import * as ImGui from "../imgui";
import * as ImGui_Impl from "./imgui_impl";
import * as bindImGui from "../bind-imgui";
import { ImVec2 } from "../imgui";
import { ImVec4 } from "../imgui";
import { ShowDemoWindow } from "../imgui_demo";
import { MemoryEditor } from "../imgui_memory_editor";
export default function main(): void {
// Setup ImGui binding
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%";
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
window.addEventListener("resize", () => {
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
});
ImGui_Impl.Init(canvas);
} else {
ImGui_Impl.Init(null);
}
// Setup style
ImGui.StyleColorsClassic();
//ImGui.StyleColorsDark();
// 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 'extra_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 \\ !
//const io: ImGuiIO = ImGui.GetIO();
//io.Fonts.AddFontDefault();
//io.Fonts.AddFontFromFileTTF("../imgui/extra_fonts/Roboto-Medium.ttf", 16.0);
//io.Fonts.AddFontFromFileTTF("../imgui/extra_fonts/Cousine-Regular.ttf", 15.0);
//io.Fonts.AddFontFromFileTTF("../imgui/extra_fonts/DroidSans.ttf", 16.0);
//io.Fonts.AddFontFromFileTTF("../imgui/extra_fonts/ProggyTiny.ttf", 10.0);
//const font: ImFont = io.Fonts.AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0, null, io.Fonts.GetGlyphRangesJapanese());
//IM_ASSERT(font !== null);
let show_demo_window: boolean = true;
let show_another_window: boolean = false;
let clear_color: ImVec4 = new ImVec4(0.45, 0.55, 0.60, 1.00);
/* static */ let f: number = 0.0;
const memory_editor: MemoryEditor = new MemoryEditor();
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.Begin(title, p_open, ImGui.WindowFlags.AlwaysAutoResize);
ImGui.InputTextMultiline("##source", (_ = source) => (source = _), 1024, ImVec2.ZERO, ImGui.InputTextFlags.AllowTabInput);
ImGui.SameLine();
ImGui.TextDisabled("(?)");
if (ImGui.IsItemHovered())
{
ImGui.BeginTooltip();
ImGui.PushTextWrapPos(450.0);
ImGui.TextUnformatted("Contents evaluated and appended to the window.");
ImGui.PopTextWrapPos();
ImGui.EndTooltip();
}
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();
}
let show_sandbox_window: boolean = false;
// Main loop
let done: boolean = false;
function _loop(time: number): void {
// 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.
ImGui_Impl.NewFrame(time);
// 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;
ImGui.Text("Hello, world!"); // Some text (you can use a format string too)
ImGui.SliderFloat("float", (value = f) => f = value, 0.0, 1.0); // Edit 1 float as a slider from 0.0f to 1.0f
ImGui.ColorEdit3("clear color", clear_color); // Edit 3 floats as a color
if (ImGui.Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
show_demo_window = !show_demo_window;
if (ImGui.Button("Another Window"))
show_another_window = !show_another_window;
ImGui.Text(`Application average ${(1000.0 / ImGui.GetIO().Framerate).toFixed(3)} ms/frame (${ImGui.GetIO().Framerate.toFixed(1)} FPS)`);
if (ImGui.Button("Memory Editor"))
memory_editor.Open = !memory_editor.Open;
if (memory_editor.Open)
memory_editor.DrawWindow("Memory Editor", bindImGui.buffer);
const mi: bindImGui.mallinfo = bindImGui.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.Button("Sandbox Window"))
show_sandbox_window = !show_sandbox_window;
if (show_sandbox_window)
ShowSandboxWindow("Sandbox Window", (value = show_sandbox_window) => show_sandbox_window = value);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
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!");
ImGui.End();
}
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
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!
/*ImGui.*/ShowDemoWindow((value = show_demo_window) => show_demo_window = value);
}
ImGui_Impl.EndFrame();
// Rendering
const gl: WebGLRenderingContext | null = ImGui_Impl.gl;
gl && gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl && gl.clearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
gl && 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
ImGui_Impl.RenderDrawLists();
if (typeof(window) !== "undefined") {
window.requestAnimationFrame(done ? _done : _loop);
}
}
function _done(): void {
// Cleanup
ImGui_Impl.Shutdown();
}
if (typeof(window) !== "undefined") {
window.requestAnimationFrame(_loop);
} else {
_loop(1.0 / 60.0);
_done();
}
}