Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize state duplication, state synchronization and state storage from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call itsfunctions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
@ -99,12 +99,12 @@ Demo Binaries
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
Bindings
--------
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer and at ease with those concepts, it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation!
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you about an hour to integrate Dear ImGui in your custom engine. Make sure to spend time reading the FAQ, the comments and other documentation!
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
@ -153,9 +153,9 @@ For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Binding
Roadmap
-------
Some of the goals for 2018-2019 are:
- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109))
- Finish work on viewports and multiple OS windows management. (see [#1542](https://github.com/ocornut/imgui/issues/1542))
- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
- Make Columns better. (they are currently pretty terrible!)
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware.
@ -215,7 +215,7 @@ See the [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [B
Support Forums
--------------
If you have issues with: compiling, linking, adding fonts, running or displaying Dear ImGui, or wiring inputs: please post on the Discourse forum: https://discourse.dearimgui.org/c/getting-started.
If you have issues with: compiling, linking, adding fonts, running or displaying Dear ImGui, or wiring inputs: please post on the Discourse forum: https://discourse.dearimgui.org.
For any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues.
@ -305,7 +305,7 @@ If your company uses dear imgui, please consider financial support (e.g. sponsor
- Blizzard Entertainment.
**Double-chocolate sponsors**
- Media Molecule, Mobigame, Insomniac Games, Aras Pranckevičius, Lizardcube, Greggman, DotEmu, Nadeo, Supercell, Runner, Friendly Shade.
- Media Molecule, Mobigame, Insomniac Games, Aras Pranckevičius, Lizardcube, Greggman, DotEmu, Nadeo, Supercell, Runner.
**Salty caramel supporters**
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts.
// If you get an error please report on github. You may try different GL context version or GLSL version.
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
IMGUI_APIvoidCloseCurrentPopup();// close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
// Columns
// You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking.
// You can also use SameLine(pos_x) for simplified columns. The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
// Message to the person tempted to delete this file when integrating ImGui into their code base:
// Don't do it! Do NOT remove this file from your project! It is useful reference code that you and other users will want to refer to.
// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other coders
// will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of
// your game/app! Removing this file from your project is hindering access to documentation for everyone in your team,
// likely leading you to poorer usage of the library.
// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
// During development, you can call ImGui::ShowDemoWindow() in your code to learn about various features of ImGui. Have it wired in a debug menu!
// Removing this file from your project is hindering access to documentation for everyone in your team, likely leading you to poorer usage of the library.
// Note that you can #define IMGUI_DISABLE_DEMO_WINDOWS in imconfig.h for the same effect.
// If you want to link core ImGui in your final builds but not those demo windows, #define IMGUI_DISABLE_DEMO_WINDOWS in imconfig.h and those functions will be empty.
// In other situation, when you have ImGui available you probably want this to be available for reference and execution.
// If you want to link core Dear ImGui in your shipped builds but want an easy guarantee that the demo will not be linked,
// you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.
// In other situation, whenever you have Dear ImGui available you probably want this to be available for reference.
// Thank you,
// -Your beloved friend, imgui_demo.cpp (that you won't delete)
// Message to beginner C/C++ programmers about the meaning of the 'static' keyword: in this demo code, we frequently we use 'static' variables inside functions.
// A static variable persist across calls, so it is essentially like a global variable but declared inside the scope of the function.
// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code.
// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant or used in threads.
// This might be a pattern you occasionally want to use in your code, but most of the real data you would be editing is likely to be stored outside your functions.
// Message to beginner C/C++ programmers about the meaning of the 'static' keyword:
// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is
// essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data
// in the same place, to make the demo source code faster to read, faster to write, and smaller in size.
// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant
// or used in threads. This might be a pattern you will want to use in your code, but most of the real data you would be editing is
// likely going to be stored outside your functions.
// We split the contents of the big ShowDemoWindow() function into smaller functions (because the link time of very large functions grow non-linearly)
staticvoidShowDemoWindowWidgets();
staticvoidShowDemoWindowLayout();
staticvoidShowDemoWindowPopups();
staticvoidShowDemoWindowColumns();
staticvoidShowDemoWindowMisc();
// Demonstrate most Dear ImGui features (this is big function!)
// You may execute this function to experiment with the UI and understand what it does. You may then search for keywords in the code when you are interested by a specific feature.