@ -29,23 +29,15 @@ Dear ImGui is particularly suited to integration in games engine (for tooling),
### Usage
### Usage
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily copy and compile into your application/engine. They are all the files in the root folder of the repository (imgui.cpp, imgui.h, imgui_demo.cpp, imgui_draw.cpp etc.).
- imgui.cpp
- imgui.h
- imgui_demo.cpp
- imgui_draw.cpp
- imgui_widgets.cpp
- imgui_internal.h
- imconfig.h (empty by default, user-editable)
- imstb_rectpack.h
- imstb_textedit.h
- imstb_truetype.h
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
**No specific build process is required**. You can add the .cpp files to your existing project.
Backends for a variety of graphics api and rendering platforms along with example applications are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder.
You will need a backend to integrate Dear ImGui in your app. The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices.
The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices. After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop:
**Backends for a variety of graphics api and rendering platforms** are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder, along with example applications. See the [Integration](#integration) section of this document for details. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop: