import * as ImGui from "imgui-js"; import * as ImGui_Impl from "./imgui_impl"; import * as bindImGui from "imgui-js/bind-imgui"; import { ImVec2 } from "imgui-js"; import { ImVec4 } from "imgui-js"; import { ImGuiIO } from "imgui-js"; import { ImGuiNavFlags } from "imgui-js"; import { ShowDemoWindow } from "imgui-js/imgui_demo"; import { MemoryEditor } from "imgui-js/imgui_memory_editor"; export default function main(): void { // Setup ImGui binding ImGui.CreateContext(); const io: ImGuiIO = ImGui.GetIO(); let gl_texture: WebGLTexture | null = 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%"; canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; window.addEventListener("resize", (): void => { canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; }); window.addEventListener("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); }); window.addEventListener("gamepaddisconnected", (event: any /* GamepadEvent */): void => { console.log("Gamepad disconnected at index %d: %s.", event.gamepad.index, event.gamepad.id); }); ImGui_Impl.Init(canvas); const width: number = 256; const height: number = 256; const pixels: Uint8Array = new Uint8Array(4 * width * height); // const u32: Uint32Array = new Uint32Array(pixels.buffer); // for (let y = 0; y < height; ++y) { // for (let x = 0; x < width; ++x) { // const r = x * 255 / width; // const g = 0; // const b = y * 255 / height; // u32[y * width + x] = ImGui.IM_COL32(r, g, b); // } // } const gl: WebGLRenderingContext | null = ImGui_Impl.gl; gl_texture = gl && gl.createTexture(); gl && gl.bindTexture(gl.TEXTURE_2D, gl_texture); 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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels); const image = new Image(); image.addEventListener("load", (event: Event) => { gl && gl.bindTexture(gl.TEXTURE_2D, gl_texture); gl && gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); }); image.src = "../imgui/examples/apple_example/imguiex-ios/imgui_ex_icon.png"; } else { ImGui_Impl.Init(null); } //io.NavFlags |= ImGuiNavFlags.EnableKeyboard; // 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(); //io.Fonts.AddFontFromFileTTF("../imgui/misc/fonts/Roboto-Medium.ttf", 16.0); //io.Fonts.AddFontFromFileTTF("../imgui/misc/fonts/Cousine-Regular.ttf", 15.0); //io.Fonts.AddFontFromFileTTF("../imgui/misc/fonts/DroidSans.ttf", 16.0); //io.Fonts.AddFontFromFileTTF("../imgui/misc/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; const clear_color: ImVec4 = new ImVec4(0.45, 0.55, 0.60, 1.00); /* static */ let f: number = 0.0; /* static */ let counter: number = 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.SetNextWindowSize(new ImVec2(320, 240), ImGui.Cond.FirstUseEver); ImGui.Begin(title, p_open); ImGui.Text("Source"); ImGui.SameLine(); ImGui.TextDisabled("(?)"); if (ImGui.IsItemHovered()) { ImGui.BeginTooltip(); ImGui.PushTextWrapPos(ImGui.GetFontSize() * 35.0); ImGui.TextUnformatted("Contents evaluated and appended to the window."); ImGui.PopTextWrapPos(); ImGui.EndTooltip(); } 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(); } let show_sandbox_window: boolean = false; function ShowGamepadWindow(title: string, p_open: ImGui.ImAccess<boolean> | null = null): void { ImGui.Begin(title, p_open, ImGui.WindowFlags.AlwaysAutoResize); const gamepads: Gamepad[] = typeof(navigator) !== "undefined" && typeof(navigator.getGamepads) === "function" ? navigator.getGamepads() : []; if (gamepads.length > 0) { for (let i = 0; i < gamepads.length; ++i) { const gamepad: Gamepad = 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(); } let show_gamepad_window: boolean = false; // Main loop const 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; // 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", 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}`); ImGui.Checkbox("Sandbox Window", (value = show_sandbox_window) => show_sandbox_window = value); if (show_sandbox_window) ShowSandboxWindow("Sandbox Window", (value = show_sandbox_window) => show_sandbox_window = value); ImGui.Checkbox("Gamepad Window", (value = show_gamepad_window) => show_gamepad_window = value); if (show_gamepad_window) ShowGamepadWindow("Gamepad Window", (value = show_gamepad_window) => show_gamepad_window = value); if (ImGui.ImageButton(gl_texture, new ImVec2(48, 48))) show_demo_window = !show_demo_window; } // 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! /*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 { const gl: WebGLRenderingContext | null = ImGui_Impl.gl; gl && gl.deleteTexture(gl_texture); gl_texture = null; // Cleanup ImGui_Impl.Shutdown(); ImGui.DestroyContext(); } if (typeof(window) !== "undefined") { window.requestAnimationFrame(_loop); } else { _loop(1.0 / 60.0); _done(); } }