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 ImGui_Impl.Init(); // 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(); // 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}`); } // 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(); } }