@ -20,7 +20,7 @@ Dear ImGui is designed to enable fast iterations and to empower programmers to c
Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
See [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui), [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Gallery](https://github.com/ocornut/imgui/issues/2265) pages to get an idea of its use cases.
See [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui), [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Gallery](https://github.com/ocornut/imgui/issues/2529) pages to get an idea of its use cases.
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
- imgui.cpp
@ -177,7 +177,8 @@ User screenshots:
<br>[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
<br>[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 to June 2018)
<br>[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 to January 2019)
<br>[Gallery Part 8](https://github.com/ocornut/imgui/issues/2265) (January 2019 onward)
<br>[Gallery Part 8](https://github.com/ocornut/imgui/issues/2265) (January 2019 to May 2019)
<br>[Gallery Part 9](https://github.com/ocornut/imgui/issues/2529) (May 2019 onward)
The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
- [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/).
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
- [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k).
- [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/).
@ -241,7 +242,7 @@ See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software usi
The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce this ambiguity without affecting existing codebases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library. Please try to refer to this library as "Dear ImGui".
**How can I tell whether to dispatch mouse/keyboard to imgui or to my application?**
**How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?**
<br>**How can I display an image? What is ImTextureID, how does it works?**
<br>**Why are multiple widgets reacting when I interact with a single one? How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack...**
<br>**How can I use my own math types instead of ImVec2/ImVec4?**
@ -250,7 +251,7 @@ The library started its life as "ImGui" due to the fact that I didn't give it a
<br>**How can I load multiple fonts?**
<br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([example](https://github.com/ocornut/imgui/wiki/Loading-Font-Example))
<br>**How can I interact with standard C++ types (such as std::string and std::vector)?**
<br>**How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)**
<br>**How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API)**
<br>**How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)**
<br>**I integrated Dear ImGui in my engine and the text or lines are blurry..**
<br>**I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..**
@ -308,10 +309,10 @@ Ongoing dear imgui development is financially supported by users and private spo
- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
- Remedy Entertainment, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford.
**Caramel supporters**
- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem.
- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra.
And all other past and present supporters; THANK YOU!
(Please contact me if you would like to be added or removed from this list)
Dear ImGui outputs 16-bit vertex indices by default.
Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile imgui with 32-bit indices.
Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile dear imgui with 32-bit indices.
You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename.
We are providing `imconfig_allegro5.h` that enables 32-bit indices.
Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion.
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
@ -25,7 +26,7 @@
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
//---- It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
//#define IMGUI_DISABLE_DEMO_WINDOWS
//---- Don't implement some functions to reduce linkage requirements.
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state
// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
// Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call.
// When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
// We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child.
// We also disabled this when we have dimming overlay behind this specific one child.
// FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected.
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
#ifndef IMGUI_API
#define IMGUI_API
#endif
@ -937,7 +938,7 @@ enum ImGuiDragDropFlags_
ImGuiDragDropFlags_SourceNoDisableHover=1<<1,// By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
ImGuiDragDropFlags_SourceNoHoldToOpenOthers=1<<2,// Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
ImGuiDragDropFlags_SourceAllowNullID=1<<3,// Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
ImGuiDragDropFlags_SourceExtern=1<<4,// External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
ImGuiDragDropFlags_SourceExtern=1<<4,// External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
ImGuiDragDropFlags_SourceAutoExpirePayload=1<<5,// Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
// AcceptDragDropPayload() flags
ImGuiDragDropFlags_AcceptBeforeDelivery=1<<10,// AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
@ -1060,7 +1061,7 @@ enum ImGuiConfigFlags_
ImGuiConfigFlags_DpiEnableScaleViewports=1<<14,// [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application.
ImGuiConfigFlags_DpiEnableScaleFonts=1<<15,// [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.
// User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
// User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)
ImGuiConfigFlags_IsSRGB=1<<20,// Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen=1<<21// Application is using a touch screen instead of a mouse.
};
@ -1235,12 +1236,12 @@ enum ImGuiMouseCursor_
ImGuiMouseCursor_None=-1,
ImGuiMouseCursor_Arrow=0,
ImGuiMouseCursor_TextInput,// When hovering over InputText, etc.
ImGuiMouseCursor_ResizeAll,// (Unused by imgui functions)
ImGuiMouseCursor_ResizeAll,// (Unused by Dear ImGui functions)
ImGuiMouseCursor_ResizeNS,// When hovering over an horizontal border
ImGuiMouseCursor_ResizeEW,// When hovering over a vertical border or a column
ImGuiMouseCursor_ResizeNESW,// When hovering over the bottom-left corner of a window
ImGuiMouseCursor_ResizeNWSE,// When hovering over the bottom-right corner of a window
ImGuiMouseCursor_Hand,// (Unused by imgui functions. Use for e.g. hyperlinks)
ImGuiMouseCursor_Hand,// (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
ImGuiMouseCursor_COUNT
// Obsolete names (will be removed)
@ -1352,7 +1353,7 @@ struct ImVector
structImGuiStyle
{
floatAlpha;// Global alpha applies to everything in ImGui.
floatAlpha;// Global alpha applies to everything in Dear ImGui.
ImVec2WindowPadding;// Padding within a window.
floatWindowRounding;// Radius of window corners rounding. Set to 0.0f to have rectangular windows.
floatWindowBorderSize;// Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
@ -1520,7 +1521,7 @@ struct ImGuiIO
boolMouseClicked[5];// Mouse button went from !Down to Down
boolMouseDoubleClicked[5];// Has mouse button been double-clicked?
boolMouseReleased[5];// Mouse button went from Down to !Down
boolMouseDownOwned[5];// Track if button was clicked inside an imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.
boolMouseDownOwned[5];// Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.
boolMouseDownWasDoubleClick[5];// Track if button down was a double-click
floatMouseDownDuration[5];// Duration the mouse button has been down (0.0f == just clicked)
floatMouseDownDurationPrev[5];// Previous time the mouse button has been down
// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
structImDrawData
@ -2075,7 +2076,7 @@ struct ImDrawData
~ImDrawData(){Clear();}
voidClear(){Valid=false;CmdLists=NULL;CmdListsCount=TotalVtxCount=TotalIdxCount=0;DisplayPos=DisplaySize=FramebufferScale=ImVec2(0.f,0.f);OwnerViewport=NULL;}// The ImDrawList are owned by ImGuiContext!
IMGUI_APIvoidDeIndexAllBuffers();// Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
IMGUI_APIvoidScaleClipRects(constImVec2&fb_scale);// Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
IMGUI_APIvoidScaleClipRects(constImVec2&fb_scale);// Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
// - They block normal mouse hovering detection outside them. (*)
// - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
// - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as we are used to with regular Begin() calls.
// User can manipulate the visibility state by calling OpenPopup().
// (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
// Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.