviceObjects", DestroyDeviceObjects); + return { + setters: [ + function (ImGui_1) { + ImGui = ImGui_1; + } + ], + execute: function () { + clipboard_text = ""; + canvas = null; + exports_1("gl", gl = null); + g_ShaderHandle = null; + g_VertHandle = null; + g_FragHandle = null; + g_AttribLocationTex = null; + g_AttribLocationProjMtx = null; + g_AttribLocationPosition = -1; + g_AttribLocationUV = -1; + g_AttribLocationColor = -1; + g_VboHandle = null; + g_ElementsHandle = null; + g_FontTexture = null; + exports_1("ctx", ctx = null); + prev_time = 0; + // MouseEvent.button + // A number representing a given button: + // 0: Main button pressed, usually the left button or the un-initialized state + // 1: Auxiliary button pressed, usually the wheel button or the middle button (if present) + // 2: Secondary button pressed, usually the right button + // 3: Fourth button, typically the Browser Back button + // 4: Fifth button, typically the Browser Forward button + mouse_button_map = [0, 2, 1, 3, 4]; + } + }; +}); +//# sourceMappingURL=imgui_impl.js.map \ No newline at end of file diff --git a/src/imgui_impl.js.map b/src/imgui_impl.js.map new file mode 100644 index 0000000..0193a27 --- /dev/null +++ b/src/imgui_impl.js.map @@ -0,0 +1 @@ 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\ No newline at end of file diff --git a/src/imgui_impl.ts b/src/imgui_impl.ts new file mode 100644 index 0000000..c9dc19d --- /dev/null +++ b/src/imgui_impl.ts @@ -0,0 +1,788 @@ +import * as ImGui from "imgui-js"; + +let clipboard_text: string = ""; + +let canvas: HTMLCanvasElement | null = null; + +export let gl: WebGLRenderingContext | null = null; +let g_ShaderHandle: WebGLProgram | null = null; +let g_VertHandle: WebGLShader | null = null; +let g_FragHandle: WebGLShader | null = null; +let g_AttribLocationTex: WebGLUniformLocation | null = null; +let g_AttribLocationProjMtx: WebGLUniformLocation | null = null; +let g_AttribLocationPosition: GLint = -1; +let g_AttribLocationUV: GLint = -1; +let g_AttribLocationColor: GLint = -1; +let g_VboHandle: WebGLBuffer | null = null; +let g_ElementsHandle: WebGLBuffer | null = null; +let g_FontTexture: WebGLTexture | null = null; + +export let ctx: CanvasRenderingContext2D | null = null; + +let prev_time: number = 0; + +function document_on_copy(event: ClipboardEvent): void { + if (event.clipboardData) { + event.clipboardData.setData("text/plain", clipboard_text); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); +} + +function document_on_cut(event: ClipboardEvent): void { + if (event.clipboardData) { + event.clipboardData.setData("text/plain", clipboard_text); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); +} + +function document_on_paste(event: ClipboardEvent): void { + if (event.clipboardData) { + clipboard_text = event.clipboardData.getData("text/plain"); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); +} + +function window_on_resize(): void { + if (canvas !== null) { + const devicePixelRatio: number = window.devicePixelRatio || 1; + canvas.width = canvas.scrollWidth * devicePixelRatio; + canvas.height = canvas.scrollHeight * devicePixelRatio; + } +} + +function window_on_gamepadconnected(event: any /* GamepadEvent */): void { + console.log("Gamepad connected at index %d: %s. %d buttons, %d axes.", + event.gamepad.index, event.gamepad.id, + event.gamepad.buttons.length, event.gamepad.axes.length); +} + +function window_on_gamepaddisconnected(event: any /* GamepadEvent */): void { + console.log("Gamepad disconnected at index %d: %s.", + event.gamepad.index, event.gamepad.id); +} + +function canvas_on_blur(event: FocusEvent): void { + const io = ImGui.GetIO(); + io.KeyCtrl = false; + io.KeyShift = false; + io.KeyAlt = false; + io.KeySuper = false; + for (let i = 0; i < io.KeysDown.length; ++i) { + io.KeysDown[i] = false; + } + for (let i = 0; i < io.MouseDown.length; ++i) { + io.MouseDown[i] = false; + } +} + +function canvas_on_keydown(event: KeyboardEvent): void { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.KeyCtrl = event.ctrlKey; + io.KeyShift = event.shiftKey; + io.KeyAlt = event.altKey; + io.KeySuper = event.metaKey; + ImGui.IM_ASSERT(event.keyCode >= 0 && event.keyCode < ImGui.IM_ARRAYSIZE(io.KeysDown)); + io.KeysDown[event.keyCode] = true; + // forward to the keypress event + if (/*io.WantCaptureKeyboard ||*/ event.key === "Tab") { + event.preventDefault(); + } +} + +function canvas_on_keyup(event: KeyboardEvent): void { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.KeyCtrl = event.ctrlKey; + io.KeyShift = event.shiftKey; + io.KeyAlt = event.altKey; + io.KeySuper = event.metaKey; + ImGui.IM_ASSERT(event.keyCode >= 0 && event.keyCode < ImGui.IM_ARRAYSIZE(io.KeysDown)); + io.KeysDown[event.keyCode] = false; + if (io.WantCaptureKeyboard) { + event.preventDefault(); + } +} + +function canvas_on_keypress(event: KeyboardEvent): void { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.AddInputCharacter(event.charCode); + if (io.WantCaptureKeyboard) { + event.preventDefault(); + } +} + +function canvas_on_pointermove(event: PointerEvent): void { + const io = ImGui.GetIO(); + const devicePixelRatio: number = window.devicePixelRatio || 1; + io.MousePos.x = event.offsetX * devicePixelRatio; + io.MousePos.y = event.offsetY * devicePixelRatio; + if (io.WantCaptureMouse) { + event.preventDefault(); + } +} + +// MouseEvent.button +// A number representing a given button: +// 0: Main button pressed, usually the left button or the un-initialized state +// 1: Auxiliary button pressed, usually the wheel button or the middle button (if present) +// 2: Secondary button pressed, usually the right button +// 3: Fourth button, typically the Browser Back button +// 4: Fifth button, typically the Browser Forward button +const mouse_button_map: number[] = [ 0, 2, 1, 3, 4 ]; + +function canvas_on_pointerdown(event: PointerEvent): void { + const io = ImGui.GetIO(); + const devicePixelRatio: number = window.devicePixelRatio || 1; + io.MousePos.x = event.offsetX * devicePixelRatio; + io.MousePos.y = event.offsetY * devicePixelRatio; + io.MouseDown[mouse_button_map[event.button]] = true; + // if (io.WantCaptureMouse) { + // event.preventDefault(); + // } +} +function canvas_on_contextmenu(event: Event): void { + const io = ImGui.GetIO(); + if (io.WantCaptureMouse) { + event.preventDefault(); + } +} + +function canvas_on_pointerup(event: PointerEvent): void { + const io = ImGui.GetIO(); + io.MouseDown[mouse_button_map[event.button]] = false; + if (io.WantCaptureMouse) { + event.preventDefault(); + } +} + +function canvas_on_wheel(event: WheelEvent): void { + const io = ImGui.GetIO(); + let scale: number = 1.0; + switch (event.deltaMode) { + case event.DOM_DELTA_PIXEL: scale = 0.01; break; + case event.DOM_DELTA_LINE: scale = 0.2; break; + case event.DOM_DELTA_PAGE: scale = 1.0; break; + } + io.MouseWheelH = event.deltaX * scale; + io.MouseWheel = -event.deltaY * scale; // Mouse wheel: 1 unit scrolls about 5 lines text. + if (io.WantCaptureMouse) { + event.preventDefault(); + } +} + +export function Init(value: HTMLCanvasElement | WebGLRenderingContext | CanvasRenderingContext2D | null): void { + const io = ImGui.GetIO(); + + if (typeof(window) !== "undefined") { + ImGui.LoadIniSettingsFromMemory(window.localStorage.getItem("imgui.ini") || ""); + } + + if (typeof(navigator) !== "undefined") { + io.ConfigMacOSXBehaviors = navigator.platform.match(/Mac/) !== null; + } + + if (typeof(document) !== "undefined") { + document.body.addEventListener("copy", document_on_copy); + document.body.addEventListener("cut", document_on_cut); + document.body.addEventListener("paste", document_on_paste); + } + + io.SetClipboardTextFn = (user_data: any, text: string): void => { + clipboard_text = text; + // console.log(`set clipboard_text: "${clipboard_text}"`); + if (typeof navigator !== "undefined" && typeof (navigator as any).clipboard !== "undefined") { + // console.log(`clipboard.writeText: "${clipboard_text}"`); + (navigator as any).clipboard.writeText(clipboard_text).then((): void => { + // console.log(`clipboard.writeText: "${clipboard_text}" done.`); + }); + } + }; + io.GetClipboardTextFn = (user_data: any): string => { + // if (typeof navigator !== "undefined" && typeof (navigator as any).clipboard !== "undefined") { + // console.log(`clipboard.readText: "${clipboard_text}"`); + // (navigator as any).clipboard.readText().then((text: string): void => { + // clipboard_text = text; + // console.log(`clipboard.readText: "${clipboard_text}" done.`); + // }); + // } + // console.log(`get clipboard_text: "${clipboard_text}"`); + return clipboard_text; + }; + io.ClipboardUserData = null; + + if (typeof(window) !== "undefined") { + window.addEventListener("resize", window_on_resize); + window.addEventListener("gamepadconnected", window_on_gamepadconnected); + window.addEventListener("gamepaddisconnected", window_on_gamepaddisconnected); + } + + if (typeof(window) !== "undefined") { + if (value instanceof(HTMLCanvasElement)) { + value = value.getContext("webgl", { alpha: false }) || value.getContext("2d"); + } + if (value instanceof(WebGLRenderingContext)) { + canvas = value.canvas; + gl = value; + } + if (value instanceof(CanvasRenderingContext2D)) { + canvas = value.canvas; + ctx = value; + } + } + + if (canvas !== null) { + window_on_resize(); + canvas.style.touchAction = "none"; // Disable browser handling of all panning and zooming gestures. + canvas.addEventListener("blur", canvas_on_blur); + canvas.addEventListener("keydown", canvas_on_keydown); + canvas.addEventListener("keyup", canvas_on_keyup); + canvas.addEventListener("keypress", canvas_on_keypress); + canvas.addEventListener("pointermove", canvas_on_pointermove); + canvas.addEventListener("pointerdown", canvas_on_pointerdown); + canvas.addEventListener("contextmenu", canvas_on_contextmenu); + canvas.addEventListener("pointerup", canvas_on_pointerup); + canvas.addEventListener("wheel", canvas_on_wheel); + } + + // Setup back-end capabilities flags + io.BackendFlags |= ImGui.BackendFlags.HasMouseCursors; // We can honor GetMouseCursor() values (optional) + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGui.Key.Tab] = 9; + io.KeyMap[ImGui.Key.LeftArrow] = 37; + io.KeyMap[ImGui.Key.RightArrow] = 39; + io.KeyMap[ImGui.Key.UpArrow] = 38; + io.KeyMap[ImGui.Key.DownArrow] = 40; + io.KeyMap[ImGui.Key.PageUp] = 33; + io.KeyMap[ImGui.Key.PageDown] = 34; + io.KeyMap[ImGui.Key.Home] = 36; + io.KeyMap[ImGui.Key.End] = 35; + io.KeyMap[ImGui.Key.Insert] = 45; + io.KeyMap[ImGui.Key.Delete] = 46; + io.KeyMap[ImGui.Key.Backspace] = 8; + io.KeyMap[ImGui.Key.Space] = 32; + io.KeyMap[ImGui.Key.Enter] = 13; + io.KeyMap[ImGui.Key.Escape] = 27; + io.KeyMap[ImGui.Key.A] = 65; + io.KeyMap[ImGui.Key.C] = 67; + io.KeyMap[ImGui.Key.V] = 86; + io.KeyMap[ImGui.Key.X] = 88; + io.KeyMap[ImGui.Key.Y] = 89; + io.KeyMap[ImGui.Key.Z] = 90; + + CreateDeviceObjects(); +} + +export function Shutdown(): void { + DestroyDeviceObjects(); + + if (canvas !== null) { + canvas.removeEventListener("blur", canvas_on_blur); + canvas.removeEventListener("keydown", canvas_on_keydown); + canvas.removeEventListener("keyup", canvas_on_keyup); + canvas.removeEventListener("keypress", canvas_on_keypress); + canvas.removeEventListener("pointermove", canvas_on_pointermove); + canvas.removeEventListener("pointerdown", canvas_on_pointerdown); + canvas.removeEventListener("contextmenu", canvas_on_contextmenu); + canvas.removeEventListener("pointerup", canvas_on_pointerup); + canvas.removeEventListener("wheel", canvas_on_wheel); + } + + gl = null; + ctx = null; + canvas = null; + + if (typeof(window) !== "undefined") { + window.removeEventListener("resize", window_on_resize); + window.removeEventListener("gamepadconnected", window_on_gamepadconnected); + window.removeEventListener("gamepaddisconnected", window_on_gamepaddisconnected); + } + + if (typeof(document) !== "undefined") { + document.body.removeEventListener("copy", document_on_copy); + document.body.removeEventListener("cut", document_on_cut); + document.body.removeEventListener("paste", document_on_paste); + } +} + +export function NewFrame(time: number): void { + const io = ImGui.GetIO(); + + if (io.WantSaveIniSettings) { + io.WantSaveIniSettings = false; + if (typeof(window) !== "undefined") { + window.localStorage.setItem("imgui.ini", ImGui.SaveIniSettingsToMemory()); + } + } + + const w: number = canvas && canvas.width || 640; + const h: number = canvas && canvas.height || 480; + const display_w: number = gl && gl.drawingBufferWidth || w; + const display_h: number = gl && gl.drawingBufferHeight || h; + io.DisplaySize.x = w; + io.DisplaySize.y = h; + io.DisplayFramebufferScale.x = w > 0 ? (display_w / w) : 0; + io.DisplayFramebufferScale.y = h > 0 ? (display_h / h) : 0; + + const dt: number = time - prev_time; + prev_time = time; + io.DeltaTime = dt / 1000; + + if (io.WantSetMousePos) { + console.log("TODO: MousePos", io.MousePos.x, io.MousePos.y); + } + + if (typeof(document) !== "undefined") { + if (io.MouseDrawCursor) { + document.body.style.cursor = "none"; + } else { + switch (ImGui.GetMouseCursor()) { + case ImGui.MouseCursor.None: document.body.style.cursor = "none"; break; + default: case ImGui.MouseCursor.Arrow: document.body.style.cursor = "default"; break; + case ImGui.MouseCursor.TextInput: document.body.style.cursor = "text"; break; // When hovering over InputText, etc. + case ImGui.MouseCursor.ResizeAll: document.body.style.cursor = "move"; break; // Unused + case ImGui.MouseCursor.ResizeNS: document.body.style.cursor = "ns-resize"; break; // When hovering over an horizontal border + case ImGui.MouseCursor.ResizeEW: document.body.style.cursor = "ew-resize"; break; // When hovering over a vertical border or a column + case ImGui.MouseCursor.ResizeNESW: document.body.style.cursor = "nesw-resize"; break; // When hovering over the bottom-left corner of a window + case ImGui.MouseCursor.ResizeNWSE: document.body.style.cursor = "nwse-resize"; break; // When hovering over the bottom-right corner of a window + case ImGui.MouseCursor.Hand: document.body.style.cursor = "move"; break; + } + } + } + + // Gamepad navigation mapping [BETA] + for (let i = 0; i < io.NavInputs.length; ++i) { + io.NavInputs[i] = 0.0; + } + if (io.ConfigFlags & ImGui.ConfigFlags.NavEnableGamepad) { + // Update gamepad inputs + const gamepads: (Gamepad | null)[] = (typeof(navigator) !== "undefined" && typeof(navigator.getGamepads) === "function") ? navigator.getGamepads() : []; + for (let i = 0; i < gamepads.length; ++i) { + const gamepad: Gamepad | null = gamepads[i]; + if (!gamepad) { continue; } + const buttons_count: number = gamepad.buttons.length; + const axes_count: number = gamepad.axes.length; + const MAP_BUTTON = function(NAV_NO: number, BUTTON_NO: number): void { + if (!gamepad) { return; } + if (buttons_count > BUTTON_NO && gamepad.buttons[BUTTON_NO].pressed) + io.NavInputs[NAV_NO] = 1.0; + } + const MAP_ANALOG = function(NAV_NO: number, AXIS_NO: number, V0: number, V1: number): void { + if (!gamepad) { return; } + let v: number = (axes_count > AXIS_NO) ? gamepad.axes[AXIS_NO] : V0; + v = (v - V0) / (V1 - V0); + if (v > 1.0) v = 1.0; + if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; + } + // TODO: map input based on vendor and product id + // https://developer.mozilla.org/en-US/docs/Web/API/Gamepad/id + const match: RegExpMatchArray | null = gamepad.id.match(/^([0-9a-f]{4})-([0-9a-f]{4})-.*$/); + const match_chrome: RegExpMatchArray | null = gamepad.id.match(/^.*\(.*Vendor: ([0-9a-f]{4}) Product: ([0-9a-f]{4})\).*$/); + const vendor: string = (match && match[1]) || (match_chrome && match_chrome[1]) || "0000"; + const product: string = (match && match[2]) || (match_chrome && match_chrome[2]) || "0000"; + switch (vendor + product) { + case "046dc216": // Logitech Logitech Dual Action (Vendor: 046d Product: c216) + MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 2); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 0); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_ANALOG(ImGui.NavInput.DpadLeft, 4, -0.3, -0.9); // D-Pad Left + MAP_ANALOG(ImGui.NavInput.DpadRight, 4, +0.3, +0.9); // D-Pad Right + MAP_ANALOG(ImGui.NavInput.DpadUp, 5, -0.3, -0.9); // D-Pad Up + MAP_ANALOG(ImGui.NavInput.DpadDown, 5, +0.3, +0.9); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + case "046dc21d": // Logitech Gamepad F310 (STANDARD GAMEPAD Vendor: 046d Product: c21d) + MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left + MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right + MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up + MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_ANALOG(ImGui.NavInput.TweakSlow, 6, +0.3, +0.9); // L2 / LT + MAP_ANALOG(ImGui.NavInput.TweakFast, 7, +0.3, +0.9); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + case "2dc86001": // 8Bitdo SN30 Pro 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6001) + case "2dc86101": // 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6101) + MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 0); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 4); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_ANALOG(ImGui.NavInput.DpadLeft, 6, -0.3, -0.9); // D-Pad Left + MAP_ANALOG(ImGui.NavInput.DpadRight, 6, +0.3, +0.9); // D-Pad Right + MAP_ANALOG(ImGui.NavInput.DpadUp, 7, -0.3, -0.9); // D-Pad Up + MAP_ANALOG(ImGui.NavInput.DpadDown, 7, +0.3, +0.9); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 6); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 7); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 8); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 9); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + default: // standard gamepad: https://w3c.github.io/gamepad/#remapping + MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left + MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right + MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up + MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + } + } + } +} + +export function RenderDrawData(draw_data: ImGui.ImDrawData | null = ImGui.GetDrawData()): void { + const io = ImGui.GetIO(); + if (draw_data === null) { throw new Error(); } + + gl || ctx || console.log(draw_data); + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + const fb_width: number = io.DisplaySize.x * io.DisplayFramebufferScale.x; + const fb_height: number = io.DisplaySize.y * io.DisplayFramebufferScale.y; + if (fb_width === 0 || fb_height === 0) { + return; + } + draw_data.ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + const last_active_texture: GLenum | null = gl && gl.getParameter(gl.ACTIVE_TEXTURE) || null; + const last_program: WebGLProgram | null = gl && gl.getParameter(gl.CURRENT_PROGRAM) || null; + const last_texture: WebGLTexture | null = gl && gl.getParameter(gl.TEXTURE_BINDING_2D) || null; + const last_array_buffer: WebGLBuffer | null = gl && gl.getParameter(gl.ARRAY_BUFFER_BINDING) || null; + const last_element_array_buffer: WebGLBuffer | null = gl && gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING) || null; + // GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + const last_viewport: Int32Array | null = gl && gl.getParameter(gl.VIEWPORT) || null; + const last_scissor_box: Int32Array | null = gl && gl.getParameter(gl.SCISSOR_BOX) || null; + const last_blend_src_rgb: GLenum | null = gl && gl.getParameter(gl.BLEND_SRC_RGB) || null; + const last_blend_dst_rgb: GLenum | null = gl && gl.getParameter(gl.BLEND_DST_RGB) || null; + const last_blend_src_alpha: GLenum | null = gl && gl.getParameter(gl.BLEND_SRC_ALPHA) || null; + const last_blend_dst_alpha: GLenum | null = gl && gl.getParameter(gl.BLEND_DST_ALPHA) || null; + const last_blend_equation_rgb: GLenum | null = gl && gl.getParameter(gl.BLEND_EQUATION_RGB) || null; + const last_blend_equation_alpha: GLenum | null = gl && gl.getParameter(gl.BLEND_EQUATION_ALPHA) || null; + const last_enable_blend: GLboolean | null = gl && gl.getParameter(gl.BLEND) || null; + const last_enable_cull_face: GLboolean | null = gl && gl.getParameter(gl.CULL_FACE) || null; + const last_enable_depth_test: GLboolean | null = gl && gl.getParameter(gl.DEPTH_TEST) || null; + const last_enable_scissor_test: GLboolean | null = gl && gl.getParameter(gl.SCISSOR_TEST) || null; + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + gl && gl.enable(gl.BLEND); + gl && gl.blendEquation(gl.FUNC_ADD); + gl && gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); + gl && gl.disable(gl.CULL_FACE); + gl && gl.disable(gl.DEPTH_TEST); + gl && gl.enable(gl.SCISSOR_TEST); + // glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + gl && gl.viewport(0, 0, fb_width, fb_height); + const L: number = draw_data.DisplayPos.x; + const R: number = draw_data.DisplayPos.x + draw_data.DisplaySize.x; + const T: number = draw_data.DisplayPos.y; + const B: number = draw_data.DisplayPos.y + draw_data.DisplaySize.y; + const ortho_projection: Float32Array = new Float32Array([ + 2.0 / (R - L), 0.0, 0.0, 0.0, + 0.0, 2.0 / (T - B), 0.0, 0.0, + 0.0, 0.0, -1.0, 0.0, + (R + L) / (L - R), (T + B) / (B - T), 0.0, 1.0, + ]); + gl && gl.useProgram(g_ShaderHandle); + gl && gl.uniform1i(g_AttribLocationTex, 0); + gl && g_AttribLocationProjMtx && gl.uniformMatrix4fv(g_AttribLocationProjMtx, false, ortho_projection); + + // Render command lists + gl && gl.bindBuffer(gl.ARRAY_BUFFER, g_VboHandle); + gl && gl.enableVertexAttribArray(g_AttribLocationPosition); + gl && gl.enableVertexAttribArray(g_AttribLocationUV); + gl && gl.enableVertexAttribArray(g_AttribLocationColor); + + gl && gl.vertexAttribPointer(g_AttribLocationPosition, 2, gl.FLOAT, false, ImGui.ImDrawVertSize, ImGui.ImDrawVertPosOffset); + gl && gl.vertexAttribPointer(g_AttribLocationUV, 2, gl.FLOAT, false, ImGui.ImDrawVertSize, ImGui.ImDrawVertUVOffset); + gl && gl.vertexAttribPointer(g_AttribLocationColor, 4, gl.UNSIGNED_BYTE, true, ImGui.ImDrawVertSize, ImGui.ImDrawVertColOffset); + + // Draw + const pos = draw_data.DisplayPos; + const idx_buffer_type: GLenum = gl && ((ImGui.ImDrawIdxSize === 4) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT) || 0; + draw_data.IterateDrawLists((draw_list: ImGui.ImDrawList): void => { + gl || ctx || console.log(draw_list); + gl || ctx || console.log("VtxBuffer.length", draw_list.VtxBuffer.length); + gl || ctx || console.log("IdxBuffer.length", draw_list.IdxBuffer.length); + + let idx_buffer_offset: number = 0; + + gl && gl.bindBuffer(gl.ARRAY_BUFFER, g_VboHandle); + gl && gl.bufferData(gl.ARRAY_BUFFER, draw_list.VtxBuffer, gl.STREAM_DRAW); + gl && gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + gl && gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, draw_list.IdxBuffer, gl.STREAM_DRAW); + + draw_list.IterateDrawCmds((draw_cmd: ImGui.ImDrawCmd): void => { + gl || ctx || console.log(draw_cmd); + gl || ctx || console.log("ElemCount", draw_cmd.ElemCount); + gl || ctx || console.log("ClipRect", draw_cmd.ClipRect.x, fb_height - draw_cmd.ClipRect.w, draw_cmd.ClipRect.z - draw_cmd.ClipRect.x, draw_cmd.ClipRect.w - draw_cmd.ClipRect.y); + gl || ctx || console.log("TextureId", draw_cmd.TextureId); + if (!gl && !ctx) { + console.log("i: pos.x pos.y uv.x uv.y col"); + for (let i = 0; i < Math.min(3, draw_cmd.ElemCount); ++i) { + const view: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i * ImGui.ImDrawVertSize); + console.log(`${i}: ${view.pos[0].toFixed(2)} ${view.pos[1].toFixed(2)} ${view.uv[0].toFixed(5)} ${view.uv[1].toFixed(5)} ${("00000000" + view.col[0].toString(16)).substr(-8)}`); + } + } + + if (draw_cmd.UserCallback !== null) { + // User callback (registered via ImDrawList::AddCallback) + draw_cmd.UserCallback(draw_list, draw_cmd); + } else { + const clip_rect = new ImGui.ImVec4(draw_cmd.ClipRect.x - pos.x, draw_cmd.ClipRect.y - pos.y, draw_cmd.ClipRect.z - pos.x, draw_cmd.ClipRect.w - pos.y); + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0 && clip_rect.w >= 0.0) { + // Apply scissor/clipping rectangle + gl && gl.scissor(clip_rect.x, fb_height - clip_rect.w, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); + + // Bind texture, Draw + gl && gl.activeTexture(gl.TEXTURE0); + gl && gl.bindTexture(gl.TEXTURE_2D, draw_cmd.TextureId); + gl && gl.drawElements(gl.TRIANGLES, draw_cmd.ElemCount, idx_buffer_type, idx_buffer_offset); + + if (ctx) { + ctx.save(); + ctx.beginPath(); + ctx.rect(clip_rect.x, clip_rect.y, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); + ctx.clip(); + const idx = ImGui.ImDrawIdxSize === 4 ? + new Uint32Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset) : + new Uint16Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset); + for (let i = 0; i < draw_cmd.ElemCount; i += 3) { + const i0: number = idx[i + 0]; + const i1: number = idx[i + 1]; + const i2: number = idx[i + 2]; + const v0: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i0 * ImGui.ImDrawVertSize); + const v1: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i1 * ImGui.ImDrawVertSize); + const v2: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i2 * ImGui.ImDrawVertSize); + const i3: number = idx[i + 3]; + const i4: number = idx[i + 4]; + const i5: number = idx[i + 5]; + const v3: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i3 * ImGui.ImDrawVertSize); + const v4: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i4 * ImGui.ImDrawVertSize); + const v5: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i5 * ImGui.ImDrawVertSize); + let quad = true; + let minmin: ImGui.ImDrawVert = v0; + let minmax: ImGui.ImDrawVert = v0; + let maxmin: ImGui.ImDrawVert = v0; + let maxmax: ImGui.ImDrawVert = v0; + for (const v of [ v1, v2, v3, v4, v5 ]) { + let found = false; + if (v.pos[0] <= minmin.pos[0] && v.pos[1] <= minmin.pos[1]) { minmin = v; found = true; } + if (v.pos[0] <= minmax.pos[0] && v.pos[1] >= minmax.pos[1]) { minmax = v; found = true; } + if (v.pos[0] >= maxmin.pos[0] && v.pos[1] <= maxmin.pos[1]) { maxmin = v; found = true; } + if (v.pos[0] >= maxmax.pos[0] && v.pos[1] >= maxmax.pos[1]) { maxmax = v; found = true; } + if (!found) { quad = false; } + } + quad = quad && (minmin.pos[0] === minmax.pos[0]); + quad = quad && (maxmin.pos[0] === maxmax.pos[0]); + quad = quad && (minmin.pos[1] === maxmin.pos[1]); + quad = quad && (minmax.pos[1] === maxmax.pos[1]); + if (quad) { + if (minmin.uv[0] < 0.01 && minmin.uv[1] < 0.01) { + // one vertex color + ctx.beginPath(); + ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; + ctx.fill(); + } else { + // no vertex color + const image = draw_cmd.TextureId as HTMLCanvasElement; + ctx.drawImage(image, + minmin.uv[0] * image.width, minmin.uv[1] * image.height, + (maxmax.uv[0] - minmin.uv[0]) * image.width, (maxmax.uv[1] - minmin.uv[1]) * image.height, + minmin.pos[0], minmin.pos[1], + maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + // ctx.beginPath(); + // ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + // ctx.strokeStyle = "yellow"; + // ctx.stroke(); + } + i += 3; + } else { + // one vertex color, no texture + ctx.beginPath(); + ctx.moveTo(v0.pos[0], v0.pos[1]); + ctx.lineTo(v1.pos[0], v1.pos[1]); + ctx.lineTo(v2.pos[0], v2.pos[1]); + ctx.closePath(); + ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; + ctx.fill(); + } + } + ctx.restore(); + } + } + } + + idx_buffer_offset += draw_cmd.ElemCount * ImGui.ImDrawIdxSize; + }); + }); + + // Restore modified GL state + gl && (last_program !== null) && gl.useProgram(last_program); + gl && (last_texture !== null) && gl.bindTexture(gl.TEXTURE_2D, last_texture); + gl && (last_active_texture !== null) && gl.activeTexture(last_active_texture); + gl && gl.disableVertexAttribArray(g_AttribLocationPosition); + gl && gl.disableVertexAttribArray(g_AttribLocationUV); + gl && gl.disableVertexAttribArray(g_AttribLocationColor); + gl && (last_array_buffer !== null) && gl.bindBuffer(gl.ARRAY_BUFFER, last_array_buffer); + gl && (last_element_array_buffer !== null) && gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + gl && (last_blend_equation_rgb !== null && last_blend_equation_alpha !== null) && gl.blendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + gl && (last_blend_src_rgb !== null && last_blend_src_alpha !== null && last_blend_dst_rgb !== null && last_blend_dst_alpha !== null) && gl.blendFuncSeparate(last_blend_src_rgb, last_blend_src_alpha, last_blend_dst_rgb, last_blend_dst_alpha); + gl && (last_enable_blend ? gl.enable(gl.BLEND) : gl.disable(gl.BLEND)); + gl && (last_enable_cull_face ? gl.enable(gl.CULL_FACE) : gl.disable(gl.CULL_FACE)); + gl && (last_enable_depth_test ? gl.enable(gl.DEPTH_TEST) : gl.disable(gl.DEPTH_TEST)); + gl && (last_enable_scissor_test ? gl.enable(gl.SCISSOR_TEST) : gl.disable(gl.SCISSOR_TEST)); + // glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); + gl && (last_viewport !== null) && gl.viewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]); + gl && (last_scissor_box !== null) && gl.scissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3]); +} + +export function CreateFontsTexture(): void { + const io = ImGui.GetIO(); + + // Backup GL state + const last_texture: WebGLTexture | null = gl && gl.getParameter(gl.TEXTURE_BINDING_2D); + + // Build texture atlas + // const width: number = 256; + // const height: number = 256; + // const pixels: Uint8Array = new Uint8Array(4 * width * height).fill(0xff); + const { width, height, pixels } = io.Fonts.GetTexDataAsRGBA32(); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + // console.log(`font texture ${width} x ${height} @ ${pixels.length}`); + + // Upload texture to graphics system + g_FontTexture = gl && gl.createTexture(); + gl && gl.bindTexture(gl.TEXTURE_2D, g_FontTexture); + gl && gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl && gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + // gl && gl.pixelStorei(gl.UNPACK_ROW_LENGTH); // WebGL2 + gl && gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels); + + // Store our identifier + io.Fonts.TexID = g_FontTexture || { foo: "bar" }; + // console.log("font texture id", g_FontTexture); + + if (ctx) { + const image_canvas: HTMLCanvasElement = document.createElement("canvas"); + image_canvas.width = width; + image_canvas.height = height; + const image_ctx = image_canvas.getContext("2d"); + if (image_ctx === null) { throw new Error(); } + const image_data = image_ctx.getImageData(0, 0, width, height); + image_data.data.set(pixels); + image_ctx.putImageData(image_data, 0, 0); + io.Fonts.TexID = image_canvas; + } + + // Restore modified GL state + gl && last_texture && gl.bindTexture(gl.TEXTURE_2D, last_texture); +} + +export function DestroyFontsTexture(): void { + const io = ImGui.GetIO(); + io.Fonts.TexID = null; + gl && gl.deleteTexture(g_FontTexture); g_FontTexture = null; +} + +export function CreateDeviceObjects(): void { + const vertex_shader: string[] = [ + "uniform mat4 ProjMtx;", + "attribute vec2 Position;", + "attribute vec2 UV;", + "attribute vec4 Color;", + "varying vec2 Frag_UV;", + "varying vec4 Frag_Color;", + "void main() {", + " Frag_UV = UV;", + " Frag_Color = Color;", + " gl_Position = ProjMtx * vec4(Position.xy,0,1);", + "}", + ]; + + const fragment_shader: string[] = [ + "precision mediump float;", // WebGL requires precision specifiers + "uniform sampler2D Texture;", + "varying vec2 Frag_UV;", + "varying vec4 Frag_Color;", + "void main() {", + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV);", + "}", + ]; + + g_ShaderHandle = gl && gl.createProgram(); + g_VertHandle = gl && gl.createShader(gl.VERTEX_SHADER); + g_FragHandle = gl && gl.createShader(gl.FRAGMENT_SHADER); + gl && gl.shaderSource(g_VertHandle as WebGLShader, vertex_shader.join("\n")); + gl && gl.shaderSource(g_FragHandle as WebGLShader, fragment_shader.join("\n")); + gl && gl.compileShader(g_VertHandle as WebGLShader); + gl && gl.compileShader(g_FragHandle as WebGLShader); + gl && gl.attachShader(g_ShaderHandle as WebGLProgram, g_VertHandle as WebGLShader); + gl && gl.attachShader(g_ShaderHandle as WebGLProgram, g_FragHandle as WebGLShader); + gl && gl.linkProgram(g_ShaderHandle as WebGLProgram); + + g_AttribLocationTex = gl && gl.getUniformLocation(g_ShaderHandle as WebGLProgram, "Texture"); + g_AttribLocationProjMtx = gl && gl.getUniformLocation(g_ShaderHandle as WebGLProgram, "ProjMtx"); + g_AttribLocationPosition = gl && gl.getAttribLocation(g_ShaderHandle as WebGLProgram, "Position") || 0; + g_AttribLocationUV = gl && gl.getAttribLocation(g_ShaderHandle as WebGLProgram, "UV") || 0; + g_AttribLocationColor = gl && gl.getAttribLocation(g_ShaderHandle as WebGLProgram, "Color") || 0; + + g_VboHandle = gl && gl.createBuffer(); + g_ElementsHandle = gl && gl.createBuffer(); + + CreateFontsTexture(); +} + +export function DestroyDeviceObjects(): void { + DestroyFontsTexture(); + + gl && gl.deleteBuffer(g_VboHandle); g_VboHandle = null; + gl && gl.deleteBuffer(g_ElementsHandle); g_ElementsHandle = null; + + g_AttribLocationTex = null; + g_AttribLocationProjMtx = null; + g_AttribLocationPosition = -1; + g_AttribLocationUV = -1; + g_AttribLocationColor = -1; + + gl && gl.deleteProgram(g_ShaderHandle); g_ShaderHandle = null; + gl && gl.deleteShader(g_VertHandle); g_VertHandle = null; + gl && gl.deleteShader(g_FragHandle); g_FragHandle = null; +} diff --git a/indexdev.html b/indexdev.html index 1887de2..3d27479 100644 --- a/indexdev.html +++ b/indexdev.html @@ -11,7 +11,7 @@ packages: { "imgui-js": { main: "imgui.js" }, "pixi.js": { main: "dist/pixi.js" }, - "./": { map: { "src/utils": "./src/utils.js" } } + "./": { map: { "src/utils": "./src/utils.js", "src/imgui_impl": "./src/imgui_impl.js" } } } }); System.import("./src/main.js"); diff --git a/src/imgui_impl.js b/src/imgui_impl.js new file mode 100644 index 0000000..1543d7f --- /dev/null +++ b/src/imgui_impl.js @@ -0,0 +1,786 @@ +System.register(["imgui-js"], function (exports_1, context_1) { + "use strict"; + var ImGui, clipboard_text, canvas, gl, g_ShaderHandle, g_VertHandle, g_FragHandle, g_AttribLocationTex, g_AttribLocationProjMtx, g_AttribLocationPosition, g_AttribLocationUV, g_AttribLocationColor, g_VboHandle, g_ElementsHandle, g_FontTexture, ctx, prev_time, mouse_button_map; + var __moduleName = context_1 && context_1.id; + function document_on_copy(event) { + if (event.clipboardData) { + event.clipboardData.setData("text/plain", clipboard_text); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); + } + function document_on_cut(event) { + if (event.clipboardData) { + event.clipboardData.setData("text/plain", clipboard_text); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); + } + function document_on_paste(event) { + if (event.clipboardData) { + clipboard_text = event.clipboardData.getData("text/plain"); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); + } + function window_on_resize() { + if (canvas !== null) { + const devicePixelRatio = window.devicePixelRatio || 1; + canvas.width = canvas.scrollWidth * devicePixelRatio; + canvas.height = canvas.scrollHeight * devicePixelRatio; + } + } + function window_on_gamepadconnected(event /* GamepadEvent */) { + console.log("Gamepad connected at index %d: %s. %d buttons, %d axes.", event.gamepad.index, event.gamepad.id, event.gamepad.buttons.length, event.gamepad.axes.length); + } + function window_on_gamepaddisconnected(event /* GamepadEvent */) { + console.log("Gamepad disconnected at index %d: %s.", event.gamepad.index, event.gamepad.id); + } + function canvas_on_blur(event) { + const io = ImGui.GetIO(); + io.KeyCtrl = false; + io.KeyShift = false; + io.KeyAlt = false; + io.KeySuper = false; + for (let i = 0; i < io.KeysDown.length; ++i) { + io.KeysDown[i] = false; + } + for (let i = 0; i < io.MouseDown.length; ++i) { + io.MouseDown[i] = false; + } + } + function canvas_on_keydown(event) { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.KeyCtrl = event.ctrlKey; + io.KeyShift = event.shiftKey; + io.KeyAlt = event.altKey; + io.KeySuper = event.metaKey; + ImGui.IM_ASSERT(event.keyCode >= 0 && event.keyCode < ImGui.IM_ARRAYSIZE(io.KeysDown)); + io.KeysDown[event.keyCode] = true; + // forward to the keypress event + if ( /*io.WantCaptureKeyboard ||*/event.key === "Tab") { + event.preventDefault(); + } + } + function canvas_on_keyup(event) { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.KeyCtrl = event.ctrlKey; + io.KeyShift = event.shiftKey; + io.KeyAlt = event.altKey; + io.KeySuper = event.metaKey; + ImGui.IM_ASSERT(event.keyCode >= 0 && event.keyCode < ImGui.IM_ARRAYSIZE(io.KeysDown)); + io.KeysDown[event.keyCode] = false; + if (io.WantCaptureKeyboard) { + event.preventDefault(); + } + } + function canvas_on_keypress(event) { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.AddInputCharacter(event.charCode); + if (io.WantCaptureKeyboard) { + event.preventDefault(); + } + } + function canvas_on_pointermove(event) { + const io = ImGui.GetIO(); + const devicePixelRatio = window.devicePixelRatio || 1; + io.MousePos.x = event.offsetX * devicePixelRatio; + io.MousePos.y = event.offsetY * devicePixelRatio; + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function canvas_on_pointerdown(event) { + const io = ImGui.GetIO(); + const devicePixelRatio = window.devicePixelRatio || 1; + io.MousePos.x = event.offsetX * devicePixelRatio; + io.MousePos.y = event.offsetY * devicePixelRatio; + io.MouseDown[mouse_button_map[event.button]] = true; + // if (io.WantCaptureMouse) { + // event.preventDefault(); + // } + } + function canvas_on_contextmenu(event) { + const io = ImGui.GetIO(); + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function canvas_on_pointerup(event) { + const io = ImGui.GetIO(); + io.MouseDown[mouse_button_map[event.button]] = false; + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function canvas_on_wheel(event) { + const io = ImGui.GetIO(); + let scale = 1.0; + switch (event.deltaMode) { + case event.DOM_DELTA_PIXEL: + scale = 0.01; + break; + case event.DOM_DELTA_LINE: + scale = 0.2; + break; + case event.DOM_DELTA_PAGE: + scale = 1.0; + break; + } + io.MouseWheelH = event.deltaX * scale; + io.MouseWheel = -event.deltaY * scale; // Mouse wheel: 1 unit scrolls about 5 lines text. + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function Init(value) { + const io = ImGui.GetIO(); + if (typeof (window) !== "undefined") { + ImGui.LoadIniSettingsFromMemory(window.localStorage.getItem("imgui.ini") || ""); + } + if (typeof (navigator) !== "undefined") { + io.ConfigMacOSXBehaviors = navigator.platform.match(/Mac/) !== null; + } + if (typeof (document) !== "undefined") { + document.body.addEventListener("copy", document_on_copy); + document.body.addEventListener("cut", document_on_cut); + document.body.addEventListener("paste", document_on_paste); + } + io.SetClipboardTextFn = (user_data, text) => { + clipboard_text = text; + // console.log(`set clipboard_text: "${clipboard_text}"`); + if (typeof navigator !== "undefined" && typeof navigator.clipboard !== "undefined") { + // console.log(`clipboard.writeText: "${clipboard_text}"`); + navigator.clipboard.writeText(clipboard_text).then(() => { + // console.log(`clipboard.writeText: "${clipboard_text}" done.`); + }); + } + }; + io.GetClipboardTextFn = (user_data) => { + // if (typeof navigator !== "undefined" && typeof (navigator as any).clipboard !== "undefined") { + // console.log(`clipboard.readText: "${clipboard_text}"`); + // (navigator as any).clipboard.readText().then((text: string): void => { + // clipboard_text = text; + // console.log(`clipboard.readText: "${clipboard_text}" done.`); + // }); + // } + // console.log(`get clipboard_text: "${clipboard_text}"`); + return clipboard_text; + }; + io.ClipboardUserData = null; + if (typeof (window) !== "undefined") { + window.addEventListener("resize", window_on_resize); + window.addEventListener("gamepadconnected", window_on_gamepadconnected); + window.addEventListener("gamepaddisconnected", window_on_gamepaddisconnected); + } + if (typeof (window) !== "undefined") { + if (value instanceof (HTMLCanvasElement)) { + value = value.getContext("webgl", { alpha: false }) || value.getContext("2d"); + } + if (value instanceof (WebGLRenderingContext)) { + canvas = value.canvas; + exports_1("gl", gl = value); + } + if (value instanceof (CanvasRenderingContext2D)) { + canvas = value.canvas; + exports_1("ctx", ctx = value); + } + } + if (canvas !== null) { + window_on_resize(); + canvas.style.touchAction = "none"; // Disable browser handling of all panning and zooming gestures. + canvas.addEventListener("blur", canvas_on_blur); + canvas.addEventListener("keydown", canvas_on_keydown); + canvas.addEventListener("keyup", canvas_on_keyup); + canvas.addEventListener("keypress", canvas_on_keypress); + canvas.addEventListener("pointermove", canvas_on_pointermove); + canvas.addEventListener("pointerdown", canvas_on_pointerdown); + canvas.addEventListener("contextmenu", canvas_on_contextmenu); + canvas.addEventListener("pointerup", canvas_on_pointerup); + canvas.addEventListener("wheel", canvas_on_wheel); + } + // Setup back-end capabilities flags + io.BackendFlags |= ImGui.BackendFlags.HasMouseCursors; // We can honor GetMouseCursor() values (optional) + // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGui.Key.Tab] = 9; + io.KeyMap[ImGui.Key.LeftArrow] = 37; + io.KeyMap[ImGui.Key.RightArrow] = 39; + io.KeyMap[ImGui.Key.UpArrow] = 38; + io.KeyMap[ImGui.Key.DownArrow] = 40; + io.KeyMap[ImGui.Key.PageUp] = 33; + io.KeyMap[ImGui.Key.PageDown] = 34; + io.KeyMap[ImGui.Key.Home] = 36; + io.KeyMap[ImGui.Key.End] = 35; + io.KeyMap[ImGui.Key.Insert] = 45; + io.KeyMap[ImGui.Key.Delete] = 46; + io.KeyMap[ImGui.Key.Backspace] = 8; + io.KeyMap[ImGui.Key.Space] = 32; + io.KeyMap[ImGui.Key.Enter] = 13; + io.KeyMap[ImGui.Key.Escape] = 27; + io.KeyMap[ImGui.Key.A] = 65; + io.KeyMap[ImGui.Key.C] = 67; + io.KeyMap[ImGui.Key.V] = 86; + io.KeyMap[ImGui.Key.X] = 88; + io.KeyMap[ImGui.Key.Y] = 89; + io.KeyMap[ImGui.Key.Z] = 90; + CreateDeviceObjects(); + } + exports_1("Init", Init); + function Shutdown() { + DestroyDeviceObjects(); + if (canvas !== null) { + canvas.removeEventListener("blur", canvas_on_blur); + canvas.removeEventListener("keydown", canvas_on_keydown); + canvas.removeEventListener("keyup", canvas_on_keyup); + canvas.removeEventListener("keypress", canvas_on_keypress); + canvas.removeEventListener("pointermove", canvas_on_pointermove); + canvas.removeEventListener("pointerdown", canvas_on_pointerdown); + canvas.removeEventListener("contextmenu", canvas_on_contextmenu); + canvas.removeEventListener("pointerup", canvas_on_pointerup); + canvas.removeEventListener("wheel", canvas_on_wheel); + } + exports_1("gl", gl = null); + exports_1("ctx", ctx = null); + canvas = null; + if (typeof (window) !== "undefined") { + window.removeEventListener("resize", window_on_resize); + window.removeEventListener("gamepadconnected", window_on_gamepadconnected); + window.removeEventListener("gamepaddisconnected", window_on_gamepaddisconnected); + } + if (typeof (document) !== "undefined") { + document.body.removeEventListener("copy", document_on_copy); + document.body.removeEventListener("cut", document_on_cut); + document.body.removeEventListener("paste", document_on_paste); + } + } + exports_1("Shutdown", Shutdown); + function NewFrame(time) { + const io = ImGui.GetIO(); + if (io.WantSaveIniSettings) { + io.WantSaveIniSettings = false; + if (typeof (window) !== "undefined") { + window.localStorage.setItem("imgui.ini", ImGui.SaveIniSettingsToMemory()); + } + } + const w = canvas && canvas.width || 640; + const h = canvas && canvas.height || 480; + const display_w = gl && gl.drawingBufferWidth || w; + const display_h = gl && gl.drawingBufferHeight || h; + io.DisplaySize.x = w; + io.DisplaySize.y = h; + io.DisplayFramebufferScale.x = w > 0 ? (display_w / w) : 0; + io.DisplayFramebufferScale.y = h > 0 ? (display_h / h) : 0; + const dt = time - prev_time; + prev_time = time; + io.DeltaTime = dt / 1000; + if (io.WantSetMousePos) { + console.log("TODO: MousePos", io.MousePos.x, io.MousePos.y); + } + if (typeof (document) !== "undefined") { + if (io.MouseDrawCursor) { + document.body.style.cursor = "none"; + } + else { + switch (ImGui.GetMouseCursor()) { + case ImGui.MouseCursor.None: + document.body.style.cursor = "none"; + break; + default: + case ImGui.MouseCursor.Arrow: + document.body.style.cursor = "default"; + break; + case ImGui.MouseCursor.TextInput: + document.body.style.cursor = "text"; + break; // When hovering over InputText, etc. + case ImGui.MouseCursor.ResizeAll: + document.body.style.cursor = "move"; + break; // Unused + case ImGui.MouseCursor.ResizeNS: + document.body.style.cursor = "ns-resize"; + break; // When hovering over an horizontal border + case ImGui.MouseCursor.ResizeEW: + document.body.style.cursor = "ew-resize"; + break; // When hovering over a vertical border or a column + case ImGui.MouseCursor.ResizeNESW: + document.body.style.cursor = "nesw-resize"; + break; // When hovering over the bottom-left corner of a window + case ImGui.MouseCursor.ResizeNWSE: + document.body.style.cursor = "nwse-resize"; + break; // When hovering over the bottom-right corner of a window + case ImGui.MouseCursor.Hand: + document.body.style.cursor = "move"; + break; + } + } + } + // Gamepad navigation mapping [BETA] + for (let i = 0; i < io.NavInputs.length; ++i) { + io.NavInputs[i] = 0.0; + } + if (io.ConfigFlags & ImGui.ConfigFlags.NavEnableGamepad) { + // Update gamepad inputs + const gamepads = (typeof (navigator) !== "undefined" && typeof (navigator.getGamepads) === "function") ? navigator.getGamepads() : []; + for (let i = 0; i < gamepads.length; ++i) { + const gamepad = gamepads[i]; + if (!gamepad) { + continue; + } + const buttons_count = gamepad.buttons.length; + const axes_count = gamepad.axes.length; + const MAP_BUTTON = function (NAV_NO, BUTTON_NO) { + if (!gamepad) { + return; + } + if (buttons_count > BUTTON_NO && gamepad.buttons[BUTTON_NO].pressed) + io.NavInputs[NAV_NO] = 1.0; + }; + const MAP_ANALOG = function (NAV_NO, AXIS_NO, V0, V1) { + if (!gamepad) { + return; + } + let v = (axes_count > AXIS_NO) ? gamepad.axes[AXIS_NO] : V0; + v = (v - V0) / (V1 - V0); + if (v > 1.0) + v = 1.0; + if (io.NavInputs[NAV_NO] < v) + io.NavInputs[NAV_NO] = v; + }; + // TODO: map input based on vendor and product id + // https://developer.mozilla.org/en-US/docs/Web/API/Gamepad/id + const match = gamepad.id.match(/^([0-9a-f]{4})-([0-9a-f]{4})-.*$/); + const match_chrome = gamepad.id.match(/^.*\(.*Vendor: ([0-9a-f]{4}) Product: ([0-9a-f]{4})\).*$/); + const vendor = (match && match[1]) || (match_chrome && match_chrome[1]) || "0000"; + const product = (match && match[2]) || (match_chrome && match_chrome[2]) || "0000"; + switch (vendor + product) { + case "046dc216": // Logitech Logitech Dual Action (Vendor: 046d Product: c216) + MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 2); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 0); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_ANALOG(ImGui.NavInput.DpadLeft, 4, -0.3, -0.9); // D-Pad Left + MAP_ANALOG(ImGui.NavInput.DpadRight, 4, +0.3, +0.9); // D-Pad Right + MAP_ANALOG(ImGui.NavInput.DpadUp, 5, -0.3, -0.9); // D-Pad Up + MAP_ANALOG(ImGui.NavInput.DpadDown, 5, +0.3, +0.9); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + case "046dc21d": // Logitech Gamepad F310 (STANDARD GAMEPAD Vendor: 046d Product: c21d) + MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left + MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right + MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up + MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_ANALOG(ImGui.NavInput.TweakSlow, 6, +0.3, +0.9); // L2 / LT + MAP_ANALOG(ImGui.NavInput.TweakFast, 7, +0.3, +0.9); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + case "2dc86001": // 8Bitdo SN30 Pro 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6001) + case "2dc86101": // 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6101) + MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 0); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 4); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_ANALOG(ImGui.NavInput.DpadLeft, 6, -0.3, -0.9); // D-Pad Left + MAP_ANALOG(ImGui.NavInput.DpadRight, 6, +0.3, +0.9); // D-Pad Right + MAP_ANALOG(ImGui.NavInput.DpadUp, 7, -0.3, -0.9); // D-Pad Up + MAP_ANALOG(ImGui.NavInput.DpadDown, 7, +0.3, +0.9); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 6); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 7); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 8); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 9); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + default: // standard gamepad: https://w3c.github.io/gamepad/#remapping + MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left + MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right + MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up + MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + } + } + } + } + exports_1("NewFrame", NewFrame); + function RenderDrawData(draw_data = ImGui.GetDrawData()) { + const io = ImGui.GetIO(); + if (draw_data === null) { + throw new Error(); + } + gl || ctx || console.log(draw_data); + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + const fb_width = io.DisplaySize.x * io.DisplayFramebufferScale.x; + const fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y; + if (fb_width === 0 || fb_height === 0) { + return; + } + draw_data.ScaleClipRects(io.DisplayFramebufferScale); + // Backup GL state + const last_active_texture = gl && gl.getParameter(gl.ACTIVE_TEXTURE) || null; + const last_program = gl && gl.getParameter(gl.CURRENT_PROGRAM) || null; + const last_texture = gl && gl.getParameter(gl.TEXTURE_BINDING_2D) || null; + const last_array_buffer = gl && gl.getParameter(gl.ARRAY_BUFFER_BINDING) || null; + const last_element_array_buffer = gl && gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING) || null; + // GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + const last_viewport = gl && gl.getParameter(gl.VIEWPORT) || null; + const last_scissor_box = gl && gl.getParameter(gl.SCISSOR_BOX) || null; + const last_blend_src_rgb = gl && gl.getParameter(gl.BLEND_SRC_RGB) || null; + const last_blend_dst_rgb = gl && gl.getParameter(gl.BLEND_DST_RGB) || null; + const last_blend_src_alpha = gl && gl.getParameter(gl.BLEND_SRC_ALPHA) || null; + const last_blend_dst_alpha = gl && gl.getParameter(gl.BLEND_DST_ALPHA) || null; + const last_blend_equation_rgb = gl && gl.getParameter(gl.BLEND_EQUATION_RGB) || null; + const last_blend_equation_alpha = gl && gl.getParameter(gl.BLEND_EQUATION_ALPHA) || null; + const last_enable_blend = gl && gl.getParameter(gl.BLEND) || null; + const last_enable_cull_face = gl && gl.getParameter(gl.CULL_FACE) || null; + const last_enable_depth_test = gl && gl.getParameter(gl.DEPTH_TEST) || null; + const last_enable_scissor_test = gl && gl.getParameter(gl.SCISSOR_TEST) || null; + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + gl && gl.enable(gl.BLEND); + gl && gl.blendEquation(gl.FUNC_ADD); + gl && gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); + gl && gl.disable(gl.CULL_FACE); + gl && gl.disable(gl.DEPTH_TEST); + gl && gl.enable(gl.SCISSOR_TEST); + // glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + gl && gl.viewport(0, 0, fb_width, fb_height); + const L = draw_data.DisplayPos.x; + const R = draw_data.DisplayPos.x + draw_data.DisplaySize.x; + const T = draw_data.DisplayPos.y; + const B = draw_data.DisplayPos.y + draw_data.DisplaySize.y; + const ortho_projection = new Float32Array([ + 2.0 / (R - L), 0.0, 0.0, 0.0, + 0.0, 2.0 / (T - B), 0.0, 0.0, + 0.0, 0.0, -1.0, 0.0, + (R + L) / (L - R), (T + B) / (B - T), 0.0, 1.0, + ]); + gl && gl.useProgram(g_ShaderHandle); + gl && gl.uniform1i(g_AttribLocationTex, 0); + gl && g_AttribLocationProjMtx && gl.uniformMatrix4fv(g_AttribLocationProjMtx, false, ortho_projection); + // Render command lists + gl && gl.bindBuffer(gl.ARRAY_BUFFER, g_VboHandle); + gl && gl.enableVertexAttribArray(g_AttribLocationPosition); + gl && gl.enableVertexAttribArray(g_AttribLocationUV); + gl && gl.enableVertexAttribArray(g_AttribLocationColor); + gl && gl.vertexAttribPointer(g_AttribLocationPosition, 2, gl.FLOAT, false, ImGui.ImDrawVertSize, ImGui.ImDrawVertPosOffset); + gl && gl.vertexAttribPointer(g_AttribLocationUV, 2, gl.FLOAT, false, ImGui.ImDrawVertSize, ImGui.ImDrawVertUVOffset); + gl && gl.vertexAttribPointer(g_AttribLocationColor, 4, gl.UNSIGNED_BYTE, true, ImGui.ImDrawVertSize, ImGui.ImDrawVertColOffset); + // Draw + const pos = draw_data.DisplayPos; + const idx_buffer_type = gl && ((ImGui.ImDrawIdxSize === 4) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT) || 0; + draw_data.IterateDrawLists((draw_list) => { + gl || ctx || console.log(draw_list); + gl || ctx || console.log("VtxBuffer.length", draw_list.VtxBuffer.length); + gl || ctx || console.log("IdxBuffer.length", draw_list.IdxBuffer.length); + let idx_buffer_offset = 0; + gl && gl.bindBuffer(gl.ARRAY_BUFFER, g_VboHandle); + gl && gl.bufferData(gl.ARRAY_BUFFER, draw_list.VtxBuffer, gl.STREAM_DRAW); + gl && gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + gl && gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, draw_list.IdxBuffer, gl.STREAM_DRAW); + draw_list.IterateDrawCmds((draw_cmd) => { + gl || ctx || console.log(draw_cmd); + gl || ctx || console.log("ElemCount", draw_cmd.ElemCount); + gl || ctx || console.log("ClipRect", draw_cmd.ClipRect.x, fb_height - draw_cmd.ClipRect.w, draw_cmd.ClipRect.z - draw_cmd.ClipRect.x, draw_cmd.ClipRect.w - draw_cmd.ClipRect.y); + gl || ctx || console.log("TextureId", draw_cmd.TextureId); + if (!gl && !ctx) { + console.log("i: pos.x pos.y uv.x uv.y col"); + for (let i = 0; i < Math.min(3, draw_cmd.ElemCount); ++i) { + const view = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i * ImGui.ImDrawVertSize); + console.log(`${i}: ${view.pos[0].toFixed(2)} ${view.pos[1].toFixed(2)} ${view.uv[0].toFixed(5)} ${view.uv[1].toFixed(5)} ${("00000000" + view.col[0].toString(16)).substr(-8)}`); + } + } + if (draw_cmd.UserCallback !== null) { + // User callback (registered via ImDrawList::AddCallback) + draw_cmd.UserCallback(draw_list, draw_cmd); + } + else { + const clip_rect = new ImGui.ImVec4(draw_cmd.ClipRect.x - pos.x, draw_cmd.ClipRect.y - pos.y, draw_cmd.ClipRect.z - pos.x, draw_cmd.ClipRect.w - pos.y); + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0 && clip_rect.w >= 0.0) { + // Apply scissor/clipping rectangle + gl && gl.scissor(clip_rect.x, fb_height - clip_rect.w, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); + // Bind texture, Draw + gl && gl.activeTexture(gl.TEXTURE0); + gl && gl.bindTexture(gl.TEXTURE_2D, draw_cmd.TextureId); + gl && gl.drawElements(gl.TRIANGLES, draw_cmd.ElemCount, idx_buffer_type, idx_buffer_offset); + if (ctx) { + ctx.save(); + ctx.beginPath(); + ctx.rect(clip_rect.x, clip_rect.y, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); + ctx.clip(); + const idx = ImGui.ImDrawIdxSize === 4 ? + new Uint32Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset) : + new Uint16Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset); + for (let i = 0; i < draw_cmd.ElemCount; i += 3) { + const i0 = idx[i + 0]; + const i1 = idx[i + 1]; + const i2 = idx[i + 2]; + const v0 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i0 * ImGui.ImDrawVertSize); + const v1 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i1 * ImGui.ImDrawVertSize); + const v2 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i2 * ImGui.ImDrawVertSize); + const i3 = idx[i + 3]; + const i4 = idx[i + 4]; + const i5 = idx[i + 5]; + const v3 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i3 * ImGui.ImDrawVertSize); + const v4 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i4 * ImGui.ImDrawVertSize); + const v5 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i5 * ImGui.ImDrawVertSize); + let quad = true; + let minmin = v0; + let minmax = v0; + let maxmin = v0; + let maxmax = v0; + for (const v of [v1, v2, v3, v4, v5]) { + let found = false; + if (v.pos[0] <= minmin.pos[0] && v.pos[1] <= minmin.pos[1]) { + minmin = v; + found = true; + } + if (v.pos[0] <= minmax.pos[0] && v.pos[1] >= minmax.pos[1]) { + minmax = v; + found = true; + } + if (v.pos[0] >= maxmin.pos[0] && v.pos[1] <= maxmin.pos[1]) { + maxmin = v; + found = true; + } + if (v.pos[0] >= maxmax.pos[0] && v.pos[1] >= maxmax.pos[1]) { + maxmax = v; + found = true; + } + if (!found) { + quad = false; + } + } + quad = quad && (minmin.pos[0] === minmax.pos[0]); + quad = quad && (maxmin.pos[0] === maxmax.pos[0]); + quad = quad && (minmin.pos[1] === maxmin.pos[1]); + quad = quad && (minmax.pos[1] === maxmax.pos[1]); + if (quad) { + if (minmin.uv[0] < 0.01 && minmin.uv[1] < 0.01) { + // one vertex color + ctx.beginPath(); + ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; + ctx.fill(); + } + else { + // no vertex color + const image = draw_cmd.TextureId; + ctx.drawImage(image, minmin.uv[0] * image.width, minmin.uv[1] * image.height, (maxmax.uv[0] - minmin.uv[0]) * image.width, (maxmax.uv[1] - minmin.uv[1]) * image.height, minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + // ctx.beginPath(); + // ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + // ctx.strokeStyle = "yellow"; + // ctx.stroke(); + } + i += 3; + } + else { + // one vertex color, no texture + ctx.beginPath(); + ctx.moveTo(v0.pos[0], v0.pos[1]); + ctx.lineTo(v1.pos[0], v1.pos[1]); + ctx.lineTo(v2.pos[0], v2.pos[1]); + ctx.closePath(); + ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; + ctx.fill(); + } + } + ctx.restore(); + } + } + } + idx_buffer_offset += draw_cmd.ElemCount * ImGui.ImDrawIdxSize; + }); + }); + // Restore modified GL state + gl && (last_program !== null) && gl.useProgram(last_program); + gl && (last_texture !== null) && gl.bindTexture(gl.TEXTURE_2D, last_texture); + gl && (last_active_texture !== null) && gl.activeTexture(last_active_texture); + gl && gl.disableVertexAttribArray(g_AttribLocationPosition); + gl && gl.disableVertexAttribArray(g_AttribLocationUV); + gl && gl.disableVertexAttribArray(g_AttribLocationColor); + gl && (last_array_buffer !== null) && gl.bindBuffer(gl.ARRAY_BUFFER, last_array_buffer); + gl && (last_element_array_buffer !== null) && gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + gl && (last_blend_equation_rgb !== null && last_blend_equation_alpha !== null) && gl.blendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + gl && (last_blend_src_rgb !== null && last_blend_src_alpha !== null && last_blend_dst_rgb !== null && last_blend_dst_alpha !== null) && gl.blendFuncSeparate(last_blend_src_rgb, last_blend_src_alpha, last_blend_dst_rgb, last_blend_dst_alpha); + gl && (last_enable_blend ? gl.enable(gl.BLEND) : gl.disable(gl.BLEND)); + gl && (last_enable_cull_face ? gl.enable(gl.CULL_FACE) : gl.disable(gl.CULL_FACE)); + gl && (last_enable_depth_test ? gl.enable(gl.DEPTH_TEST) : gl.disable(gl.DEPTH_TEST)); + gl && (last_enable_scissor_test ? gl.enable(gl.SCISSOR_TEST) : gl.disable(gl.SCISSOR_TEST)); + // glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); + gl && (last_viewport !== null) && gl.viewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]); + gl && (last_scissor_box !== null) && gl.scissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3]); + } + exports_1("RenderDrawData", RenderDrawData); + function CreateFontsTexture() { + const io = ImGui.GetIO(); + // Backup GL state + const last_texture = gl && gl.getParameter(gl.TEXTURE_BINDING_2D); + // Build texture atlas + // const width: number = 256; + // const height: number = 256; + // const pixels: Uint8Array = new Uint8Array(4 * width * height).fill(0xff); + const { width, height, pixels } = io.Fonts.GetTexDataAsRGBA32(); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + // console.log(`font texture ${width} x ${height} @ ${pixels.length}`); + // Upload texture to graphics system + g_FontTexture = gl && gl.createTexture(); + gl && gl.bindTexture(gl.TEXTURE_2D, g_FontTexture); + gl && gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl && gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + // gl && gl.pixelStorei(gl.UNPACK_ROW_LENGTH); // WebGL2 + gl && gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels); + // Store our identifier + io.Fonts.TexID = g_FontTexture || { foo: "bar" }; + // console.log("font texture id", g_FontTexture); + if (ctx) { + const image_canvas = document.createElement("canvas"); + image_canvas.width = width; + image_canvas.height = height; + const image_ctx = image_canvas.getContext("2d"); + if (image_ctx === null) { + throw new Error(); + } + const image_data = image_ctx.getImageData(0, 0, width, height); + image_data.data.set(pixels); + image_ctx.putImageData(image_data, 0, 0); + io.Fonts.TexID = image_canvas; + } + // Restore modified GL state + gl && last_texture && gl.bindTexture(gl.TEXTURE_2D, last_texture); + } + exports_1("CreateFontsTexture", CreateFontsTexture); + function DestroyFontsTexture() { + const io = ImGui.GetIO(); + io.Fonts.TexID = null; + gl && gl.deleteTexture(g_FontTexture); + g_FontTexture = null; + } + exports_1("DestroyFontsTexture", DestroyFontsTexture); + function CreateDeviceObjects() { + const vertex_shader = [ + "uniform mat4 ProjMtx;", + "attribute vec2 Position;", + "attribute vec2 UV;", + "attribute vec4 Color;", + "varying vec2 Frag_UV;", + "varying vec4 Frag_Color;", + "void main() {", + " Frag_UV = UV;", + " Frag_Color = Color;", + " gl_Position = ProjMtx * vec4(Position.xy,0,1);", + "}", + ]; + const fragment_shader = [ + "precision mediump float;", + "uniform sampler2D Texture;", + "varying vec2 Frag_UV;", + "varying vec4 Frag_Color;", + "void main() {", + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV);", + "}", + ]; + g_ShaderHandle = gl && gl.createProgram(); + g_VertHandle = gl && gl.createShader(gl.VERTEX_SHADER); + g_FragHandle = gl && gl.createShader(gl.FRAGMENT_SHADER); + gl && gl.shaderSource(g_VertHandle, vertex_shader.join("\n")); + gl && gl.shaderSource(g_FragHandle, fragment_shader.join("\n")); + gl && gl.compileShader(g_VertHandle); + gl && gl.compileShader(g_FragHandle); + gl && gl.attachShader(g_ShaderHandle, g_VertHandle); + gl && gl.attachShader(g_ShaderHandle, g_FragHandle); + gl && gl.linkProgram(g_ShaderHandle); + g_AttribLocationTex = gl && gl.getUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = gl && gl.getUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = gl && gl.getAttribLocation(g_ShaderHandle, "Position") || 0; + g_AttribLocationUV = gl && gl.getAttribLocation(g_ShaderHandle, "UV") || 0; + g_AttribLocationColor = gl && gl.getAttribLocation(g_ShaderHandle, "Color") || 0; + g_VboHandle = gl && gl.createBuffer(); + g_ElementsHandle = gl && gl.createBuffer(); + CreateFontsTexture(); + } + exports_1("CreateDeviceObjects", CreateDeviceObjects); + function DestroyDeviceObjects() { + DestroyFontsTexture(); + gl && gl.deleteBuffer(g_VboHandle); + g_VboHandle = null; + gl && gl.deleteBuffer(g_ElementsHandle); + g_ElementsHandle = null; + g_AttribLocationTex = null; + g_AttribLocationProjMtx = null; + g_AttribLocationPosition = -1; + g_AttribLocationUV = -1; + g_AttribLocationColor = -1; + gl && gl.deleteProgram(g_ShaderHandle); + g_ShaderHandle = null; + gl && gl.deleteShader(g_VertHandle); + g_VertHandle = null; + gl && gl.deleteShader(g_FragHandle); + g_FragHandle = null; + } + exports_1("DestroyDeviceObjects", DestroyDeviceObjects); + return { + setters: [ + function (ImGui_1) { + ImGui = ImGui_1; + } + ], + execute: function () { + clipboard_text = ""; + canvas = null; + exports_1("gl", gl = null); + g_ShaderHandle = null; + g_VertHandle = null; + g_FragHandle = null; + g_AttribLocationTex = null; + g_AttribLocationProjMtx = null; + g_AttribLocationPosition = -1; + g_AttribLocationUV = -1; + g_AttribLocationColor = -1; + g_VboHandle = null; + g_ElementsHandle = null; + g_FontTexture = null; + exports_1("ctx", ctx = null); + prev_time = 0; + // MouseEvent.button + // A number representing a given button: + // 0: Main button pressed, usually the left button or the un-initialized state + // 1: Auxiliary button pressed, usually the wheel button or the middle button (if present) + // 2: Secondary button pressed, usually the right button + // 3: Fourth button, typically the Browser Back button + // 4: Fifth button, typically the Browser Forward button + mouse_button_map = [0, 2, 1, 3, 4]; + } + }; +}); +//# sourceMappingURL=imgui_impl.js.map \ No newline at end of file diff --git a/src/imgui_impl.js.map b/src/imgui_impl.js.map new file mode 100644 index 0000000..0193a27 --- /dev/null +++ b/src/imgui_impl.js.map @@ -0,0 +1 @@ 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\ No newline at end of file diff --git a/src/imgui_impl.ts b/src/imgui_impl.ts new file mode 100644 index 0000000..c9dc19d --- /dev/null +++ b/src/imgui_impl.ts @@ -0,0 +1,788 @@ +import * as ImGui from "imgui-js"; + +let clipboard_text: string = ""; + +let canvas: HTMLCanvasElement | null = null; + +export let gl: WebGLRenderingContext | null = null; +let g_ShaderHandle: WebGLProgram | null = null; +let g_VertHandle: WebGLShader | null = null; +let g_FragHandle: WebGLShader | null = null; +let g_AttribLocationTex: WebGLUniformLocation | null = null; +let g_AttribLocationProjMtx: WebGLUniformLocation | null = null; +let g_AttribLocationPosition: GLint = -1; +let g_AttribLocationUV: GLint = -1; +let g_AttribLocationColor: GLint = -1; +let g_VboHandle: WebGLBuffer | null = null; +let g_ElementsHandle: WebGLBuffer | null = null; +let g_FontTexture: WebGLTexture | null = null; + +export let ctx: CanvasRenderingContext2D | null = null; + +let prev_time: number = 0; + +function document_on_copy(event: ClipboardEvent): void { + if (event.clipboardData) { + event.clipboardData.setData("text/plain", clipboard_text); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); +} + +function document_on_cut(event: ClipboardEvent): void { + if (event.clipboardData) { + event.clipboardData.setData("text/plain", clipboard_text); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); +} + +function document_on_paste(event: ClipboardEvent): void { + if (event.clipboardData) { + clipboard_text = event.clipboardData.getData("text/plain"); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); +} + +function window_on_resize(): void { + if (canvas !== null) { + const devicePixelRatio: number = window.devicePixelRatio || 1; + canvas.width = canvas.scrollWidth * devicePixelRatio; + canvas.height = canvas.scrollHeight * devicePixelRatio; + } +} + +function window_on_gamepadconnected(event: any /* GamepadEvent */): void { + console.log("Gamepad connected at index %d: %s. %d buttons, %d axes.", + event.gamepad.index, event.gamepad.id, + event.gamepad.buttons.length, event.gamepad.axes.length); +} + +function window_on_gamepaddisconnected(event: any /* GamepadEvent */): void { + console.log("Gamepad disconnected at index %d: %s.", + event.gamepad.index, event.gamepad.id); +} + +function canvas_on_blur(event: FocusEvent): void { + const io = ImGui.GetIO(); + io.KeyCtrl = false; + io.KeyShift = false; + io.KeyAlt = false; + io.KeySuper = false; + for (let i = 0; i < io.KeysDown.length; ++i) { + io.KeysDown[i] = false; + } + for (let i = 0; i < io.MouseDown.length; ++i) { + io.MouseDown[i] = false; + } +} + +function canvas_on_keydown(event: KeyboardEvent): void { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.KeyCtrl = event.ctrlKey; + io.KeyShift = event.shiftKey; + io.KeyAlt = event.altKey; + io.KeySuper = event.metaKey; + ImGui.IM_ASSERT(event.keyCode >= 0 && event.keyCode < ImGui.IM_ARRAYSIZE(io.KeysDown)); + io.KeysDown[event.keyCode] = true; + // forward to the keypress event + if (/*io.WantCaptureKeyboard ||*/ event.key === "Tab") { + event.preventDefault(); + } +} + +function canvas_on_keyup(event: KeyboardEvent): void { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.KeyCtrl = event.ctrlKey; + io.KeyShift = event.shiftKey; + io.KeyAlt = event.altKey; + io.KeySuper = event.metaKey; + ImGui.IM_ASSERT(event.keyCode >= 0 && event.keyCode < ImGui.IM_ARRAYSIZE(io.KeysDown)); + io.KeysDown[event.keyCode] = false; + if (io.WantCaptureKeyboard) { + event.preventDefault(); + } +} + +function canvas_on_keypress(event: KeyboardEvent): void { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.AddInputCharacter(event.charCode); + if (io.WantCaptureKeyboard) { + event.preventDefault(); + } +} + +function canvas_on_pointermove(event: PointerEvent): void { + const io = ImGui.GetIO(); + const devicePixelRatio: number = window.devicePixelRatio || 1; + io.MousePos.x = event.offsetX * devicePixelRatio; + io.MousePos.y = event.offsetY * devicePixelRatio; + if (io.WantCaptureMouse) { + event.preventDefault(); + } +} + +// MouseEvent.button +// A number representing a given button: +// 0: Main button pressed, usually the left button or the un-initialized state +// 1: Auxiliary button pressed, usually the wheel button or the middle button (if present) +// 2: Secondary button pressed, usually the right button +// 3: Fourth button, typically the Browser Back button +// 4: Fifth button, typically the Browser Forward button +const mouse_button_map: number[] = [ 0, 2, 1, 3, 4 ]; + +function canvas_on_pointerdown(event: PointerEvent): void { + const io = ImGui.GetIO(); + const devicePixelRatio: number = window.devicePixelRatio || 1; + io.MousePos.x = event.offsetX * devicePixelRatio; + io.MousePos.y = event.offsetY * devicePixelRatio; + io.MouseDown[mouse_button_map[event.button]] = true; + // if (io.WantCaptureMouse) { + // event.preventDefault(); + // } +} +function canvas_on_contextmenu(event: Event): void { + const io = ImGui.GetIO(); + if (io.WantCaptureMouse) { + event.preventDefault(); + } +} + +function canvas_on_pointerup(event: PointerEvent): void { + const io = ImGui.GetIO(); + io.MouseDown[mouse_button_map[event.button]] = false; + if (io.WantCaptureMouse) { + event.preventDefault(); + } +} + +function canvas_on_wheel(event: WheelEvent): void { + const io = ImGui.GetIO(); + let scale: number = 1.0; + switch (event.deltaMode) { + case event.DOM_DELTA_PIXEL: scale = 0.01; break; + case event.DOM_DELTA_LINE: scale = 0.2; break; + case event.DOM_DELTA_PAGE: scale = 1.0; break; + } + io.MouseWheelH = event.deltaX * scale; + io.MouseWheel = -event.deltaY * scale; // Mouse wheel: 1 unit scrolls about 5 lines text. + if (io.WantCaptureMouse) { + event.preventDefault(); + } +} + +export function Init(value: HTMLCanvasElement | WebGLRenderingContext | CanvasRenderingContext2D | null): void { + const io = ImGui.GetIO(); + + if (typeof(window) !== "undefined") { + ImGui.LoadIniSettingsFromMemory(window.localStorage.getItem("imgui.ini") || ""); + } + + if (typeof(navigator) !== "undefined") { + io.ConfigMacOSXBehaviors = navigator.platform.match(/Mac/) !== null; + } + + if (typeof(document) !== "undefined") { + document.body.addEventListener("copy", document_on_copy); + document.body.addEventListener("cut", document_on_cut); + document.body.addEventListener("paste", document_on_paste); + } + + io.SetClipboardTextFn = (user_data: any, text: string): void => { + clipboard_text = text; + // console.log(`set clipboard_text: "${clipboard_text}"`); + if (typeof navigator !== "undefined" && typeof (navigator as any).clipboard !== "undefined") { + // console.log(`clipboard.writeText: "${clipboard_text}"`); + (navigator as any).clipboard.writeText(clipboard_text).then((): void => { + // console.log(`clipboard.writeText: "${clipboard_text}" done.`); + }); + } + }; + io.GetClipboardTextFn = (user_data: any): string => { + // if (typeof navigator !== "undefined" && typeof (navigator as any).clipboard !== "undefined") { + // console.log(`clipboard.readText: "${clipboard_text}"`); + // (navigator as any).clipboard.readText().then((text: string): void => { + // clipboard_text = text; + // console.log(`clipboard.readText: "${clipboard_text}" done.`); + // }); + // } + // console.log(`get clipboard_text: "${clipboard_text}"`); + return clipboard_text; + }; + io.ClipboardUserData = null; + + if (typeof(window) !== "undefined") { + window.addEventListener("resize", window_on_resize); + window.addEventListener("gamepadconnected", window_on_gamepadconnected); + window.addEventListener("gamepaddisconnected", window_on_gamepaddisconnected); + } + + if (typeof(window) !== "undefined") { + if (value instanceof(HTMLCanvasElement)) { + value = value.getContext("webgl", { alpha: false }) || value.getContext("2d"); + } + if (value instanceof(WebGLRenderingContext)) { + canvas = value.canvas; + gl = value; + } + if (value instanceof(CanvasRenderingContext2D)) { + canvas = value.canvas; + ctx = value; + } + } + + if (canvas !== null) { + window_on_resize(); + canvas.style.touchAction = "none"; // Disable browser handling of all panning and zooming gestures. + canvas.addEventListener("blur", canvas_on_blur); + canvas.addEventListener("keydown", canvas_on_keydown); + canvas.addEventListener("keyup", canvas_on_keyup); + canvas.addEventListener("keypress", canvas_on_keypress); + canvas.addEventListener("pointermove", canvas_on_pointermove); + canvas.addEventListener("pointerdown", canvas_on_pointerdown); + canvas.addEventListener("contextmenu", canvas_on_contextmenu); + canvas.addEventListener("pointerup", canvas_on_pointerup); + canvas.addEventListener("wheel", canvas_on_wheel); + } + + // Setup back-end capabilities flags + io.BackendFlags |= ImGui.BackendFlags.HasMouseCursors; // We can honor GetMouseCursor() values (optional) + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGui.Key.Tab] = 9; + io.KeyMap[ImGui.Key.LeftArrow] = 37; + io.KeyMap[ImGui.Key.RightArrow] = 39; + io.KeyMap[ImGui.Key.UpArrow] = 38; + io.KeyMap[ImGui.Key.DownArrow] = 40; + io.KeyMap[ImGui.Key.PageUp] = 33; + io.KeyMap[ImGui.Key.PageDown] = 34; + io.KeyMap[ImGui.Key.Home] = 36; + io.KeyMap[ImGui.Key.End] = 35; + io.KeyMap[ImGui.Key.Insert] = 45; + io.KeyMap[ImGui.Key.Delete] = 46; + io.KeyMap[ImGui.Key.Backspace] = 8; + io.KeyMap[ImGui.Key.Space] = 32; + io.KeyMap[ImGui.Key.Enter] = 13; + io.KeyMap[ImGui.Key.Escape] = 27; + io.KeyMap[ImGui.Key.A] = 65; + io.KeyMap[ImGui.Key.C] = 67; + io.KeyMap[ImGui.Key.V] = 86; + io.KeyMap[ImGui.Key.X] = 88; + io.KeyMap[ImGui.Key.Y] = 89; + io.KeyMap[ImGui.Key.Z] = 90; + + CreateDeviceObjects(); +} + +export function Shutdown(): void { + DestroyDeviceObjects(); + + if (canvas !== null) { + canvas.removeEventListener("blur", canvas_on_blur); + canvas.removeEventListener("keydown", canvas_on_keydown); + canvas.removeEventListener("keyup", canvas_on_keyup); + canvas.removeEventListener("keypress", canvas_on_keypress); + canvas.removeEventListener("pointermove", canvas_on_pointermove); + canvas.removeEventListener("pointerdown", canvas_on_pointerdown); + canvas.removeEventListener("contextmenu", canvas_on_contextmenu); + canvas.removeEventListener("pointerup", canvas_on_pointerup); + canvas.removeEventListener("wheel", canvas_on_wheel); + } + + gl = null; + ctx = null; + canvas = null; + + if (typeof(window) !== "undefined") { + window.removeEventListener("resize", window_on_resize); + window.removeEventListener("gamepadconnected", window_on_gamepadconnected); + window.removeEventListener("gamepaddisconnected", window_on_gamepaddisconnected); + } + + if (typeof(document) !== "undefined") { + document.body.removeEventListener("copy", document_on_copy); + document.body.removeEventListener("cut", document_on_cut); + document.body.removeEventListener("paste", document_on_paste); + } +} + +export function NewFrame(time: number): void { + const io = ImGui.GetIO(); + + if (io.WantSaveIniSettings) { + io.WantSaveIniSettings = false; + if (typeof(window) !== "undefined") { + window.localStorage.setItem("imgui.ini", ImGui.SaveIniSettingsToMemory()); + } + } + + const w: number = canvas && canvas.width || 640; + const h: number = canvas && canvas.height || 480; + const display_w: number = gl && gl.drawingBufferWidth || w; + const display_h: number = gl && gl.drawingBufferHeight || h; + io.DisplaySize.x = w; + io.DisplaySize.y = h; + io.DisplayFramebufferScale.x = w > 0 ? (display_w / w) : 0; + io.DisplayFramebufferScale.y = h > 0 ? (display_h / h) : 0; + + const dt: number = time - prev_time; + prev_time = time; + io.DeltaTime = dt / 1000; + + if (io.WantSetMousePos) { + console.log("TODO: MousePos", io.MousePos.x, io.MousePos.y); + } + + if (typeof(document) !== "undefined") { + if (io.MouseDrawCursor) { + document.body.style.cursor = "none"; + } else { + switch (ImGui.GetMouseCursor()) { + case ImGui.MouseCursor.None: document.body.style.cursor = "none"; break; + default: case ImGui.MouseCursor.Arrow: document.body.style.cursor = "default"; break; + case ImGui.MouseCursor.TextInput: document.body.style.cursor = "text"; break; // When hovering over InputText, etc. + case ImGui.MouseCursor.ResizeAll: document.body.style.cursor = "move"; break; // Unused + case ImGui.MouseCursor.ResizeNS: document.body.style.cursor = "ns-resize"; break; // When hovering over an horizontal border + case ImGui.MouseCursor.ResizeEW: document.body.style.cursor = "ew-resize"; break; // When hovering over a vertical border or a column + case ImGui.MouseCursor.ResizeNESW: document.body.style.cursor = "nesw-resize"; break; // When hovering over the bottom-left corner of a window + case ImGui.MouseCursor.ResizeNWSE: document.body.style.cursor = "nwse-resize"; break; // When hovering over the bottom-right corner of a window + case ImGui.MouseCursor.Hand: document.body.style.cursor = "move"; break; + } + } + } + + // Gamepad navigation mapping [BETA] + for (let i = 0; i < io.NavInputs.length; ++i) { + io.NavInputs[i] = 0.0; + } + if (io.ConfigFlags & ImGui.ConfigFlags.NavEnableGamepad) { + // Update gamepad inputs + const gamepads: (Gamepad | null)[] = (typeof(navigator) !== "undefined" && typeof(navigator.getGamepads) === "function") ? navigator.getGamepads() : []; + for (let i = 0; i < gamepads.length; ++i) { + const gamepad: Gamepad | null = gamepads[i]; + if (!gamepad) { continue; } + const buttons_count: number = gamepad.buttons.length; + const axes_count: number = gamepad.axes.length; + const MAP_BUTTON = function(NAV_NO: number, BUTTON_NO: number): void { + if (!gamepad) { return; } + if (buttons_count > BUTTON_NO && gamepad.buttons[BUTTON_NO].pressed) + io.NavInputs[NAV_NO] = 1.0; + } + const MAP_ANALOG = function(NAV_NO: number, AXIS_NO: number, V0: number, V1: number): void { + if (!gamepad) { return; } + let v: number = (axes_count > AXIS_NO) ? gamepad.axes[AXIS_NO] : V0; + v = (v - V0) / (V1 - V0); + if (v > 1.0) v = 1.0; + if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; + } + // TODO: map input based on vendor and product id + // https://developer.mozilla.org/en-US/docs/Web/API/Gamepad/id + const match: RegExpMatchArray | null = gamepad.id.match(/^([0-9a-f]{4})-([0-9a-f]{4})-.*$/); + const match_chrome: RegExpMatchArray | null = gamepad.id.match(/^.*\(.*Vendor: ([0-9a-f]{4}) Product: ([0-9a-f]{4})\).*$/); + const vendor: string = (match && match[1]) || (match_chrome && match_chrome[1]) || "0000"; + const product: string = (match && match[2]) || (match_chrome && match_chrome[2]) || "0000"; + switch (vendor + product) { + case "046dc216": // Logitech Logitech Dual Action (Vendor: 046d Product: c216) + MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 2); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 0); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_ANALOG(ImGui.NavInput.DpadLeft, 4, -0.3, -0.9); // D-Pad Left + MAP_ANALOG(ImGui.NavInput.DpadRight, 4, +0.3, +0.9); // D-Pad Right + MAP_ANALOG(ImGui.NavInput.DpadUp, 5, -0.3, -0.9); // D-Pad Up + MAP_ANALOG(ImGui.NavInput.DpadDown, 5, +0.3, +0.9); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + case "046dc21d": // Logitech Gamepad F310 (STANDARD GAMEPAD Vendor: 046d Product: c21d) + MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left + MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right + MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up + MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_ANALOG(ImGui.NavInput.TweakSlow, 6, +0.3, +0.9); // L2 / LT + MAP_ANALOG(ImGui.NavInput.TweakFast, 7, +0.3, +0.9); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + case "2dc86001": // 8Bitdo SN30 Pro 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6001) + case "2dc86101": // 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6101) + MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 0); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 4); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_ANALOG(ImGui.NavInput.DpadLeft, 6, -0.3, -0.9); // D-Pad Left + MAP_ANALOG(ImGui.NavInput.DpadRight, 6, +0.3, +0.9); // D-Pad Right + MAP_ANALOG(ImGui.NavInput.DpadUp, 7, -0.3, -0.9); // D-Pad Up + MAP_ANALOG(ImGui.NavInput.DpadDown, 7, +0.3, +0.9); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 6); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 7); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 8); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 9); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + default: // standard gamepad: https://w3c.github.io/gamepad/#remapping + MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left + MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right + MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up + MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + } + } + } +} + +export function RenderDrawData(draw_data: ImGui.ImDrawData | null = ImGui.GetDrawData()): void { + const io = ImGui.GetIO(); + if (draw_data === null) { throw new Error(); } + + gl || ctx || console.log(draw_data); + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + const fb_width: number = io.DisplaySize.x * io.DisplayFramebufferScale.x; + const fb_height: number = io.DisplaySize.y * io.DisplayFramebufferScale.y; + if (fb_width === 0 || fb_height === 0) { + return; + } + draw_data.ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + const last_active_texture: GLenum | null = gl && gl.getParameter(gl.ACTIVE_TEXTURE) || null; + const last_program: WebGLProgram | null = gl && gl.getParameter(gl.CURRENT_PROGRAM) || null; + const last_texture: WebGLTexture | null = gl && gl.getParameter(gl.TEXTURE_BINDING_2D) || null; + const last_array_buffer: WebGLBuffer | null = gl && gl.getParameter(gl.ARRAY_BUFFER_BINDING) || null; + const last_element_array_buffer: WebGLBuffer | null = gl && gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING) || null; + // GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + const last_viewport: Int32Array | null = gl && gl.getParameter(gl.VIEWPORT) || null; + const last_scissor_box: Int32Array | null = gl && gl.getParameter(gl.SCISSOR_BOX) || null; + const last_blend_src_rgb: GLenum | null = gl && gl.getParameter(gl.BLEND_SRC_RGB) || null; + const last_blend_dst_rgb: GLenum | null = gl && gl.getParameter(gl.BLEND_DST_RGB) || null; + const last_blend_src_alpha: GLenum | null = gl && gl.getParameter(gl.BLEND_SRC_ALPHA) || null; + const last_blend_dst_alpha: GLenum | null = gl && gl.getParameter(gl.BLEND_DST_ALPHA) || null; + const last_blend_equation_rgb: GLenum | null = gl && gl.getParameter(gl.BLEND_EQUATION_RGB) || null; + const last_blend_equation_alpha: GLenum | null = gl && gl.getParameter(gl.BLEND_EQUATION_ALPHA) || null; + const last_enable_blend: GLboolean | null = gl && gl.getParameter(gl.BLEND) || null; + const last_enable_cull_face: GLboolean | null = gl && gl.getParameter(gl.CULL_FACE) || null; + const last_enable_depth_test: GLboolean | null = gl && gl.getParameter(gl.DEPTH_TEST) || null; + const last_enable_scissor_test: GLboolean | null = gl && gl.getParameter(gl.SCISSOR_TEST) || null; + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + gl && gl.enable(gl.BLEND); + gl && gl.blendEquation(gl.FUNC_ADD); + gl && gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); + gl && gl.disable(gl.CULL_FACE); + gl && gl.disable(gl.DEPTH_TEST); + gl && gl.enable(gl.SCISSOR_TEST); + // glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + gl && gl.viewport(0, 0, fb_width, fb_height); + const L: number = draw_data.DisplayPos.x; + const R: number = draw_data.DisplayPos.x + draw_data.DisplaySize.x; + const T: number = draw_data.DisplayPos.y; + const B: number = draw_data.DisplayPos.y + draw_data.DisplaySize.y; + const ortho_projection: Float32Array = new Float32Array([ + 2.0 / (R - L), 0.0, 0.0, 0.0, + 0.0, 2.0 / (T - B), 0.0, 0.0, + 0.0, 0.0, -1.0, 0.0, + (R + L) / (L - R), (T + B) / (B - T), 0.0, 1.0, + ]); + gl && gl.useProgram(g_ShaderHandle); + gl && gl.uniform1i(g_AttribLocationTex, 0); + gl && g_AttribLocationProjMtx && gl.uniformMatrix4fv(g_AttribLocationProjMtx, false, ortho_projection); + + // Render command lists + gl && gl.bindBuffer(gl.ARRAY_BUFFER, g_VboHandle); + gl && gl.enableVertexAttribArray(g_AttribLocationPosition); + gl && gl.enableVertexAttribArray(g_AttribLocationUV); + gl && gl.enableVertexAttribArray(g_AttribLocationColor); + + gl && gl.vertexAttribPointer(g_AttribLocationPosition, 2, gl.FLOAT, false, ImGui.ImDrawVertSize, ImGui.ImDrawVertPosOffset); + gl && gl.vertexAttribPointer(g_AttribLocationUV, 2, gl.FLOAT, false, ImGui.ImDrawVertSize, ImGui.ImDrawVertUVOffset); + gl && gl.vertexAttribPointer(g_AttribLocationColor, 4, gl.UNSIGNED_BYTE, true, ImGui.ImDrawVertSize, ImGui.ImDrawVertColOffset); + + // Draw + const pos = draw_data.DisplayPos; + const idx_buffer_type: GLenum = gl && ((ImGui.ImDrawIdxSize === 4) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT) || 0; + draw_data.IterateDrawLists((draw_list: ImGui.ImDrawList): void => { + gl || ctx || console.log(draw_list); + gl || ctx || console.log("VtxBuffer.length", draw_list.VtxBuffer.length); + gl || ctx || console.log("IdxBuffer.length", draw_list.IdxBuffer.length); + + let idx_buffer_offset: number = 0; + + gl && gl.bindBuffer(gl.ARRAY_BUFFER, g_VboHandle); + gl && gl.bufferData(gl.ARRAY_BUFFER, draw_list.VtxBuffer, gl.STREAM_DRAW); + gl && gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + gl && gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, draw_list.IdxBuffer, gl.STREAM_DRAW); + + draw_list.IterateDrawCmds((draw_cmd: ImGui.ImDrawCmd): void => { + gl || ctx || console.log(draw_cmd); + gl || ctx || console.log("ElemCount", draw_cmd.ElemCount); + gl || ctx || console.log("ClipRect", draw_cmd.ClipRect.x, fb_height - draw_cmd.ClipRect.w, draw_cmd.ClipRect.z - draw_cmd.ClipRect.x, draw_cmd.ClipRect.w - draw_cmd.ClipRect.y); + gl || ctx || console.log("TextureId", draw_cmd.TextureId); + if (!gl && !ctx) { + console.log("i: pos.x pos.y uv.x uv.y col"); + for (let i = 0; i < Math.min(3, draw_cmd.ElemCount); ++i) { + const view: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i * ImGui.ImDrawVertSize); + console.log(`${i}: ${view.pos[0].toFixed(2)} ${view.pos[1].toFixed(2)} ${view.uv[0].toFixed(5)} ${view.uv[1].toFixed(5)} ${("00000000" + view.col[0].toString(16)).substr(-8)}`); + } + } + + if (draw_cmd.UserCallback !== null) { + // User callback (registered via ImDrawList::AddCallback) + draw_cmd.UserCallback(draw_list, draw_cmd); + } else { + const clip_rect = new ImGui.ImVec4(draw_cmd.ClipRect.x - pos.x, draw_cmd.ClipRect.y - pos.y, draw_cmd.ClipRect.z - pos.x, draw_cmd.ClipRect.w - pos.y); + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0 && clip_rect.w >= 0.0) { + // Apply scissor/clipping rectangle + gl && gl.scissor(clip_rect.x, fb_height - clip_rect.w, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); + + // Bind texture, Draw + gl && gl.activeTexture(gl.TEXTURE0); + gl && gl.bindTexture(gl.TEXTURE_2D, draw_cmd.TextureId); + gl && gl.drawElements(gl.TRIANGLES, draw_cmd.ElemCount, idx_buffer_type, idx_buffer_offset); + + if (ctx) { + ctx.save(); + ctx.beginPath(); + ctx.rect(clip_rect.x, clip_rect.y, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); + ctx.clip(); + const idx = ImGui.ImDrawIdxSize === 4 ? + new Uint32Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset) : + new Uint16Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset); + for (let i = 0; i < draw_cmd.ElemCount; i += 3) { + const i0: number = idx[i + 0]; + const i1: number = idx[i + 1]; + const i2: number = idx[i + 2]; + const v0: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i0 * ImGui.ImDrawVertSize); + const v1: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i1 * ImGui.ImDrawVertSize); + const v2: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i2 * ImGui.ImDrawVertSize); + const i3: number = idx[i + 3]; + const i4: number = idx[i + 4]; + const i5: number = idx[i + 5]; + const v3: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i3 * ImGui.ImDrawVertSize); + const v4: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i4 * ImGui.ImDrawVertSize); + const v5: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i5 * ImGui.ImDrawVertSize); + let quad = true; + let minmin: ImGui.ImDrawVert = v0; + let minmax: ImGui.ImDrawVert = v0; + let maxmin: ImGui.ImDrawVert = v0; + let maxmax: ImGui.ImDrawVert = v0; + for (const v of [ v1, v2, v3, v4, v5 ]) { + let found = false; + if (v.pos[0] <= minmin.pos[0] && v.pos[1] <= minmin.pos[1]) { minmin = v; found = true; } + if (v.pos[0] <= minmax.pos[0] && v.pos[1] >= minmax.pos[1]) { minmax = v; found = true; } + if (v.pos[0] >= maxmin.pos[0] && v.pos[1] <= maxmin.pos[1]) { maxmin = v; found = true; } + if (v.pos[0] >= maxmax.pos[0] && v.pos[1] >= maxmax.pos[1]) { maxmax = v; found = true; } + if (!found) { quad = false; } + } + quad = quad && (minmin.pos[0] === minmax.pos[0]); + quad = quad && (maxmin.pos[0] === maxmax.pos[0]); + quad = quad && (minmin.pos[1] === maxmin.pos[1]); + quad = quad && (minmax.pos[1] === maxmax.pos[1]); + if (quad) { + if (minmin.uv[0] < 0.01 && minmin.uv[1] < 0.01) { + // one vertex color + ctx.beginPath(); + ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; + ctx.fill(); + } else { + // no vertex color + const image = draw_cmd.TextureId as HTMLCanvasElement; + ctx.drawImage(image, + minmin.uv[0] * image.width, minmin.uv[1] * image.height, + (maxmax.uv[0] - minmin.uv[0]) * image.width, (maxmax.uv[1] - minmin.uv[1]) * image.height, + minmin.pos[0], minmin.pos[1], + maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + // ctx.beginPath(); + // ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + // ctx.strokeStyle = "yellow"; + // ctx.stroke(); + } + i += 3; + } else { + // one vertex color, no texture + ctx.beginPath(); + ctx.moveTo(v0.pos[0], v0.pos[1]); + ctx.lineTo(v1.pos[0], v1.pos[1]); + ctx.lineTo(v2.pos[0], v2.pos[1]); + ctx.closePath(); + ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; + ctx.fill(); + } + } + ctx.restore(); + } + } + } + + idx_buffer_offset += draw_cmd.ElemCount * ImGui.ImDrawIdxSize; + }); + }); + + // Restore modified GL state + gl && (last_program !== null) && gl.useProgram(last_program); + gl && (last_texture !== null) && gl.bindTexture(gl.TEXTURE_2D, last_texture); + gl && (last_active_texture !== null) && gl.activeTexture(last_active_texture); + gl && gl.disableVertexAttribArray(g_AttribLocationPosition); + gl && gl.disableVertexAttribArray(g_AttribLocationUV); + gl && gl.disableVertexAttribArray(g_AttribLocationColor); + gl && (last_array_buffer !== null) && gl.bindBuffer(gl.ARRAY_BUFFER, last_array_buffer); + gl && (last_element_array_buffer !== null) && gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + gl && (last_blend_equation_rgb !== null && last_blend_equation_alpha !== null) && gl.blendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + gl && (last_blend_src_rgb !== null && last_blend_src_alpha !== null && last_blend_dst_rgb !== null && last_blend_dst_alpha !== null) && gl.blendFuncSeparate(last_blend_src_rgb, last_blend_src_alpha, last_blend_dst_rgb, last_blend_dst_alpha); + gl && (last_enable_blend ? gl.enable(gl.BLEND) : gl.disable(gl.BLEND)); + gl && (last_enable_cull_face ? gl.enable(gl.CULL_FACE) : gl.disable(gl.CULL_FACE)); + gl && (last_enable_depth_test ? gl.enable(gl.DEPTH_TEST) : gl.disable(gl.DEPTH_TEST)); + gl && (last_enable_scissor_test ? gl.enable(gl.SCISSOR_TEST) : gl.disable(gl.SCISSOR_TEST)); + // glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); + gl && (last_viewport !== null) && gl.viewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]); + gl && (last_scissor_box !== null) && gl.scissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3]); +} + +export function CreateFontsTexture(): void { + const io = ImGui.GetIO(); + + // Backup GL state + const last_texture: WebGLTexture | null = gl && gl.getParameter(gl.TEXTURE_BINDING_2D); + + // Build texture atlas + // const width: number = 256; + // const height: number = 256; + // const pixels: Uint8Array = new Uint8Array(4 * width * height).fill(0xff); + const { width, height, pixels } = io.Fonts.GetTexDataAsRGBA32(); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + // console.log(`font texture ${width} x ${height} @ ${pixels.length}`); + + // Upload texture to graphics system + g_FontTexture = gl && gl.createTexture(); + gl && gl.bindTexture(gl.TEXTURE_2D, g_FontTexture); + gl && gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl && gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + // gl && gl.pixelStorei(gl.UNPACK_ROW_LENGTH); // WebGL2 + gl && gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels); + + // Store our identifier + io.Fonts.TexID = g_FontTexture || { foo: "bar" }; + // console.log("font texture id", g_FontTexture); + + if (ctx) { + const image_canvas: HTMLCanvasElement = document.createElement("canvas"); + image_canvas.width = width; + image_canvas.height = height; + const image_ctx = image_canvas.getContext("2d"); + if (image_ctx === null) { throw new Error(); } + const image_data = image_ctx.getImageData(0, 0, width, height); + image_data.data.set(pixels); + image_ctx.putImageData(image_data, 0, 0); + io.Fonts.TexID = image_canvas; + } + + // Restore modified GL state + gl && last_texture && gl.bindTexture(gl.TEXTURE_2D, last_texture); +} + +export function DestroyFontsTexture(): void { + const io = ImGui.GetIO(); + io.Fonts.TexID = null; + gl && gl.deleteTexture(g_FontTexture); g_FontTexture = null; +} + +export function CreateDeviceObjects(): void { + const vertex_shader: string[] = [ + "uniform mat4 ProjMtx;", + "attribute vec2 Position;", + "attribute vec2 UV;", + "attribute vec4 Color;", + "varying vec2 Frag_UV;", + "varying vec4 Frag_Color;", + "void main() {", + " Frag_UV = UV;", + " Frag_Color = Color;", + " gl_Position = ProjMtx * vec4(Position.xy,0,1);", + "}", + ]; + + const fragment_shader: string[] = [ + "precision mediump float;", // WebGL requires precision specifiers + "uniform sampler2D Texture;", + "varying vec2 Frag_UV;", + "varying vec4 Frag_Color;", + "void main() {", + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV);", + "}", + ]; + + g_ShaderHandle = gl && gl.createProgram(); + g_VertHandle = gl && gl.createShader(gl.VERTEX_SHADER); + g_FragHandle = gl && gl.createShader(gl.FRAGMENT_SHADER); + gl && gl.shaderSource(g_VertHandle as WebGLShader, vertex_shader.join("\n")); + gl && gl.shaderSource(g_FragHandle as WebGLShader, fragment_shader.join("\n")); + gl && gl.compileShader(g_VertHandle as WebGLShader); + gl && gl.compileShader(g_FragHandle as WebGLShader); + gl && gl.attachShader(g_ShaderHandle as WebGLProgram, g_VertHandle as WebGLShader); + gl && gl.attachShader(g_ShaderHandle as WebGLProgram, g_FragHandle as WebGLShader); + gl && gl.linkProgram(g_ShaderHandle as WebGLProgram); + + g_AttribLocationTex = gl && gl.getUniformLocation(g_ShaderHandle as WebGLProgram, "Texture"); + g_AttribLocationProjMtx = gl && gl.getUniformLocation(g_ShaderHandle as WebGLProgram, "ProjMtx"); + g_AttribLocationPosition = gl && gl.getAttribLocation(g_ShaderHandle as WebGLProgram, "Position") || 0; + g_AttribLocationUV = gl && gl.getAttribLocation(g_ShaderHandle as WebGLProgram, "UV") || 0; + g_AttribLocationColor = gl && gl.getAttribLocation(g_ShaderHandle as WebGLProgram, "Color") || 0; + + g_VboHandle = gl && gl.createBuffer(); + g_ElementsHandle = gl && gl.createBuffer(); + + CreateFontsTexture(); +} + +export function DestroyDeviceObjects(): void { + DestroyFontsTexture(); + + gl && gl.deleteBuffer(g_VboHandle); g_VboHandle = null; + gl && gl.deleteBuffer(g_ElementsHandle); g_ElementsHandle = null; + + g_AttribLocationTex = null; + g_AttribLocationProjMtx = null; + g_AttribLocationPosition = -1; + g_AttribLocationUV = -1; + g_AttribLocationColor = -1; + + gl && gl.deleteProgram(g_ShaderHandle); g_ShaderHandle = null; + gl && gl.deleteShader(g_VertHandle); g_VertHandle = null; + gl && gl.deleteShader(g_FragHandle); g_FragHandle = null; +} diff --git a/src/main.js b/src/main.js index 2366b5c..d059c0c 100644 --- a/src/main.js +++ b/src/main.js @@ -1,4 +1,4 @@ -System.register(["../imgui-js/example/imgui_impl", "imgui-js", "pixi.js", "./utils"], function (exports_1, context_1) { +System.register(["./imgui_impl", "imgui-js", "pixi.js", "./utils"], function (exports_1, context_1) { "use strict"; var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) { return new (P || (P = Promise))(function (resolve, reject) { diff --git a/indexdev.html b/indexdev.html index 1887de2..3d27479 100644 --- a/indexdev.html +++ b/indexdev.html @@ -11,7 +11,7 @@ packages: { "imgui-js": { main: "imgui.js" }, "pixi.js": { main: "dist/pixi.js" }, - "./": { map: { "src/utils": "./src/utils.js" } } + "./": { map: { "src/utils": "./src/utils.js", "src/imgui_impl": "./src/imgui_impl.js" } } } }); System.import("./src/main.js"); diff --git a/src/imgui_impl.js b/src/imgui_impl.js new file mode 100644 index 0000000..1543d7f --- /dev/null +++ b/src/imgui_impl.js @@ -0,0 +1,786 @@ +System.register(["imgui-js"], function (exports_1, context_1) { + "use strict"; + var ImGui, clipboard_text, canvas, gl, g_ShaderHandle, g_VertHandle, g_FragHandle, g_AttribLocationTex, g_AttribLocationProjMtx, g_AttribLocationPosition, g_AttribLocationUV, g_AttribLocationColor, g_VboHandle, g_ElementsHandle, g_FontTexture, ctx, prev_time, mouse_button_map; + var __moduleName = context_1 && context_1.id; + function document_on_copy(event) { + if (event.clipboardData) { + event.clipboardData.setData("text/plain", clipboard_text); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); + } + function document_on_cut(event) { + if (event.clipboardData) { + event.clipboardData.setData("text/plain", clipboard_text); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); + } + function document_on_paste(event) { + if (event.clipboardData) { + clipboard_text = event.clipboardData.getData("text/plain"); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); + } + function window_on_resize() { + if (canvas !== null) { + const devicePixelRatio = window.devicePixelRatio || 1; + canvas.width = canvas.scrollWidth * devicePixelRatio; + canvas.height = canvas.scrollHeight * devicePixelRatio; + } + } + function window_on_gamepadconnected(event /* GamepadEvent */) { + console.log("Gamepad connected at index %d: %s. %d buttons, %d axes.", event.gamepad.index, event.gamepad.id, event.gamepad.buttons.length, event.gamepad.axes.length); + } + function window_on_gamepaddisconnected(event /* GamepadEvent */) { + console.log("Gamepad disconnected at index %d: %s.", event.gamepad.index, event.gamepad.id); + } + function canvas_on_blur(event) { + const io = ImGui.GetIO(); + io.KeyCtrl = false; + io.KeyShift = false; + io.KeyAlt = false; + io.KeySuper = false; + for (let i = 0; i < io.KeysDown.length; ++i) { + io.KeysDown[i] = false; + } + for (let i = 0; i < io.MouseDown.length; ++i) { + io.MouseDown[i] = false; + } + } + function canvas_on_keydown(event) { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.KeyCtrl = event.ctrlKey; + io.KeyShift = event.shiftKey; + io.KeyAlt = event.altKey; + io.KeySuper = event.metaKey; + ImGui.IM_ASSERT(event.keyCode >= 0 && event.keyCode < ImGui.IM_ARRAYSIZE(io.KeysDown)); + io.KeysDown[event.keyCode] = true; + // forward to the keypress event + if ( /*io.WantCaptureKeyboard ||*/event.key === "Tab") { + event.preventDefault(); + } + } + function canvas_on_keyup(event) { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.KeyCtrl = event.ctrlKey; + io.KeyShift = event.shiftKey; + io.KeyAlt = event.altKey; + io.KeySuper = event.metaKey; + ImGui.IM_ASSERT(event.keyCode >= 0 && event.keyCode < ImGui.IM_ARRAYSIZE(io.KeysDown)); + io.KeysDown[event.keyCode] = false; + if (io.WantCaptureKeyboard) { + event.preventDefault(); + } + } + function canvas_on_keypress(event) { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.AddInputCharacter(event.charCode); + if (io.WantCaptureKeyboard) { + event.preventDefault(); + } + } + function canvas_on_pointermove(event) { + const io = ImGui.GetIO(); + const devicePixelRatio = window.devicePixelRatio || 1; + io.MousePos.x = event.offsetX * devicePixelRatio; + io.MousePos.y = event.offsetY * devicePixelRatio; + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function canvas_on_pointerdown(event) { + const io = ImGui.GetIO(); + const devicePixelRatio = window.devicePixelRatio || 1; + io.MousePos.x = event.offsetX * devicePixelRatio; + io.MousePos.y = event.offsetY * devicePixelRatio; + io.MouseDown[mouse_button_map[event.button]] = true; + // if (io.WantCaptureMouse) { + // event.preventDefault(); + // } + } + function canvas_on_contextmenu(event) { + const io = ImGui.GetIO(); + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function canvas_on_pointerup(event) { + const io = ImGui.GetIO(); + io.MouseDown[mouse_button_map[event.button]] = false; + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function canvas_on_wheel(event) { + const io = ImGui.GetIO(); + let scale = 1.0; + switch (event.deltaMode) { + case event.DOM_DELTA_PIXEL: + scale = 0.01; + break; + case event.DOM_DELTA_LINE: + scale = 0.2; + break; + case event.DOM_DELTA_PAGE: + scale = 1.0; + break; + } + io.MouseWheelH = event.deltaX * scale; + io.MouseWheel = -event.deltaY * scale; // Mouse wheel: 1 unit scrolls about 5 lines text. + if (io.WantCaptureMouse) { + event.preventDefault(); + } + } + function Init(value) { + const io = ImGui.GetIO(); + if (typeof (window) !== "undefined") { + ImGui.LoadIniSettingsFromMemory(window.localStorage.getItem("imgui.ini") || ""); + } + if (typeof (navigator) !== "undefined") { + io.ConfigMacOSXBehaviors = navigator.platform.match(/Mac/) !== null; + } + if (typeof (document) !== "undefined") { + document.body.addEventListener("copy", document_on_copy); + document.body.addEventListener("cut", document_on_cut); + document.body.addEventListener("paste", document_on_paste); + } + io.SetClipboardTextFn = (user_data, text) => { + clipboard_text = text; + // console.log(`set clipboard_text: "${clipboard_text}"`); + if (typeof navigator !== "undefined" && typeof navigator.clipboard !== "undefined") { + // console.log(`clipboard.writeText: "${clipboard_text}"`); + navigator.clipboard.writeText(clipboard_text).then(() => { + // console.log(`clipboard.writeText: "${clipboard_text}" done.`); + }); + } + }; + io.GetClipboardTextFn = (user_data) => { + // if (typeof navigator !== "undefined" && typeof (navigator as any).clipboard !== "undefined") { + // console.log(`clipboard.readText: "${clipboard_text}"`); + // (navigator as any).clipboard.readText().then((text: string): void => { + // clipboard_text = text; + // console.log(`clipboard.readText: "${clipboard_text}" done.`); + // }); + // } + // console.log(`get clipboard_text: "${clipboard_text}"`); + return clipboard_text; + }; + io.ClipboardUserData = null; + if (typeof (window) !== "undefined") { + window.addEventListener("resize", window_on_resize); + window.addEventListener("gamepadconnected", window_on_gamepadconnected); + window.addEventListener("gamepaddisconnected", window_on_gamepaddisconnected); + } + if (typeof (window) !== "undefined") { + if (value instanceof (HTMLCanvasElement)) { + value = value.getContext("webgl", { alpha: false }) || value.getContext("2d"); + } + if (value instanceof (WebGLRenderingContext)) { + canvas = value.canvas; + exports_1("gl", gl = value); + } + if (value instanceof (CanvasRenderingContext2D)) { + canvas = value.canvas; + exports_1("ctx", ctx = value); + } + } + if (canvas !== null) { + window_on_resize(); + canvas.style.touchAction = "none"; // Disable browser handling of all panning and zooming gestures. + canvas.addEventListener("blur", canvas_on_blur); + canvas.addEventListener("keydown", canvas_on_keydown); + canvas.addEventListener("keyup", canvas_on_keyup); + canvas.addEventListener("keypress", canvas_on_keypress); + canvas.addEventListener("pointermove", canvas_on_pointermove); + canvas.addEventListener("pointerdown", canvas_on_pointerdown); + canvas.addEventListener("contextmenu", canvas_on_contextmenu); + canvas.addEventListener("pointerup", canvas_on_pointerup); + canvas.addEventListener("wheel", canvas_on_wheel); + } + // Setup back-end capabilities flags + io.BackendFlags |= ImGui.BackendFlags.HasMouseCursors; // We can honor GetMouseCursor() values (optional) + // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGui.Key.Tab] = 9; + io.KeyMap[ImGui.Key.LeftArrow] = 37; + io.KeyMap[ImGui.Key.RightArrow] = 39; + io.KeyMap[ImGui.Key.UpArrow] = 38; + io.KeyMap[ImGui.Key.DownArrow] = 40; + io.KeyMap[ImGui.Key.PageUp] = 33; + io.KeyMap[ImGui.Key.PageDown] = 34; + io.KeyMap[ImGui.Key.Home] = 36; + io.KeyMap[ImGui.Key.End] = 35; + io.KeyMap[ImGui.Key.Insert] = 45; + io.KeyMap[ImGui.Key.Delete] = 46; + io.KeyMap[ImGui.Key.Backspace] = 8; + io.KeyMap[ImGui.Key.Space] = 32; + io.KeyMap[ImGui.Key.Enter] = 13; + io.KeyMap[ImGui.Key.Escape] = 27; + io.KeyMap[ImGui.Key.A] = 65; + io.KeyMap[ImGui.Key.C] = 67; + io.KeyMap[ImGui.Key.V] = 86; + io.KeyMap[ImGui.Key.X] = 88; + io.KeyMap[ImGui.Key.Y] = 89; + io.KeyMap[ImGui.Key.Z] = 90; + CreateDeviceObjects(); + } + exports_1("Init", Init); + function Shutdown() { + DestroyDeviceObjects(); + if (canvas !== null) { + canvas.removeEventListener("blur", canvas_on_blur); + canvas.removeEventListener("keydown", canvas_on_keydown); + canvas.removeEventListener("keyup", canvas_on_keyup); + canvas.removeEventListener("keypress", canvas_on_keypress); + canvas.removeEventListener("pointermove", canvas_on_pointermove); + canvas.removeEventListener("pointerdown", canvas_on_pointerdown); + canvas.removeEventListener("contextmenu", canvas_on_contextmenu); + canvas.removeEventListener("pointerup", canvas_on_pointerup); + canvas.removeEventListener("wheel", canvas_on_wheel); + } + exports_1("gl", gl = null); + exports_1("ctx", ctx = null); + canvas = null; + if (typeof (window) !== "undefined") { + window.removeEventListener("resize", window_on_resize); + window.removeEventListener("gamepadconnected", window_on_gamepadconnected); + window.removeEventListener("gamepaddisconnected", window_on_gamepaddisconnected); + } + if (typeof (document) !== "undefined") { + document.body.removeEventListener("copy", document_on_copy); + document.body.removeEventListener("cut", document_on_cut); + document.body.removeEventListener("paste", document_on_paste); + } + } + exports_1("Shutdown", Shutdown); + function NewFrame(time) { + const io = ImGui.GetIO(); + if (io.WantSaveIniSettings) { + io.WantSaveIniSettings = false; + if (typeof (window) !== "undefined") { + window.localStorage.setItem("imgui.ini", ImGui.SaveIniSettingsToMemory()); + } + } + const w = canvas && canvas.width || 640; + const h = canvas && canvas.height || 480; + const display_w = gl && gl.drawingBufferWidth || w; + const display_h = gl && gl.drawingBufferHeight || h; + io.DisplaySize.x = w; + io.DisplaySize.y = h; + io.DisplayFramebufferScale.x = w > 0 ? (display_w / w) : 0; + io.DisplayFramebufferScale.y = h > 0 ? (display_h / h) : 0; + const dt = time - prev_time; + prev_time = time; + io.DeltaTime = dt / 1000; + if (io.WantSetMousePos) { + console.log("TODO: MousePos", io.MousePos.x, io.MousePos.y); + } + if (typeof (document) !== "undefined") { + if (io.MouseDrawCursor) { + document.body.style.cursor = "none"; + } + else { + switch (ImGui.GetMouseCursor()) { + case ImGui.MouseCursor.None: + document.body.style.cursor = "none"; + break; + default: + case ImGui.MouseCursor.Arrow: + document.body.style.cursor = "default"; + break; + case ImGui.MouseCursor.TextInput: + document.body.style.cursor = "text"; + break; // When hovering over InputText, etc. + case ImGui.MouseCursor.ResizeAll: + document.body.style.cursor = "move"; + break; // Unused + case ImGui.MouseCursor.ResizeNS: + document.body.style.cursor = "ns-resize"; + break; // When hovering over an horizontal border + case ImGui.MouseCursor.ResizeEW: + document.body.style.cursor = "ew-resize"; + break; // When hovering over a vertical border or a column + case ImGui.MouseCursor.ResizeNESW: + document.body.style.cursor = "nesw-resize"; + break; // When hovering over the bottom-left corner of a window + case ImGui.MouseCursor.ResizeNWSE: + document.body.style.cursor = "nwse-resize"; + break; // When hovering over the bottom-right corner of a window + case ImGui.MouseCursor.Hand: + document.body.style.cursor = "move"; + break; + } + } + } + // Gamepad navigation mapping [BETA] + for (let i = 0; i < io.NavInputs.length; ++i) { + io.NavInputs[i] = 0.0; + } + if (io.ConfigFlags & ImGui.ConfigFlags.NavEnableGamepad) { + // Update gamepad inputs + const gamepads = (typeof (navigator) !== "undefined" && typeof (navigator.getGamepads) === "function") ? navigator.getGamepads() : []; + for (let i = 0; i < gamepads.length; ++i) { + const gamepad = gamepads[i]; + if (!gamepad) { + continue; + } + const buttons_count = gamepad.buttons.length; + const axes_count = gamepad.axes.length; + const MAP_BUTTON = function (NAV_NO, BUTTON_NO) { + if (!gamepad) { + return; + } + if (buttons_count > BUTTON_NO && gamepad.buttons[BUTTON_NO].pressed) + io.NavInputs[NAV_NO] = 1.0; + }; + const MAP_ANALOG = function (NAV_NO, AXIS_NO, V0, V1) { + if (!gamepad) { + return; + } + let v = (axes_count > AXIS_NO) ? gamepad.axes[AXIS_NO] : V0; + v = (v - V0) / (V1 - V0); + if (v > 1.0) + v = 1.0; + if (io.NavInputs[NAV_NO] < v) + io.NavInputs[NAV_NO] = v; + }; + // TODO: map input based on vendor and product id + // https://developer.mozilla.org/en-US/docs/Web/API/Gamepad/id + const match = gamepad.id.match(/^([0-9a-f]{4})-([0-9a-f]{4})-.*$/); + const match_chrome = gamepad.id.match(/^.*\(.*Vendor: ([0-9a-f]{4}) Product: ([0-9a-f]{4})\).*$/); + const vendor = (match && match[1]) || (match_chrome && match_chrome[1]) || "0000"; + const product = (match && match[2]) || (match_chrome && match_chrome[2]) || "0000"; + switch (vendor + product) { + case "046dc216": // Logitech Logitech Dual Action (Vendor: 046d Product: c216) + MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 2); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 0); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_ANALOG(ImGui.NavInput.DpadLeft, 4, -0.3, -0.9); // D-Pad Left + MAP_ANALOG(ImGui.NavInput.DpadRight, 4, +0.3, +0.9); // D-Pad Right + MAP_ANALOG(ImGui.NavInput.DpadUp, 5, -0.3, -0.9); // D-Pad Up + MAP_ANALOG(ImGui.NavInput.DpadDown, 5, +0.3, +0.9); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + case "046dc21d": // Logitech Gamepad F310 (STANDARD GAMEPAD Vendor: 046d Product: c21d) + MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left + MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right + MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up + MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_ANALOG(ImGui.NavInput.TweakSlow, 6, +0.3, +0.9); // L2 / LT + MAP_ANALOG(ImGui.NavInput.TweakFast, 7, +0.3, +0.9); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + case "2dc86001": // 8Bitdo SN30 Pro 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6001) + case "2dc86101": // 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6101) + MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 0); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 4); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_ANALOG(ImGui.NavInput.DpadLeft, 6, -0.3, -0.9); // D-Pad Left + MAP_ANALOG(ImGui.NavInput.DpadRight, 6, +0.3, +0.9); // D-Pad Right + MAP_ANALOG(ImGui.NavInput.DpadUp, 7, -0.3, -0.9); // D-Pad Up + MAP_ANALOG(ImGui.NavInput.DpadDown, 7, +0.3, +0.9); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 6); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 7); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 8); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 9); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + default: // standard gamepad: https://w3c.github.io/gamepad/#remapping + MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left + MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right + MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up + MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + } + } + } + } + exports_1("NewFrame", NewFrame); + function RenderDrawData(draw_data = ImGui.GetDrawData()) { + const io = ImGui.GetIO(); + if (draw_data === null) { + throw new Error(); + } + gl || ctx || console.log(draw_data); + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + const fb_width = io.DisplaySize.x * io.DisplayFramebufferScale.x; + const fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y; + if (fb_width === 0 || fb_height === 0) { + return; + } + draw_data.ScaleClipRects(io.DisplayFramebufferScale); + // Backup GL state + const last_active_texture = gl && gl.getParameter(gl.ACTIVE_TEXTURE) || null; + const last_program = gl && gl.getParameter(gl.CURRENT_PROGRAM) || null; + const last_texture = gl && gl.getParameter(gl.TEXTURE_BINDING_2D) || null; + const last_array_buffer = gl && gl.getParameter(gl.ARRAY_BUFFER_BINDING) || null; + const last_element_array_buffer = gl && gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING) || null; + // GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + const last_viewport = gl && gl.getParameter(gl.VIEWPORT) || null; + const last_scissor_box = gl && gl.getParameter(gl.SCISSOR_BOX) || null; + const last_blend_src_rgb = gl && gl.getParameter(gl.BLEND_SRC_RGB) || null; + const last_blend_dst_rgb = gl && gl.getParameter(gl.BLEND_DST_RGB) || null; + const last_blend_src_alpha = gl && gl.getParameter(gl.BLEND_SRC_ALPHA) || null; + const last_blend_dst_alpha = gl && gl.getParameter(gl.BLEND_DST_ALPHA) || null; + const last_blend_equation_rgb = gl && gl.getParameter(gl.BLEND_EQUATION_RGB) || null; + const last_blend_equation_alpha = gl && gl.getParameter(gl.BLEND_EQUATION_ALPHA) || null; + const last_enable_blend = gl && gl.getParameter(gl.BLEND) || null; + const last_enable_cull_face = gl && gl.getParameter(gl.CULL_FACE) || null; + const last_enable_depth_test = gl && gl.getParameter(gl.DEPTH_TEST) || null; + const last_enable_scissor_test = gl && gl.getParameter(gl.SCISSOR_TEST) || null; + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + gl && gl.enable(gl.BLEND); + gl && gl.blendEquation(gl.FUNC_ADD); + gl && gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); + gl && gl.disable(gl.CULL_FACE); + gl && gl.disable(gl.DEPTH_TEST); + gl && gl.enable(gl.SCISSOR_TEST); + // glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + gl && gl.viewport(0, 0, fb_width, fb_height); + const L = draw_data.DisplayPos.x; + const R = draw_data.DisplayPos.x + draw_data.DisplaySize.x; + const T = draw_data.DisplayPos.y; + const B = draw_data.DisplayPos.y + draw_data.DisplaySize.y; + const ortho_projection = new Float32Array([ + 2.0 / (R - L), 0.0, 0.0, 0.0, + 0.0, 2.0 / (T - B), 0.0, 0.0, + 0.0, 0.0, -1.0, 0.0, + (R + L) / (L - R), (T + B) / (B - T), 0.0, 1.0, + ]); + gl && gl.useProgram(g_ShaderHandle); + gl && gl.uniform1i(g_AttribLocationTex, 0); + gl && g_AttribLocationProjMtx && gl.uniformMatrix4fv(g_AttribLocationProjMtx, false, ortho_projection); + // Render command lists + gl && gl.bindBuffer(gl.ARRAY_BUFFER, g_VboHandle); + gl && gl.enableVertexAttribArray(g_AttribLocationPosition); + gl && gl.enableVertexAttribArray(g_AttribLocationUV); + gl && gl.enableVertexAttribArray(g_AttribLocationColor); + gl && gl.vertexAttribPointer(g_AttribLocationPosition, 2, gl.FLOAT, false, ImGui.ImDrawVertSize, ImGui.ImDrawVertPosOffset); + gl && gl.vertexAttribPointer(g_AttribLocationUV, 2, gl.FLOAT, false, ImGui.ImDrawVertSize, ImGui.ImDrawVertUVOffset); + gl && gl.vertexAttribPointer(g_AttribLocationColor, 4, gl.UNSIGNED_BYTE, true, ImGui.ImDrawVertSize, ImGui.ImDrawVertColOffset); + // Draw + const pos = draw_data.DisplayPos; + const idx_buffer_type = gl && ((ImGui.ImDrawIdxSize === 4) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT) || 0; + draw_data.IterateDrawLists((draw_list) => { + gl || ctx || console.log(draw_list); + gl || ctx || console.log("VtxBuffer.length", draw_list.VtxBuffer.length); + gl || ctx || console.log("IdxBuffer.length", draw_list.IdxBuffer.length); + let idx_buffer_offset = 0; + gl && gl.bindBuffer(gl.ARRAY_BUFFER, g_VboHandle); + gl && gl.bufferData(gl.ARRAY_BUFFER, draw_list.VtxBuffer, gl.STREAM_DRAW); + gl && gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + gl && gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, draw_list.IdxBuffer, gl.STREAM_DRAW); + draw_list.IterateDrawCmds((draw_cmd) => { + gl || ctx || console.log(draw_cmd); + gl || ctx || console.log("ElemCount", draw_cmd.ElemCount); + gl || ctx || console.log("ClipRect", draw_cmd.ClipRect.x, fb_height - draw_cmd.ClipRect.w, draw_cmd.ClipRect.z - draw_cmd.ClipRect.x, draw_cmd.ClipRect.w - draw_cmd.ClipRect.y); + gl || ctx || console.log("TextureId", draw_cmd.TextureId); + if (!gl && !ctx) { + console.log("i: pos.x pos.y uv.x uv.y col"); + for (let i = 0; i < Math.min(3, draw_cmd.ElemCount); ++i) { + const view = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i * ImGui.ImDrawVertSize); + console.log(`${i}: ${view.pos[0].toFixed(2)} ${view.pos[1].toFixed(2)} ${view.uv[0].toFixed(5)} ${view.uv[1].toFixed(5)} ${("00000000" + view.col[0].toString(16)).substr(-8)}`); + } + } + if (draw_cmd.UserCallback !== null) { + // User callback (registered via ImDrawList::AddCallback) + draw_cmd.UserCallback(draw_list, draw_cmd); + } + else { + const clip_rect = new ImGui.ImVec4(draw_cmd.ClipRect.x - pos.x, draw_cmd.ClipRect.y - pos.y, draw_cmd.ClipRect.z - pos.x, draw_cmd.ClipRect.w - pos.y); + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0 && clip_rect.w >= 0.0) { + // Apply scissor/clipping rectangle + gl && gl.scissor(clip_rect.x, fb_height - clip_rect.w, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); + // Bind texture, Draw + gl && gl.activeTexture(gl.TEXTURE0); + gl && gl.bindTexture(gl.TEXTURE_2D, draw_cmd.TextureId); + gl && gl.drawElements(gl.TRIANGLES, draw_cmd.ElemCount, idx_buffer_type, idx_buffer_offset); + if (ctx) { + ctx.save(); + ctx.beginPath(); + ctx.rect(clip_rect.x, clip_rect.y, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); + ctx.clip(); + const idx = ImGui.ImDrawIdxSize === 4 ? + new Uint32Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset) : + new Uint16Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset); + for (let i = 0; i < draw_cmd.ElemCount; i += 3) { + const i0 = idx[i + 0]; + const i1 = idx[i + 1]; + const i2 = idx[i + 2]; + const v0 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i0 * ImGui.ImDrawVertSize); + const v1 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i1 * ImGui.ImDrawVertSize); + const v2 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i2 * ImGui.ImDrawVertSize); + const i3 = idx[i + 3]; + const i4 = idx[i + 4]; + const i5 = idx[i + 5]; + const v3 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i3 * ImGui.ImDrawVertSize); + const v4 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i4 * ImGui.ImDrawVertSize); + const v5 = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i5 * ImGui.ImDrawVertSize); + let quad = true; + let minmin = v0; + let minmax = v0; + let maxmin = v0; + let maxmax = v0; + for (const v of [v1, v2, v3, v4, v5]) { + let found = false; + if (v.pos[0] <= minmin.pos[0] && v.pos[1] <= minmin.pos[1]) { + minmin = v; + found = true; + } + if (v.pos[0] <= minmax.pos[0] && v.pos[1] >= minmax.pos[1]) { + minmax = v; + found = true; + } + if (v.pos[0] >= maxmin.pos[0] && v.pos[1] <= maxmin.pos[1]) { + maxmin = v; + found = true; + } + if (v.pos[0] >= maxmax.pos[0] && v.pos[1] >= maxmax.pos[1]) { + maxmax = v; + found = true; + } + if (!found) { + quad = false; + } + } + quad = quad && (minmin.pos[0] === minmax.pos[0]); + quad = quad && (maxmin.pos[0] === maxmax.pos[0]); + quad = quad && (minmin.pos[1] === maxmin.pos[1]); + quad = quad && (minmax.pos[1] === maxmax.pos[1]); + if (quad) { + if (minmin.uv[0] < 0.01 && minmin.uv[1] < 0.01) { + // one vertex color + ctx.beginPath(); + ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; + ctx.fill(); + } + else { + // no vertex color + const image = draw_cmd.TextureId; + ctx.drawImage(image, minmin.uv[0] * image.width, minmin.uv[1] * image.height, (maxmax.uv[0] - minmin.uv[0]) * image.width, (maxmax.uv[1] - minmin.uv[1]) * image.height, minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + // ctx.beginPath(); + // ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + // ctx.strokeStyle = "yellow"; + // ctx.stroke(); + } + i += 3; + } + else { + // one vertex color, no texture + ctx.beginPath(); + ctx.moveTo(v0.pos[0], v0.pos[1]); + ctx.lineTo(v1.pos[0], v1.pos[1]); + ctx.lineTo(v2.pos[0], v2.pos[1]); + ctx.closePath(); + ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; + ctx.fill(); + } + } + ctx.restore(); + } + } + } + idx_buffer_offset += draw_cmd.ElemCount * ImGui.ImDrawIdxSize; + }); + }); + // Restore modified GL state + gl && (last_program !== null) && gl.useProgram(last_program); + gl && (last_texture !== null) && gl.bindTexture(gl.TEXTURE_2D, last_texture); + gl && (last_active_texture !== null) && gl.activeTexture(last_active_texture); + gl && gl.disableVertexAttribArray(g_AttribLocationPosition); + gl && gl.disableVertexAttribArray(g_AttribLocationUV); + gl && gl.disableVertexAttribArray(g_AttribLocationColor); + gl && (last_array_buffer !== null) && gl.bindBuffer(gl.ARRAY_BUFFER, last_array_buffer); + gl && (last_element_array_buffer !== null) && gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + gl && (last_blend_equation_rgb !== null && last_blend_equation_alpha !== null) && gl.blendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + gl && (last_blend_src_rgb !== null && last_blend_src_alpha !== null && last_blend_dst_rgb !== null && last_blend_dst_alpha !== null) && gl.blendFuncSeparate(last_blend_src_rgb, last_blend_src_alpha, last_blend_dst_rgb, last_blend_dst_alpha); + gl && (last_enable_blend ? gl.enable(gl.BLEND) : gl.disable(gl.BLEND)); + gl && (last_enable_cull_face ? gl.enable(gl.CULL_FACE) : gl.disable(gl.CULL_FACE)); + gl && (last_enable_depth_test ? gl.enable(gl.DEPTH_TEST) : gl.disable(gl.DEPTH_TEST)); + gl && (last_enable_scissor_test ? gl.enable(gl.SCISSOR_TEST) : gl.disable(gl.SCISSOR_TEST)); + // glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); + gl && (last_viewport !== null) && gl.viewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]); + gl && (last_scissor_box !== null) && gl.scissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3]); + } + exports_1("RenderDrawData", RenderDrawData); + function CreateFontsTexture() { + const io = ImGui.GetIO(); + // Backup GL state + const last_texture = gl && gl.getParameter(gl.TEXTURE_BINDING_2D); + // Build texture atlas + // const width: number = 256; + // const height: number = 256; + // const pixels: Uint8Array = new Uint8Array(4 * width * height).fill(0xff); + const { width, height, pixels } = io.Fonts.GetTexDataAsRGBA32(); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + // console.log(`font texture ${width} x ${height} @ ${pixels.length}`); + // Upload texture to graphics system + g_FontTexture = gl && gl.createTexture(); + gl && gl.bindTexture(gl.TEXTURE_2D, g_FontTexture); + gl && gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl && gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + // gl && gl.pixelStorei(gl.UNPACK_ROW_LENGTH); // WebGL2 + gl && gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels); + // Store our identifier + io.Fonts.TexID = g_FontTexture || { foo: "bar" }; + // console.log("font texture id", g_FontTexture); + if (ctx) { + const image_canvas = document.createElement("canvas"); + image_canvas.width = width; + image_canvas.height = height; + const image_ctx = image_canvas.getContext("2d"); + if (image_ctx === null) { + throw new Error(); + } + const image_data = image_ctx.getImageData(0, 0, width, height); + image_data.data.set(pixels); + image_ctx.putImageData(image_data, 0, 0); + io.Fonts.TexID = image_canvas; + } + // Restore modified GL state + gl && last_texture && gl.bindTexture(gl.TEXTURE_2D, last_texture); + } + exports_1("CreateFontsTexture", CreateFontsTexture); + function DestroyFontsTexture() { + const io = ImGui.GetIO(); + io.Fonts.TexID = null; + gl && gl.deleteTexture(g_FontTexture); + g_FontTexture = null; + } + exports_1("DestroyFontsTexture", DestroyFontsTexture); + function CreateDeviceObjects() { + const vertex_shader = [ + "uniform mat4 ProjMtx;", + "attribute vec2 Position;", + "attribute vec2 UV;", + "attribute vec4 Color;", + "varying vec2 Frag_UV;", + "varying vec4 Frag_Color;", + "void main() {", + " Frag_UV = UV;", + " Frag_Color = Color;", + " gl_Position = ProjMtx * vec4(Position.xy,0,1);", + "}", + ]; + const fragment_shader = [ + "precision mediump float;", + "uniform sampler2D Texture;", + "varying vec2 Frag_UV;", + "varying vec4 Frag_Color;", + "void main() {", + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV);", + "}", + ]; + g_ShaderHandle = gl && gl.createProgram(); + g_VertHandle = gl && gl.createShader(gl.VERTEX_SHADER); + g_FragHandle = gl && gl.createShader(gl.FRAGMENT_SHADER); + gl && gl.shaderSource(g_VertHandle, vertex_shader.join("\n")); + gl && gl.shaderSource(g_FragHandle, fragment_shader.join("\n")); + gl && gl.compileShader(g_VertHandle); + gl && gl.compileShader(g_FragHandle); + gl && gl.attachShader(g_ShaderHandle, g_VertHandle); + gl && gl.attachShader(g_ShaderHandle, g_FragHandle); + gl && gl.linkProgram(g_ShaderHandle); + g_AttribLocationTex = gl && gl.getUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = gl && gl.getUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = gl && gl.getAttribLocation(g_ShaderHandle, "Position") || 0; + g_AttribLocationUV = gl && gl.getAttribLocation(g_ShaderHandle, "UV") || 0; + g_AttribLocationColor = gl && gl.getAttribLocation(g_ShaderHandle, "Color") || 0; + g_VboHandle = gl && gl.createBuffer(); + g_ElementsHandle = gl && gl.createBuffer(); + CreateFontsTexture(); + } + exports_1("CreateDeviceObjects", CreateDeviceObjects); + function DestroyDeviceObjects() { + DestroyFontsTexture(); + gl && gl.deleteBuffer(g_VboHandle); + g_VboHandle = null; + gl && gl.deleteBuffer(g_ElementsHandle); + g_ElementsHandle = null; + g_AttribLocationTex = null; + g_AttribLocationProjMtx = null; + g_AttribLocationPosition = -1; + g_AttribLocationUV = -1; + g_AttribLocationColor = -1; + gl && gl.deleteProgram(g_ShaderHandle); + g_ShaderHandle = null; + gl && gl.deleteShader(g_VertHandle); + g_VertHandle = null; + gl && gl.deleteShader(g_FragHandle); + g_FragHandle = null; + } + exports_1("DestroyDeviceObjects", DestroyDeviceObjects); + return { + setters: [ + function (ImGui_1) { + ImGui = ImGui_1; + } + ], + execute: function () { + clipboard_text = ""; + canvas = null; + exports_1("gl", gl = null); + g_ShaderHandle = null; + g_VertHandle = null; + g_FragHandle = null; + g_AttribLocationTex = null; + g_AttribLocationProjMtx = null; + g_AttribLocationPosition = -1; + g_AttribLocationUV = -1; + g_AttribLocationColor = -1; + g_VboHandle = null; + g_ElementsHandle = null; + g_FontTexture = null; + exports_1("ctx", ctx = null); + prev_time = 0; + // MouseEvent.button + // A number representing a given button: + // 0: Main button pressed, usually the left button or the un-initialized state + // 1: Auxiliary button pressed, usually the wheel button or the middle button (if present) + // 2: Secondary button pressed, usually the right button + // 3: Fourth button, typically the Browser Back button + // 4: Fifth button, typically the Browser Forward button + mouse_button_map = [0, 2, 1, 3, 4]; + } + }; +}); +//# sourceMappingURL=imgui_impl.js.map \ No newline at end of file diff --git a/src/imgui_impl.js.map b/src/imgui_impl.js.map new file mode 100644 index 0000000..0193a27 --- /dev/null +++ b/src/imgui_impl.js.map @@ -0,0 +1 @@ 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\ No newline at end of file diff --git a/src/imgui_impl.ts b/src/imgui_impl.ts new file mode 100644 index 0000000..c9dc19d --- /dev/null +++ b/src/imgui_impl.ts @@ -0,0 +1,788 @@ +import * as ImGui from "imgui-js"; + +let clipboard_text: string = ""; + +let canvas: HTMLCanvasElement | null = null; + +export let gl: WebGLRenderingContext | null = null; +let g_ShaderHandle: WebGLProgram | null = null; +let g_VertHandle: WebGLShader | null = null; +let g_FragHandle: WebGLShader | null = null; +let g_AttribLocationTex: WebGLUniformLocation | null = null; +let g_AttribLocationProjMtx: WebGLUniformLocation | null = null; +let g_AttribLocationPosition: GLint = -1; +let g_AttribLocationUV: GLint = -1; +let g_AttribLocationColor: GLint = -1; +let g_VboHandle: WebGLBuffer | null = null; +let g_ElementsHandle: WebGLBuffer | null = null; +let g_FontTexture: WebGLTexture | null = null; + +export let ctx: CanvasRenderingContext2D | null = null; + +let prev_time: number = 0; + +function document_on_copy(event: ClipboardEvent): void { + if (event.clipboardData) { + event.clipboardData.setData("text/plain", clipboard_text); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); +} + +function document_on_cut(event: ClipboardEvent): void { + if (event.clipboardData) { + event.clipboardData.setData("text/plain", clipboard_text); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); +} + +function document_on_paste(event: ClipboardEvent): void { + if (event.clipboardData) { + clipboard_text = event.clipboardData.getData("text/plain"); + } + // console.log(`${event.type}: "${clipboard_text}"`); + event.preventDefault(); +} + +function window_on_resize(): void { + if (canvas !== null) { + const devicePixelRatio: number = window.devicePixelRatio || 1; + canvas.width = canvas.scrollWidth * devicePixelRatio; + canvas.height = canvas.scrollHeight * devicePixelRatio; + } +} + +function window_on_gamepadconnected(event: any /* GamepadEvent */): void { + console.log("Gamepad connected at index %d: %s. %d buttons, %d axes.", + event.gamepad.index, event.gamepad.id, + event.gamepad.buttons.length, event.gamepad.axes.length); +} + +function window_on_gamepaddisconnected(event: any /* GamepadEvent */): void { + console.log("Gamepad disconnected at index %d: %s.", + event.gamepad.index, event.gamepad.id); +} + +function canvas_on_blur(event: FocusEvent): void { + const io = ImGui.GetIO(); + io.KeyCtrl = false; + io.KeyShift = false; + io.KeyAlt = false; + io.KeySuper = false; + for (let i = 0; i < io.KeysDown.length; ++i) { + io.KeysDown[i] = false; + } + for (let i = 0; i < io.MouseDown.length; ++i) { + io.MouseDown[i] = false; + } +} + +function canvas_on_keydown(event: KeyboardEvent): void { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.KeyCtrl = event.ctrlKey; + io.KeyShift = event.shiftKey; + io.KeyAlt = event.altKey; + io.KeySuper = event.metaKey; + ImGui.IM_ASSERT(event.keyCode >= 0 && event.keyCode < ImGui.IM_ARRAYSIZE(io.KeysDown)); + io.KeysDown[event.keyCode] = true; + // forward to the keypress event + if (/*io.WantCaptureKeyboard ||*/ event.key === "Tab") { + event.preventDefault(); + } +} + +function canvas_on_keyup(event: KeyboardEvent): void { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.KeyCtrl = event.ctrlKey; + io.KeyShift = event.shiftKey; + io.KeyAlt = event.altKey; + io.KeySuper = event.metaKey; + ImGui.IM_ASSERT(event.keyCode >= 0 && event.keyCode < ImGui.IM_ARRAYSIZE(io.KeysDown)); + io.KeysDown[event.keyCode] = false; + if (io.WantCaptureKeyboard) { + event.preventDefault(); + } +} + +function canvas_on_keypress(event: KeyboardEvent): void { + // console.log(event.type, event.key, event.keyCode); + const io = ImGui.GetIO(); + io.AddInputCharacter(event.charCode); + if (io.WantCaptureKeyboard) { + event.preventDefault(); + } +} + +function canvas_on_pointermove(event: PointerEvent): void { + const io = ImGui.GetIO(); + const devicePixelRatio: number = window.devicePixelRatio || 1; + io.MousePos.x = event.offsetX * devicePixelRatio; + io.MousePos.y = event.offsetY * devicePixelRatio; + if (io.WantCaptureMouse) { + event.preventDefault(); + } +} + +// MouseEvent.button +// A number representing a given button: +// 0: Main button pressed, usually the left button or the un-initialized state +// 1: Auxiliary button pressed, usually the wheel button or the middle button (if present) +// 2: Secondary button pressed, usually the right button +// 3: Fourth button, typically the Browser Back button +// 4: Fifth button, typically the Browser Forward button +const mouse_button_map: number[] = [ 0, 2, 1, 3, 4 ]; + +function canvas_on_pointerdown(event: PointerEvent): void { + const io = ImGui.GetIO(); + const devicePixelRatio: number = window.devicePixelRatio || 1; + io.MousePos.x = event.offsetX * devicePixelRatio; + io.MousePos.y = event.offsetY * devicePixelRatio; + io.MouseDown[mouse_button_map[event.button]] = true; + // if (io.WantCaptureMouse) { + // event.preventDefault(); + // } +} +function canvas_on_contextmenu(event: Event): void { + const io = ImGui.GetIO(); + if (io.WantCaptureMouse) { + event.preventDefault(); + } +} + +function canvas_on_pointerup(event: PointerEvent): void { + const io = ImGui.GetIO(); + io.MouseDown[mouse_button_map[event.button]] = false; + if (io.WantCaptureMouse) { + event.preventDefault(); + } +} + +function canvas_on_wheel(event: WheelEvent): void { + const io = ImGui.GetIO(); + let scale: number = 1.0; + switch (event.deltaMode) { + case event.DOM_DELTA_PIXEL: scale = 0.01; break; + case event.DOM_DELTA_LINE: scale = 0.2; break; + case event.DOM_DELTA_PAGE: scale = 1.0; break; + } + io.MouseWheelH = event.deltaX * scale; + io.MouseWheel = -event.deltaY * scale; // Mouse wheel: 1 unit scrolls about 5 lines text. + if (io.WantCaptureMouse) { + event.preventDefault(); + } +} + +export function Init(value: HTMLCanvasElement | WebGLRenderingContext | CanvasRenderingContext2D | null): void { + const io = ImGui.GetIO(); + + if (typeof(window) !== "undefined") { + ImGui.LoadIniSettingsFromMemory(window.localStorage.getItem("imgui.ini") || ""); + } + + if (typeof(navigator) !== "undefined") { + io.ConfigMacOSXBehaviors = navigator.platform.match(/Mac/) !== null; + } + + if (typeof(document) !== "undefined") { + document.body.addEventListener("copy", document_on_copy); + document.body.addEventListener("cut", document_on_cut); + document.body.addEventListener("paste", document_on_paste); + } + + io.SetClipboardTextFn = (user_data: any, text: string): void => { + clipboard_text = text; + // console.log(`set clipboard_text: "${clipboard_text}"`); + if (typeof navigator !== "undefined" && typeof (navigator as any).clipboard !== "undefined") { + // console.log(`clipboard.writeText: "${clipboard_text}"`); + (navigator as any).clipboard.writeText(clipboard_text).then((): void => { + // console.log(`clipboard.writeText: "${clipboard_text}" done.`); + }); + } + }; + io.GetClipboardTextFn = (user_data: any): string => { + // if (typeof navigator !== "undefined" && typeof (navigator as any).clipboard !== "undefined") { + // console.log(`clipboard.readText: "${clipboard_text}"`); + // (navigator as any).clipboard.readText().then((text: string): void => { + // clipboard_text = text; + // console.log(`clipboard.readText: "${clipboard_text}" done.`); + // }); + // } + // console.log(`get clipboard_text: "${clipboard_text}"`); + return clipboard_text; + }; + io.ClipboardUserData = null; + + if (typeof(window) !== "undefined") { + window.addEventListener("resize", window_on_resize); + window.addEventListener("gamepadconnected", window_on_gamepadconnected); + window.addEventListener("gamepaddisconnected", window_on_gamepaddisconnected); + } + + if (typeof(window) !== "undefined") { + if (value instanceof(HTMLCanvasElement)) { + value = value.getContext("webgl", { alpha: false }) || value.getContext("2d"); + } + if (value instanceof(WebGLRenderingContext)) { + canvas = value.canvas; + gl = value; + } + if (value instanceof(CanvasRenderingContext2D)) { + canvas = value.canvas; + ctx = value; + } + } + + if (canvas !== null) { + window_on_resize(); + canvas.style.touchAction = "none"; // Disable browser handling of all panning and zooming gestures. + canvas.addEventListener("blur", canvas_on_blur); + canvas.addEventListener("keydown", canvas_on_keydown); + canvas.addEventListener("keyup", canvas_on_keyup); + canvas.addEventListener("keypress", canvas_on_keypress); + canvas.addEventListener("pointermove", canvas_on_pointermove); + canvas.addEventListener("pointerdown", canvas_on_pointerdown); + canvas.addEventListener("contextmenu", canvas_on_contextmenu); + canvas.addEventListener("pointerup", canvas_on_pointerup); + canvas.addEventListener("wheel", canvas_on_wheel); + } + + // Setup back-end capabilities flags + io.BackendFlags |= ImGui.BackendFlags.HasMouseCursors; // We can honor GetMouseCursor() values (optional) + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGui.Key.Tab] = 9; + io.KeyMap[ImGui.Key.LeftArrow] = 37; + io.KeyMap[ImGui.Key.RightArrow] = 39; + io.KeyMap[ImGui.Key.UpArrow] = 38; + io.KeyMap[ImGui.Key.DownArrow] = 40; + io.KeyMap[ImGui.Key.PageUp] = 33; + io.KeyMap[ImGui.Key.PageDown] = 34; + io.KeyMap[ImGui.Key.Home] = 36; + io.KeyMap[ImGui.Key.End] = 35; + io.KeyMap[ImGui.Key.Insert] = 45; + io.KeyMap[ImGui.Key.Delete] = 46; + io.KeyMap[ImGui.Key.Backspace] = 8; + io.KeyMap[ImGui.Key.Space] = 32; + io.KeyMap[ImGui.Key.Enter] = 13; + io.KeyMap[ImGui.Key.Escape] = 27; + io.KeyMap[ImGui.Key.A] = 65; + io.KeyMap[ImGui.Key.C] = 67; + io.KeyMap[ImGui.Key.V] = 86; + io.KeyMap[ImGui.Key.X] = 88; + io.KeyMap[ImGui.Key.Y] = 89; + io.KeyMap[ImGui.Key.Z] = 90; + + CreateDeviceObjects(); +} + +export function Shutdown(): void { + DestroyDeviceObjects(); + + if (canvas !== null) { + canvas.removeEventListener("blur", canvas_on_blur); + canvas.removeEventListener("keydown", canvas_on_keydown); + canvas.removeEventListener("keyup", canvas_on_keyup); + canvas.removeEventListener("keypress", canvas_on_keypress); + canvas.removeEventListener("pointermove", canvas_on_pointermove); + canvas.removeEventListener("pointerdown", canvas_on_pointerdown); + canvas.removeEventListener("contextmenu", canvas_on_contextmenu); + canvas.removeEventListener("pointerup", canvas_on_pointerup); + canvas.removeEventListener("wheel", canvas_on_wheel); + } + + gl = null; + ctx = null; + canvas = null; + + if (typeof(window) !== "undefined") { + window.removeEventListener("resize", window_on_resize); + window.removeEventListener("gamepadconnected", window_on_gamepadconnected); + window.removeEventListener("gamepaddisconnected", window_on_gamepaddisconnected); + } + + if (typeof(document) !== "undefined") { + document.body.removeEventListener("copy", document_on_copy); + document.body.removeEventListener("cut", document_on_cut); + document.body.removeEventListener("paste", document_on_paste); + } +} + +export function NewFrame(time: number): void { + const io = ImGui.GetIO(); + + if (io.WantSaveIniSettings) { + io.WantSaveIniSettings = false; + if (typeof(window) !== "undefined") { + window.localStorage.setItem("imgui.ini", ImGui.SaveIniSettingsToMemory()); + } + } + + const w: number = canvas && canvas.width || 640; + const h: number = canvas && canvas.height || 480; + const display_w: number = gl && gl.drawingBufferWidth || w; + const display_h: number = gl && gl.drawingBufferHeight || h; + io.DisplaySize.x = w; + io.DisplaySize.y = h; + io.DisplayFramebufferScale.x = w > 0 ? (display_w / w) : 0; + io.DisplayFramebufferScale.y = h > 0 ? (display_h / h) : 0; + + const dt: number = time - prev_time; + prev_time = time; + io.DeltaTime = dt / 1000; + + if (io.WantSetMousePos) { + console.log("TODO: MousePos", io.MousePos.x, io.MousePos.y); + } + + if (typeof(document) !== "undefined") { + if (io.MouseDrawCursor) { + document.body.style.cursor = "none"; + } else { + switch (ImGui.GetMouseCursor()) { + case ImGui.MouseCursor.None: document.body.style.cursor = "none"; break; + default: case ImGui.MouseCursor.Arrow: document.body.style.cursor = "default"; break; + case ImGui.MouseCursor.TextInput: document.body.style.cursor = "text"; break; // When hovering over InputText, etc. + case ImGui.MouseCursor.ResizeAll: document.body.style.cursor = "move"; break; // Unused + case ImGui.MouseCursor.ResizeNS: document.body.style.cursor = "ns-resize"; break; // When hovering over an horizontal border + case ImGui.MouseCursor.ResizeEW: document.body.style.cursor = "ew-resize"; break; // When hovering over a vertical border or a column + case ImGui.MouseCursor.ResizeNESW: document.body.style.cursor = "nesw-resize"; break; // When hovering over the bottom-left corner of a window + case ImGui.MouseCursor.ResizeNWSE: document.body.style.cursor = "nwse-resize"; break; // When hovering over the bottom-right corner of a window + case ImGui.MouseCursor.Hand: document.body.style.cursor = "move"; break; + } + } + } + + // Gamepad navigation mapping [BETA] + for (let i = 0; i < io.NavInputs.length; ++i) { + io.NavInputs[i] = 0.0; + } + if (io.ConfigFlags & ImGui.ConfigFlags.NavEnableGamepad) { + // Update gamepad inputs + const gamepads: (Gamepad | null)[] = (typeof(navigator) !== "undefined" && typeof(navigator.getGamepads) === "function") ? navigator.getGamepads() : []; + for (let i = 0; i < gamepads.length; ++i) { + const gamepad: Gamepad | null = gamepads[i]; + if (!gamepad) { continue; } + const buttons_count: number = gamepad.buttons.length; + const axes_count: number = gamepad.axes.length; + const MAP_BUTTON = function(NAV_NO: number, BUTTON_NO: number): void { + if (!gamepad) { return; } + if (buttons_count > BUTTON_NO && gamepad.buttons[BUTTON_NO].pressed) + io.NavInputs[NAV_NO] = 1.0; + } + const MAP_ANALOG = function(NAV_NO: number, AXIS_NO: number, V0: number, V1: number): void { + if (!gamepad) { return; } + let v: number = (axes_count > AXIS_NO) ? gamepad.axes[AXIS_NO] : V0; + v = (v - V0) / (V1 - V0); + if (v > 1.0) v = 1.0; + if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; + } + // TODO: map input based on vendor and product id + // https://developer.mozilla.org/en-US/docs/Web/API/Gamepad/id + const match: RegExpMatchArray | null = gamepad.id.match(/^([0-9a-f]{4})-([0-9a-f]{4})-.*$/); + const match_chrome: RegExpMatchArray | null = gamepad.id.match(/^.*\(.*Vendor: ([0-9a-f]{4}) Product: ([0-9a-f]{4})\).*$/); + const vendor: string = (match && match[1]) || (match_chrome && match_chrome[1]) || "0000"; + const product: string = (match && match[2]) || (match_chrome && match_chrome[2]) || "0000"; + switch (vendor + product) { + case "046dc216": // Logitech Logitech Dual Action (Vendor: 046d Product: c216) + MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 2); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 0); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_ANALOG(ImGui.NavInput.DpadLeft, 4, -0.3, -0.9); // D-Pad Left + MAP_ANALOG(ImGui.NavInput.DpadRight, 4, +0.3, +0.9); // D-Pad Right + MAP_ANALOG(ImGui.NavInput.DpadUp, 5, -0.3, -0.9); // D-Pad Up + MAP_ANALOG(ImGui.NavInput.DpadDown, 5, +0.3, +0.9); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + case "046dc21d": // Logitech Gamepad F310 (STANDARD GAMEPAD Vendor: 046d Product: c21d) + MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left + MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right + MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up + MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_ANALOG(ImGui.NavInput.TweakSlow, 6, +0.3, +0.9); // L2 / LT + MAP_ANALOG(ImGui.NavInput.TweakFast, 7, +0.3, +0.9); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + case "2dc86001": // 8Bitdo SN30 Pro 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6001) + case "2dc86101": // 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6101) + MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 0); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 4); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_ANALOG(ImGui.NavInput.DpadLeft, 6, -0.3, -0.9); // D-Pad Left + MAP_ANALOG(ImGui.NavInput.DpadRight, 6, +0.3, +0.9); // D-Pad Right + MAP_ANALOG(ImGui.NavInput.DpadUp, 7, -0.3, -0.9); // D-Pad Up + MAP_ANALOG(ImGui.NavInput.DpadDown, 7, +0.3, +0.9); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 6); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 7); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 8); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 9); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + default: // standard gamepad: https://w3c.github.io/gamepad/#remapping + MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A + MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B + MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X + MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y + MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left + MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right + MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up + MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down + MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT + MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT + MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); + MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); + MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); + break; + } + } + } +} + +export function RenderDrawData(draw_data: ImGui.ImDrawData | null = ImGui.GetDrawData()): void { + const io = ImGui.GetIO(); + if (draw_data === null) { throw new Error(); } + + gl || ctx || console.log(draw_data); + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + const fb_width: number = io.DisplaySize.x * io.DisplayFramebufferScale.x; + const fb_height: number = io.DisplaySize.y * io.DisplayFramebufferScale.y; + if (fb_width === 0 || fb_height === 0) { + return; + } + draw_data.ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + const last_active_texture: GLenum | null = gl && gl.getParameter(gl.ACTIVE_TEXTURE) || null; + const last_program: WebGLProgram | null = gl && gl.getParameter(gl.CURRENT_PROGRAM) || null; + const last_texture: WebGLTexture | null = gl && gl.getParameter(gl.TEXTURE_BINDING_2D) || null; + const last_array_buffer: WebGLBuffer | null = gl && gl.getParameter(gl.ARRAY_BUFFER_BINDING) || null; + const last_element_array_buffer: WebGLBuffer | null = gl && gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING) || null; + // GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + const last_viewport: Int32Array | null = gl && gl.getParameter(gl.VIEWPORT) || null; + const last_scissor_box: Int32Array | null = gl && gl.getParameter(gl.SCISSOR_BOX) || null; + const last_blend_src_rgb: GLenum | null = gl && gl.getParameter(gl.BLEND_SRC_RGB) || null; + const last_blend_dst_rgb: GLenum | null = gl && gl.getParameter(gl.BLEND_DST_RGB) || null; + const last_blend_src_alpha: GLenum | null = gl && gl.getParameter(gl.BLEND_SRC_ALPHA) || null; + const last_blend_dst_alpha: GLenum | null = gl && gl.getParameter(gl.BLEND_DST_ALPHA) || null; + const last_blend_equation_rgb: GLenum | null = gl && gl.getParameter(gl.BLEND_EQUATION_RGB) || null; + const last_blend_equation_alpha: GLenum | null = gl && gl.getParameter(gl.BLEND_EQUATION_ALPHA) || null; + const last_enable_blend: GLboolean | null = gl && gl.getParameter(gl.BLEND) || null; + const last_enable_cull_face: GLboolean | null = gl && gl.getParameter(gl.CULL_FACE) || null; + const last_enable_depth_test: GLboolean | null = gl && gl.getParameter(gl.DEPTH_TEST) || null; + const last_enable_scissor_test: GLboolean | null = gl && gl.getParameter(gl.SCISSOR_TEST) || null; + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + gl && gl.enable(gl.BLEND); + gl && gl.blendEquation(gl.FUNC_ADD); + gl && gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); + gl && gl.disable(gl.CULL_FACE); + gl && gl.disable(gl.DEPTH_TEST); + gl && gl.enable(gl.SCISSOR_TEST); + // glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + gl && gl.viewport(0, 0, fb_width, fb_height); + const L: number = draw_data.DisplayPos.x; + const R: number = draw_data.DisplayPos.x + draw_data.DisplaySize.x; + const T: number = draw_data.DisplayPos.y; + const B: number = draw_data.DisplayPos.y + draw_data.DisplaySize.y; + const ortho_projection: Float32Array = new Float32Array([ + 2.0 / (R - L), 0.0, 0.0, 0.0, + 0.0, 2.0 / (T - B), 0.0, 0.0, + 0.0, 0.0, -1.0, 0.0, + (R + L) / (L - R), (T + B) / (B - T), 0.0, 1.0, + ]); + gl && gl.useProgram(g_ShaderHandle); + gl && gl.uniform1i(g_AttribLocationTex, 0); + gl && g_AttribLocationProjMtx && gl.uniformMatrix4fv(g_AttribLocationProjMtx, false, ortho_projection); + + // Render command lists + gl && gl.bindBuffer(gl.ARRAY_BUFFER, g_VboHandle); + gl && gl.enableVertexAttribArray(g_AttribLocationPosition); + gl && gl.enableVertexAttribArray(g_AttribLocationUV); + gl && gl.enableVertexAttribArray(g_AttribLocationColor); + + gl && gl.vertexAttribPointer(g_AttribLocationPosition, 2, gl.FLOAT, false, ImGui.ImDrawVertSize, ImGui.ImDrawVertPosOffset); + gl && gl.vertexAttribPointer(g_AttribLocationUV, 2, gl.FLOAT, false, ImGui.ImDrawVertSize, ImGui.ImDrawVertUVOffset); + gl && gl.vertexAttribPointer(g_AttribLocationColor, 4, gl.UNSIGNED_BYTE, true, ImGui.ImDrawVertSize, ImGui.ImDrawVertColOffset); + + // Draw + const pos = draw_data.DisplayPos; + const idx_buffer_type: GLenum = gl && ((ImGui.ImDrawIdxSize === 4) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT) || 0; + draw_data.IterateDrawLists((draw_list: ImGui.ImDrawList): void => { + gl || ctx || console.log(draw_list); + gl || ctx || console.log("VtxBuffer.length", draw_list.VtxBuffer.length); + gl || ctx || console.log("IdxBuffer.length", draw_list.IdxBuffer.length); + + let idx_buffer_offset: number = 0; + + gl && gl.bindBuffer(gl.ARRAY_BUFFER, g_VboHandle); + gl && gl.bufferData(gl.ARRAY_BUFFER, draw_list.VtxBuffer, gl.STREAM_DRAW); + gl && gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + gl && gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, draw_list.IdxBuffer, gl.STREAM_DRAW); + + draw_list.IterateDrawCmds((draw_cmd: ImGui.ImDrawCmd): void => { + gl || ctx || console.log(draw_cmd); + gl || ctx || console.log("ElemCount", draw_cmd.ElemCount); + gl || ctx || console.log("ClipRect", draw_cmd.ClipRect.x, fb_height - draw_cmd.ClipRect.w, draw_cmd.ClipRect.z - draw_cmd.ClipRect.x, draw_cmd.ClipRect.w - draw_cmd.ClipRect.y); + gl || ctx || console.log("TextureId", draw_cmd.TextureId); + if (!gl && !ctx) { + console.log("i: pos.x pos.y uv.x uv.y col"); + for (let i = 0; i < Math.min(3, draw_cmd.ElemCount); ++i) { + const view: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i * ImGui.ImDrawVertSize); + console.log(`${i}: ${view.pos[0].toFixed(2)} ${view.pos[1].toFixed(2)} ${view.uv[0].toFixed(5)} ${view.uv[1].toFixed(5)} ${("00000000" + view.col[0].toString(16)).substr(-8)}`); + } + } + + if (draw_cmd.UserCallback !== null) { + // User callback (registered via ImDrawList::AddCallback) + draw_cmd.UserCallback(draw_list, draw_cmd); + } else { + const clip_rect = new ImGui.ImVec4(draw_cmd.ClipRect.x - pos.x, draw_cmd.ClipRect.y - pos.y, draw_cmd.ClipRect.z - pos.x, draw_cmd.ClipRect.w - pos.y); + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0 && clip_rect.w >= 0.0) { + // Apply scissor/clipping rectangle + gl && gl.scissor(clip_rect.x, fb_height - clip_rect.w, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); + + // Bind texture, Draw + gl && gl.activeTexture(gl.TEXTURE0); + gl && gl.bindTexture(gl.TEXTURE_2D, draw_cmd.TextureId); + gl && gl.drawElements(gl.TRIANGLES, draw_cmd.ElemCount, idx_buffer_type, idx_buffer_offset); + + if (ctx) { + ctx.save(); + ctx.beginPath(); + ctx.rect(clip_rect.x, clip_rect.y, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); + ctx.clip(); + const idx = ImGui.ImDrawIdxSize === 4 ? + new Uint32Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset) : + new Uint16Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset); + for (let i = 0; i < draw_cmd.ElemCount; i += 3) { + const i0: number = idx[i + 0]; + const i1: number = idx[i + 1]; + const i2: number = idx[i + 2]; + const v0: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i0 * ImGui.ImDrawVertSize); + const v1: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i1 * ImGui.ImDrawVertSize); + const v2: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i2 * ImGui.ImDrawVertSize); + const i3: number = idx[i + 3]; + const i4: number = idx[i + 4]; + const i5: number = idx[i + 5]; + const v3: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i3 * ImGui.ImDrawVertSize); + const v4: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i4 * ImGui.ImDrawVertSize); + const v5: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i5 * ImGui.ImDrawVertSize); + let quad = true; + let minmin: ImGui.ImDrawVert = v0; + let minmax: ImGui.ImDrawVert = v0; + let maxmin: ImGui.ImDrawVert = v0; + let maxmax: ImGui.ImDrawVert = v0; + for (const v of [ v1, v2, v3, v4, v5 ]) { + let found = false; + if (v.pos[0] <= minmin.pos[0] && v.pos[1] <= minmin.pos[1]) { minmin = v; found = true; } + if (v.pos[0] <= minmax.pos[0] && v.pos[1] >= minmax.pos[1]) { minmax = v; found = true; } + if (v.pos[0] >= maxmin.pos[0] && v.pos[1] <= maxmin.pos[1]) { maxmin = v; found = true; } + if (v.pos[0] >= maxmax.pos[0] && v.pos[1] >= maxmax.pos[1]) { maxmax = v; found = true; } + if (!found) { quad = false; } + } + quad = quad && (minmin.pos[0] === minmax.pos[0]); + quad = quad && (maxmin.pos[0] === maxmax.pos[0]); + quad = quad && (minmin.pos[1] === maxmin.pos[1]); + quad = quad && (minmax.pos[1] === maxmax.pos[1]); + if (quad) { + if (minmin.uv[0] < 0.01 && minmin.uv[1] < 0.01) { + // one vertex color + ctx.beginPath(); + ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; + ctx.fill(); + } else { + // no vertex color + const image = draw_cmd.TextureId as HTMLCanvasElement; + ctx.drawImage(image, + minmin.uv[0] * image.width, minmin.uv[1] * image.height, + (maxmax.uv[0] - minmin.uv[0]) * image.width, (maxmax.uv[1] - minmin.uv[1]) * image.height, + minmin.pos[0], minmin.pos[1], + maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + // ctx.beginPath(); + // ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); + // ctx.strokeStyle = "yellow"; + // ctx.stroke(); + } + i += 3; + } else { + // one vertex color, no texture + ctx.beginPath(); + ctx.moveTo(v0.pos[0], v0.pos[1]); + ctx.lineTo(v1.pos[0], v1.pos[1]); + ctx.lineTo(v2.pos[0], v2.pos[1]); + ctx.closePath(); + ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; + ctx.fill(); + } + } + ctx.restore(); + } + } + } + + idx_buffer_offset += draw_cmd.ElemCount * ImGui.ImDrawIdxSize; + }); + }); + + // Restore modified GL state + gl && (last_program !== null) && gl.useProgram(last_program); + gl && (last_texture !== null) && gl.bindTexture(gl.TEXTURE_2D, last_texture); + gl && (last_active_texture !== null) && gl.activeTexture(last_active_texture); + gl && gl.disableVertexAttribArray(g_AttribLocationPosition); + gl && gl.disableVertexAttribArray(g_AttribLocationUV); + gl && gl.disableVertexAttribArray(g_AttribLocationColor); + gl && (last_array_buffer !== null) && gl.bindBuffer(gl.ARRAY_BUFFER, last_array_buffer); + gl && (last_element_array_buffer !== null) && gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + gl && (last_blend_equation_rgb !== null && last_blend_equation_alpha !== null) && gl.blendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + gl && (last_blend_src_rgb !== null && last_blend_src_alpha !== null && last_blend_dst_rgb !== null && last_blend_dst_alpha !== null) && gl.blendFuncSeparate(last_blend_src_rgb, last_blend_src_alpha, last_blend_dst_rgb, last_blend_dst_alpha); + gl && (last_enable_blend ? gl.enable(gl.BLEND) : gl.disable(gl.BLEND)); + gl && (last_enable_cull_face ? gl.enable(gl.CULL_FACE) : gl.disable(gl.CULL_FACE)); + gl && (last_enable_depth_test ? gl.enable(gl.DEPTH_TEST) : gl.disable(gl.DEPTH_TEST)); + gl && (last_enable_scissor_test ? gl.enable(gl.SCISSOR_TEST) : gl.disable(gl.SCISSOR_TEST)); + // glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); + gl && (last_viewport !== null) && gl.viewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]); + gl && (last_scissor_box !== null) && gl.scissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3]); +} + +export function CreateFontsTexture(): void { + const io = ImGui.GetIO(); + + // Backup GL state + const last_texture: WebGLTexture | null = gl && gl.getParameter(gl.TEXTURE_BINDING_2D); + + // Build texture atlas + // const width: number = 256; + // const height: number = 256; + // const pixels: Uint8Array = new Uint8Array(4 * width * height).fill(0xff); + const { width, height, pixels } = io.Fonts.GetTexDataAsRGBA32(); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + // console.log(`font texture ${width} x ${height} @ ${pixels.length}`); + + // Upload texture to graphics system + g_FontTexture = gl && gl.createTexture(); + gl && gl.bindTexture(gl.TEXTURE_2D, g_FontTexture); + gl && gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl && gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + // gl && gl.pixelStorei(gl.UNPACK_ROW_LENGTH); // WebGL2 + gl && gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels); + + // Store our identifier + io.Fonts.TexID = g_FontTexture || { foo: "bar" }; + // console.log("font texture id", g_FontTexture); + + if (ctx) { + const image_canvas: HTMLCanvasElement = document.createElement("canvas"); + image_canvas.width = width; + image_canvas.height = height; + const image_ctx = image_canvas.getContext("2d"); + if (image_ctx === null) { throw new Error(); } + const image_data = image_ctx.getImageData(0, 0, width, height); + image_data.data.set(pixels); + image_ctx.putImageData(image_data, 0, 0); + io.Fonts.TexID = image_canvas; + } + + // Restore modified GL state + gl && last_texture && gl.bindTexture(gl.TEXTURE_2D, last_texture); +} + +export function DestroyFontsTexture(): void { + const io = ImGui.GetIO(); + io.Fonts.TexID = null; + gl && gl.deleteTexture(g_FontTexture); g_FontTexture = null; +} + +export function CreateDeviceObjects(): void { + const vertex_shader: string[] = [ + "uniform mat4 ProjMtx;", + "attribute vec2 Position;", + "attribute vec2 UV;", + "attribute vec4 Color;", + "varying vec2 Frag_UV;", + "varying vec4 Frag_Color;", + "void main() {", + " Frag_UV = UV;", + " Frag_Color = Color;", + " gl_Position = ProjMtx * vec4(Position.xy,0,1);", + "}", + ]; + + const fragment_shader: string[] = [ + "precision mediump float;", // WebGL requires precision specifiers + "uniform sampler2D Texture;", + "varying vec2 Frag_UV;", + "varying vec4 Frag_Color;", + "void main() {", + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV);", + "}", + ]; + + g_ShaderHandle = gl && gl.createProgram(); + g_VertHandle = gl && gl.createShader(gl.VERTEX_SHADER); + g_FragHandle = gl && gl.createShader(gl.FRAGMENT_SHADER); + gl && gl.shaderSource(g_VertHandle as WebGLShader, vertex_shader.join("\n")); + gl && gl.shaderSource(g_FragHandle as WebGLShader, fragment_shader.join("\n")); + gl && gl.compileShader(g_VertHandle as WebGLShader); + gl && gl.compileShader(g_FragHandle as WebGLShader); + gl && gl.attachShader(g_ShaderHandle as WebGLProgram, g_VertHandle as WebGLShader); + gl && gl.attachShader(g_ShaderHandle as WebGLProgram, g_FragHandle as WebGLShader); + gl && gl.linkProgram(g_ShaderHandle as WebGLProgram); + + g_AttribLocationTex = gl && gl.getUniformLocation(g_ShaderHandle as WebGLProgram, "Texture"); + g_AttribLocationProjMtx = gl && gl.getUniformLocation(g_ShaderHandle as WebGLProgram, "ProjMtx"); + g_AttribLocationPosition = gl && gl.getAttribLocation(g_ShaderHandle as WebGLProgram, "Position") || 0; + g_AttribLocationUV = gl && gl.getAttribLocation(g_ShaderHandle as WebGLProgram, "UV") || 0; + g_AttribLocationColor = gl && gl.getAttribLocation(g_ShaderHandle as WebGLProgram, "Color") || 0; + + g_VboHandle = gl && gl.createBuffer(); + g_ElementsHandle = gl && gl.createBuffer(); + + CreateFontsTexture(); +} + +export function DestroyDeviceObjects(): void { + DestroyFontsTexture(); + + gl && gl.deleteBuffer(g_VboHandle); g_VboHandle = null; + gl && gl.deleteBuffer(g_ElementsHandle); g_ElementsHandle = null; + + g_AttribLocationTex = null; + g_AttribLocationProjMtx = null; + g_AttribLocationPosition = -1; + g_AttribLocationUV = -1; + g_AttribLocationColor = -1; + + gl && gl.deleteProgram(g_ShaderHandle); g_ShaderHandle = null; + gl && gl.deleteShader(g_VertHandle); g_VertHandle = null; + gl && gl.deleteShader(g_FragHandle); g_FragHandle = null; +} diff --git a/src/main.js b/src/main.js index 2366b5c..d059c0c 100644 --- a/src/main.js +++ b/src/main.js @@ -1,4 +1,4 @@ -System.register(["../imgui-js/example/imgui_impl", "imgui-js", "pixi.js", "./utils"], function (exports_1, context_1) { +System.register(["./imgui_impl", "imgui-js", "pixi.js", "./utils"], function (exports_1, context_1) { "use strict"; var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) { return new (P || (P = Promise))(function (resolve, reject) { diff --git a/src/main.ts b/src/main.ts index 875c695..68ac5c8 100644 --- a/src/main.ts +++ b/src/main.ts @@ -1,4 +1,4 @@ -import * as ImGui_Impl from "../imgui-js/example/imgui_impl"; +import * as ImGui_Impl from "./imgui_impl"; import * as ImGui from "imgui-js"; import { ImGuiIO } from "imgui-js" import { ImVec4 } from "imgui-js";