import * as ImGui from "imgui-js";
import * as ImGui_Impl from "./imgui_impl";
import { ImVec2 } from "imgui-js";
import { ImVec4 } from "imgui-js";
import { ImGuiIO } from "imgui-js";
import { ShowDemoWindow } from "imgui-js/imgui_demo";
import { MemoryEditor } from "imgui-js/imgui_memory_editor";
let font: ImGui.ImFont | null = null;
let show_demo_window: boolean = true;
let show_another_window: boolean = false;
const clear_color: ImVec4 = new ImVec4(0.45, 0.55, 0.60, 1.00);
const memory_editor: MemoryEditor = new MemoryEditor();
let show_sandbox_window: boolean = false;
let show_gamepad_window: boolean = false;
let show_movie_window: boolean = false;
/* static */ let f: number = 0.0;
/* static */ let counter: number = 0;
let done: boolean = false;
async function LoadArrayBuffer(url: string): Promise<ArrayBuffer> {
const response: Response = await fetch(url);
return response.arrayBuffer();
}
export default async function main(): Promise<void> {
await ImGui.default();
if (typeof(window) !== "undefined") {
window.requestAnimationFrame(_init);
} else {
async function _main(): Promise<void> {
await _init();
for (let i = 0; i < 3; ++i) { _loop(1 / 60); }
await _done();
}
_main().catch(console.error);
}
}
async function AddFontFromFileTTF(url: string, size_pixels: number, font_cfg: ImGui.ImFontConfig | null = null, glyph_ranges: number | null = null): Promise<ImGui.ImFont> {
font_cfg = font_cfg || new ImGui.ImFontConfig();
font_cfg.Name = font_cfg.Name || `${url.split(/[\\\/]/).pop()}, ${size_pixels.toFixed(0)}px`;
return ImGui.GetIO().Fonts.AddFontFromMemoryTTF(await LoadArrayBuffer(url), size_pixels, font_cfg, glyph_ranges);
}
async function _init(): Promise<void> {
console.log("Total allocated space (uordblks) @ _init:", ImGui.bind.mallinfo().uordblks);
// Setup Dear ImGui binding
ImGui.IMGUI_CHECKVERSION();
ImGui.CreateContext();
const io: ImGuiIO = ImGui.GetIO();
// io.ConfigFlags |= ImGui.ConfigFlags.NavEnableKeyboard; // Enable Keyboard Controls
// Setup style
ImGui.StyleColorsDark();
//ImGui.StyleColorsClassic();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
io.Fonts.AddFontDefault();
font = await AddFontFromFileTTF("../imgui/misc/fonts/Roboto-Medium.ttf", 16.0);
// font = await AddFontFromFileTTF("../imgui/misc/fonts/Cousine-Regular.ttf", 15.0);
// font = await AddFontFromFileTTF("../imgui/misc/fonts/DroidSans.ttf", 16.0);
// font = await AddFontFromFileTTF("../imgui/misc/fonts/ProggyTiny.ttf", 10.0);
// font = await AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0, null, io.Fonts.GetGlyphRangesJapanese());
// font = await AddFontFromFileTTF("https://raw.githubusercontent.com/googlei18n/noto-cjk/master/NotoSansJP-Regular.otf", 18.0, null, io.Fonts.GetGlyphRangesJapanese());
ImGui.IM_ASSERT(font !== null);
if (typeof(window) !== "undefined") {
const output: HTMLElement = document.getElementById("output") || document.body;
const canvas: HTMLCanvasElement = document.createElement("canvas");
output.appendChild(canvas);
canvas.tabIndex = 1;
canvas.style.position = "absolute";
canvas.style.left = "0px";
canvas.style.right = "0px";
canvas.style.top = "0px";
canvas.style.bottom = "0px";
canvas.style.width = "100%";
canvas.style.height = "100%";
ImGui_Impl.Init(canvas);
} else {
ImGui_Impl.Init(null);
}
StartUpImage();
StartUpVideo();
if (typeof(window) !== "undefined") {
window.requestAnimationFrame(_loop);
}
}
// Main loop
function _loop(time: number): void {
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// Start the ImGui frame
ImGui_Impl.NewFrame(time);
ImGui.NewFrame();
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
// static float f = 0.0f;
// static int counter = 0;
ImGui.Text("Hello, world!"); // Display some text (you can use a format string too)
ImGui.SliderFloat("float", (value = f) => f = value, 0.0, 1.0); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui.ColorEdit3("clear color", clear_color); // Edit 3 floats representing a color
ImGui.Checkbox("Demo Window", (value = show_demo_window) => show_demo_window = value); // Edit bools storing our windows open/close state
ImGui.Checkbox("Another Window", (value = show_another_window) => show_another_window = value);
if (ImGui.Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
counter++;
ImGui.SameLine();
ImGui.Text(`counter = ${counter}`);
ImGui.Text(`Application average ${(1000.0 / ImGui.GetIO().Framerate).toFixed(3)} ms/frame (${ImGui.GetIO().Framerate.toFixed(1)} FPS)`);
ImGui.Checkbox("Memory Editor", (value = memory_editor.Open) => memory_editor.Open = value);
if (memory_editor.Open)
memory_editor.DrawWindow("Memory Editor", ImGui.bind.buffer);
const mi: ImGui.Bind.mallinfo = ImGui.bind.mallinfo();
// ImGui.Text(`Total non-mmapped bytes (arena): ${mi.arena}`);
// ImGui.Text(`# of free chunks (ordblks): ${mi.ordblks}`);
// ImGui.Text(`# of free fastbin blocks (smblks): ${mi.smblks}`);
// ImGui.Text(`# of mapped regions (hblks): ${mi.hblks}`);
// ImGui.Text(`Bytes in mapped regions (hblkhd): ${mi.hblkhd}`);
ImGui.Text(`Max. total allocated space (usmblks): ${mi.usmblks}`);
// ImGui.Text(`Free bytes held in fastbins (fsmblks): ${mi.fsmblks}`);
ImGui.Text(`Total allocated space (uordblks): ${mi.uordblks}`);
ImGui.Text(`Total free space (fordblks): ${mi.fordblks}`);
// ImGui.Text(`Topmost releasable block (keepcost): ${mi.keepcost}`);
if (ImGui.ImageButton(image_gl_texture, new ImVec2(48, 48)))
show_demo_window = !show_demo_window;
if (ImGui.IsItemHovered()) {
ImGui.BeginTooltip();
ImGui.Text(image_url);
ImGui.EndTooltip();
}
if (ImGui.Button("Sandbox Window")) { show_sandbox_window = true; }
if (show_sandbox_window)
ShowSandboxWindow("Sandbox Window", (value = show_sandbox_window) => show_sandbox_window = value);
ImGui.SameLine();
if (ImGui.Button("Gamepad Window")) { show_gamepad_window = true; }
if (show_gamepad_window)
ShowGamepadWindow("Gamepad Window", (value = show_gamepad_window) => show_gamepad_window = value);
ImGui.SameLine();
if (ImGui.Button("Movie Window")) { show_movie_window = true; }
if (show_movie_window)
ShowMovieWindow("Movie Window", (value = show_movie_window) => show_movie_window = value);
if (font) {
ImGui.PushFont(font);
ImGui.Text(`${font.GetDebugName()}`);
if (font.FindGlyphNoFallback(0x5929)) {
ImGui.Text(`U+5929: \u5929`);
}
ImGui.PopFont();
}
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
if (show_another_window) {
ImGui.Begin("Another Window", (value = show_another_window) => show_another_window = value, ImGui.WindowFlags.AlwaysAutoResize);
ImGui.Text("Hello from another window!");
if (ImGui.Button("Close Me"))
show_another_window = false;
ImGui.End();
}
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
if (show_demo_window) {
ImGui.SetNextWindowPos(new ImVec2(650, 20), ImGui.Cond.FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
done = /*ImGui.*/ShowDemoWindow((value = show_demo_window) => show_demo_window = value);
}
ImGui.EndFrame();
// Rendering
ImGui.Render();
const gl: WebGLRenderingContext | null = ImGui_Impl.gl;
if (gl) {
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.clearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
gl.clear(gl.COLOR_BUFFER_BIT);
//gl.useProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
}
UpdateVideo();
ImGui_Impl.RenderDrawData(ImGui.GetDrawData());
if (typeof(window) !== "undefined") {
window.requestAnimationFrame(done ? _done : _loop);
}
}
async function _done(): Promise<void> {
const gl: WebGLRenderingContext | null = ImGui_Impl.gl;
if (gl) {
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.clearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
gl.clear(gl.COLOR_BUFFER_BIT);
}
CleanUpImage();
CleanUpVideo();
// Cleanup
ImGui_Impl.Shutdown();
ImGui.DestroyContext();
console.log("Total allocated space (uordblks) @ _done:", ImGui.bind.mallinfo().uordblks);
}
function ShowHelpMarker(desc: string): void {
ImGui.TextDisabled("(?)");
if (ImGui.IsItemHovered()) {
ImGui.BeginTooltip();
ImGui.PushTextWrapPos(ImGui.GetFontSize() * 35.0);
ImGui.TextUnformatted(desc);
ImGui.PopTextWrapPos();
ImGui.EndTooltip();
}
}
let source: string = [
"ImGui.Text(\"Hello, world!\");",
"ImGui.SliderFloat(\"float\",",
"\t(value = f) => f = value,",
"\t0.0, 1.0);",
"",
].join("\n");
function ShowSandboxWindow(title: string, p_open: ImGui.ImAccess<boolean> | null = null): void {
ImGui.SetNextWindowSize(new ImVec2(320, 240), ImGui.Cond.FirstUseEver);
ImGui.Begin(title, p_open);
ImGui.Text("Source");
ImGui.SameLine(); ShowHelpMarker("Contents evaluated and appended to the window.");
ImGui.PushItemWidth(-1);
ImGui.InputTextMultiline("##source", (_ = source) => (source = _), 1024, ImVec2.ZERO, ImGui.InputTextFlags.AllowTabInput);
ImGui.PopItemWidth();
try {
eval(source);
} catch (e) {
ImGui.TextColored(new ImVec4(1.0, 0.0, 0.0, 1.0), "error: ");
ImGui.SameLine();
ImGui.Text(e.message);
}
ImGui.End();
}
function ShowGamepadWindow(title: string, p_open: ImGui.ImAccess<boolean> | null = null): void {
ImGui.Begin(title, p_open, ImGui.WindowFlags.AlwaysAutoResize);
const gamepads: (Gamepad | null)[] = (typeof(navigator) !== "undefined" && typeof(navigator.getGamepads) === "function") ? navigator.getGamepads() : [];
if (gamepads.length > 0) {
for (let i = 0; i < gamepads.length; ++i) {
const gamepad: Gamepad | null = gamepads[i];
ImGui.Text(`gamepad ${i} ${gamepad && gamepad.id}`);
if (!gamepad) { continue; }
ImGui.Text(` `);
for (let button = 0; button < gamepad.buttons.length; ++button) {
ImGui.SameLine(); ImGui.Text(`${button.toString(16)}`);
}
ImGui.Text(`buttons`);
for (let button = 0; button < gamepad.buttons.length; ++button) {
ImGui.SameLine(); ImGui.Text(`${gamepad.buttons[button].value}`);
}
ImGui.Text(`axes`);
for (let axis = 0; axis < gamepad.axes.length; ++axis) {
ImGui.Text(`${axis}: ${gamepad.axes[axis].toFixed(2)}`);
}
}
} else {
ImGui.Text("connect a gamepad");
}
ImGui.End();
}
const image_url: string = "../imgui/examples/example_apple/imguiex-ios/imgui_ex_icon.png";
let image_element: HTMLImageElement | null = null;
let image_gl_texture: WebGLTexture | null = null;
function StartUpImage(): void {
const gl: WebGLRenderingContext | null = ImGui_Impl.gl;
if (gl) {
const width: number = 256;
const height: number = 256;
const pixels: Uint8Array = new Uint8Array(4 * width * height);
image_gl_texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, image_gl_texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
const image: HTMLImageElement = image_element = new Image();
image.addEventListener("load", (event: Event) => {
gl.bindTexture(gl.TEXTURE_2D, image_gl_texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
});
image.src = image_url;
}
}
function CleanUpImage(): void {
const gl: WebGLRenderingContext | null = ImGui_Impl.gl;
if (gl) {
gl.deleteTexture(image_gl_texture); image_gl_texture = null;
image_element = null;
}
}
let video_url: string = "https://threejs.org/examples/textures/sintel.ogv";
let video_element: HTMLVideoElement | null = null;
let video_gl_texture: WebGLTexture | null = null;
function StartUpVideo(): void {
const gl: WebGLRenderingContext | null = ImGui_Impl.gl;
if (gl) {
video_element = document.createElement("video");
video_element.src = video_url;
video_element.crossOrigin = "anonymous";
video_element.load();
const width: number = 256;
const height: number = 256;
const pixels: Uint8Array = new Uint8Array(4 * width * height);
video_gl_texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, video_gl_texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
}
}
function CleanUpVideo(): void {
const gl: WebGLRenderingContext | null = ImGui_Impl.gl;
if (gl) {
gl.deleteTexture(video_gl_texture); video_gl_texture = null;
video_element = null;
}
}
function UpdateVideo(): void {
const gl: WebGLRenderingContext | null = ImGui_Impl.gl;
if (gl && video_element && video_element.readyState >= video_element.HAVE_CURRENT_DATA) {
gl.bindTexture(gl.TEXTURE_2D, video_gl_texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, video_element);
}
}
let video_time_active: boolean = false;
let video_time: number = 0;
function ShowMovieWindow(title: string, p_open: ImGui.ImAccess<boolean> | null = null): void {
ImGui.Begin("Movie Window", p_open, ImGui.WindowFlags.AlwaysAutoResize);
if (video_element !== null) {
ImGui.PushItemWidth(-1);
if (ImGui.InputText("", (value = video_url) => video_url = value)) {
console.log(video_url);
video_element.src = video_url;
}
ImGui.PopItemWidth();
const w: number = video_element.videoWidth;
const h: number = video_element.videoHeight;
if (ImGui.ImageButton(video_gl_texture, new ImVec2(w, h))) {
video_element.paused ? video_element.play() : video_element.pause();
}
if (ImGui.Button(video_element.paused ? "Play" : "Stop")) {
video_element.paused ? video_element.play() : video_element.pause();
}
ImGui.SameLine();
if (!video_time_active) {
video_time = video_element.currentTime;
}
ImGui.SliderFloat("Time", (value = video_time) => video_time = value, 0, video_element.duration);
const video_time_was_active: boolean = video_time_active;
video_time_active = ImGui.IsItemActive();
if (!video_time_active && video_time_was_active) {
video_element.currentTime = video_time;
}
} else {
ImGui.Text("No Video Element");
}
ImGui.End();
}