(This library is free and will stay free, but needs your support to sustain its development. There are lots of desirable new features and maintenance to do. If you work for a company using ImGui or have the means to do so, please consider financial support)
(This library is free and will stay free, but needs your support to sustain its development. There are lots of desirable new features and maintenance to do. If you work for a company using ImGui or have the means to do so, please consider financial support. I can invoice for private support, custom development etc. E-mail: omarcornut at gmail)
dear imgui (AKA ImGui), is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
@ -33,9 +37,9 @@ Your code passes mouse/keyboard inputs and settings to ImGui (see example applic
ImGui outputs vertex buffers and simple command-lists that you can 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 ImGui with your existing codebase.
_A common misunderstanding is to think that immediate mode gui == immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes, as the gui functions as called by the user. 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._
_A common misunderstanding is to think that immediate mode gui == 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 by the user. 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._
ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, etc.
ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
Binaries/Demo
-------------
@ -69,6 +73,7 @@ Frameworks:
- Cinder backend for dear imgui https://github.com/simongeilfus/Cinder-ImGui
- FlexGUI: Flexium/SFML backend for dear imgui https://github.com/DXsmiley/FlexGUI
- IrrIMGUI: Irrlicht backend for dear imgui https://github.com/ZahlGraf/IrrIMGUI
- UnrealEngine_ImGui: Unreal Engine 4 backend for dear imgui https://github.com/sronsse/UnrealEngine_ImGui
- LÖVE backend for dear imgui https://github.com/slages/love-imgui
- Ogre backend for dear imgui https://bitbucket.org/LMCrashy/ogreimgui/src
- ofxImGui: openFrameworks backend for dear imgui https://github.com/jvcleave/ofxImGui
@ -178,18 +183,22 @@ This is [LumixEngine](https://github.com/nem0/LumixEngine) with a minor skinning
<b>Why using C++ (as opposed to C)?</b>
ImGui takes advantage of a few C++ features for convenience but nothing anywhere Boost-insanity/quagmire. In particular, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience but could be removed.
ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
There is an unofficial but reasonably maintained [c-api for ImGui](https://github.com/Extrawurst/cimgui) by Stephan Dilly. I would suggest using your target language functionality to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. It was really designed with C++ in mind and may not make the same amount of sense with another language. Also see [Links](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to other languages.
Donate
------
<b>Can I donate to support the development of ImGui?</b>
<b>How can I help financing further development of Dear ImGui?</b>
I'm currently an independent developer and your contributions are useful. I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui please consider making a contribution. One-off donations are also greatly appreciated. I am available for hire to work on or with ImGui. Thanks!
Your contributions are keeping the library alive. For end-users, I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui please consider making a contribution. One-off donations are also greatly appreciated. I can invoice for private support, custom development or whatever makes more sense in a given context. I am available for hire to work on or with ImGui. Please e-mail omarcornut at gmail for details. Thanks!
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// If your context is GL3/GL3 then prefer using the code in opengl3_example.
// If your context or own usage of OpenGL involve anything GL3/GL4, prefer using the code in opengl3_example.
// If you are not sure what that means, prefer using the code in opengl3_example.
// You *might* use this code with a GL3/GL4 context but make sure you disable the programmable pipeline by calling "glUseProgram(0)" before ImGui::Render().
// We cannot do that from GL2 code because the function doesn't exist.
// We cannot do that from GL2 code because the function doesn't exist. Mixing GL2 calls and GL3/GL4 calls is giving trouble to many librairies/drivers.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// If your context or own usage of OpenGL involve anything GL3/GL4, prefer using the code in sdl_opengl3_example.
// If you are not sure what that means, prefer using the code in sdl_opengl3_example.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
ImGuiContext&g=*GImGui;
int*p_backup=&window->DC.StackSizesBackup[0];
{intcurrent=window->IDStack.Size;if(write)*p_backup=current;elseIM_ASSERT(*p_backup==current&&"PushID/PopID Mismatch!");p_backup++;}// User forgot PopID()
{intcurrent=window->DC.GroupStack.Size;if(write)*p_backup=current;elseIM_ASSERT(*p_backup==current&&"BeginGroup/EndGroup Mismatch!");p_backup++;}// User forgot EndGroup()
{intcurrent=g.CurrentPopupStack.Size;if(write)*p_backup=current;elseIM_ASSERT(*p_backup==current&&"BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch");p_backup++;}// User forgot EndPopup()/EndMenu()
{intcurrent=g.ColorModifiers.Size;if(write)*p_backup=current;elseIM_ASSERT(*p_backup==current&&"PushStyleColor/PopStyleColor Mismatch!");p_backup++;}// User forgot PopStyleColor()
{intcurrent=g.StyleModifiers.Size;if(write)*p_backup=current;elseIM_ASSERT(*p_backup==current&&"PushStyleVar/PopStyleVar Mismatch!");p_backup++;}// User forgot PopStyleVar()
{intcurrent=g.FontStack.Size;if(write)*p_backup=current;elseIM_ASSERT(*p_backup==current&&"PushFont/PopFont Mismatch!");p_backup++;}// User forgot PopFont()
{intcurrent=window->IDStack.Size;if(write)*p_backup=current;elseIM_ASSERT(*p_backup==current&&"PushID/PopID or TreeNode/TreePop Mismatch!");p_backup++;}// Too few or too many PopID()/TreePop()
{intcurrent=window->DC.GroupStack.Size;if(write)*p_backup=current;elseIM_ASSERT(*p_backup==current&&"BeginGroup/EndGroup Mismatch!");p_backup++;}// Too few or too many EndGroup()
{intcurrent=g.CurrentPopupStack.Size;if(write)*p_backup=current;elseIM_ASSERT(*p_backup==current&&"BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch");p_backup++;}// Too few or too many EndMenu()/EndPopup()
{intcurrent=g.ColorModifiers.Size;if(write)*p_backup=current;elseIM_ASSERT(*p_backup==current&&"PushStyleColor/PopStyleColor Mismatch!");p_backup++;}// Too few or too many PopStyleColor()
{intcurrent=g.StyleModifiers.Size;if(write)*p_backup=current;elseIM_ASSERT(*p_backup==current&&"PushStyleVar/PopStyleVar Mismatch!");p_backup++;}// Too few or too many PopStyleVar()
{intcurrent=g.FontStack.Size;if(write)*p_backup=current;elseIM_ASSERT(*p_backup==current&&"PushFont/PopFont Mismatch!");p_backup++;}// Too few or too many PopFont()
// Child menus typically request _any_ position within the parent menu item, and then our FindBestPopupWindowPos() function will move the new menu outside the parent bounds.
// This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
IM_ASSERT(window_pos_set_by_api);
floathorizontal_overlap=style.ItemSpacing.x;// We want some overlap to convey the relative depth of each popup (currently the amount of overlap it is hard-coded to style.ItemSpacing.x, may need to introduce another style value).
rect_to_avoid=ImRect(parent_window->Pos.x+style.ItemSpacing.x,-FLT_MAX,parent_window->Pos.x+parent_window->Size.x-style.ItemSpacing.x-parent_window->ScrollbarSizes.x,FLT_MAX);// We want some overlap to convey the relative depth of each popup (here hard-coded to 4)
ImGuiInputTextFlags_CallbackAlways=1<<8,// Call user function every time. User code may query cursor position, modify text buffer.
ImGuiInputTextFlags_CallbackCharFilter=1<<9,// Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
ImGuiInputTextFlags_AllowTabInput=1<<10,// Pressing TAB input a '\t' character into the text field
ImGuiInputTextFlags_CtrlEnterForNewLine=1<<11,// In multi-line mode, allow exiting edition by pressing Enter. Ctrl+Enter to add new line (by default adds new lines with Enter).
ImGuiInputTextFlags_CtrlEnterForNewLine=1<<11,// In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
ImGuiInputTextFlags_NoHorizontalScroll=1<<12,// Disable following the cursor horizontally
IMGUI_APIvoidPathArcToFast(constImVec2¢re,floatradius,inta_min_of_12,inta_max_of_12);// Use precomputed angles for a 12 steps circle
@ -1371,6 +1372,7 @@ struct ImFont
ImFontConfig*ConfigData;// // Pointer within ContainerAtlas->ConfigData
ImFontAtlas*ContainerAtlas;// // What we has been loaded into
floatAscent,Descent;// // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
intMetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
ImGui::SameLine();ShowHelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)");
IM_ASSERT(!Fonts.empty());// When using MergeMode make sure that a font has already been added before. You can use ImGui::AddFontDefault() to add the default imgui font.
}
ConfigData.push_back(*font_cfg);
ImFontConfig&new_font_cfg=ConfigData.back();
@ -1386,7 +1406,7 @@ bool ImFontAtlas::Build()
{
ImFontConfig&cfg=ConfigData[input_i];
ImFontTempBuildData&tmp=tmp_array[input_i];
ImFont*dst_font=cfg.DstFont;
ImFont*dst_font=cfg.DstFont;// We can have multiple input fonts writing into a same destination font (when using MergeMode=true)