dear imgui,
=====
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(This library is free but needs your support to sustain its development. There are lots of desirable new features and maintenance to do. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. If your company is using dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development). I can invoice for private support, custom development etc. E-mail: omarcornut at gmail.)
Monthly donations via Patreon:
<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
One-off donations via PayPal:
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Dear 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).
Dear ImGui is designed to enable fast iteration and empower programmers to create content creation tools and visualization/ debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
Dear ImGui is particularly suited to integration in realtime 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
- imgui.cpp
- imgui.h
- imgui_demo.cpp
- imgui_draw.cpp
- imgui_internal.h
- imconfig.h (empty by default, user-editable)
- stb_rect_pack.h
- stb_textedit.h
- stb_truetype.h
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
Your code passes mouse/keyboard inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it like in this example:
![screenshot of sample code alongside its output with dear imgui](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png)
Dear 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 dear 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 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._
Dear 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! Dear 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
-------------
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:
- [imgui-demo-binaries-20171013.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20171013.zip) (Windows binaries, Dear ImGui 1.52 WIP built 2017/10/13, 5 executables)
Bindings
--------
Integrating Dear ImGui within your custom engine is a matter of wiring mouse/keyboard inputs and providing a render function that can bind a texture and render simple textured triangles. The examples/ folder is populated with applications doing just that. If you are an experienced programmer 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!
_NB: those third-party bindings may be more or less maintained, more or less close to the spirit of original API and therefore I cannot give much guarantee about them. 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!_
Languages:
- C (cimgui): thin c-api wrapper for ImGui https://github.com/Extrawurst/cimgui
- C#/.Net (ImGui.NET): An ImGui wrapper for .NET Core https://github.com/mellinoe/ImGui.NET
- D (DerelictImgui): Dynamic bindings for the D programming language: https://github.com/Extrawurst/DerelictImgui
- Go (go-imgui): https://github.com/Armored-Dragon/go-imgui
- Lua: https://github.com/patrickriordan/imgui_lua_bindings
- Pascal (imgui-pas) https://github.com/dpethes/imgui-pas
- Python (CyImGui): Python bindings for dear imgui using Cython: https://github.com/chromy/cyimgui
- Python (pyimgui): Another Python bindings for dear imgui: https://github.com/swistakm/pyimgui
- Rust (imgui-rs): Rust bindings for dear imgui https://github.com/Gekkio/imgui-rs
Frameworks:
- Main ImGui repository include examples for DirectX9, DirectX10, DirectX11, OpenGL2/3, Vulkan, Allegro 5, SDL+GL2/3, iOS and Marmalade: https://github.com/ocornut/imgui/tree/master/examples
- Unmerged PR: DirectX12: https://github.com/ocornut/imgui/pull/301
- Unmerged PR: SDL2 + OpenGLES + Emscripten: https://github.com/ocornut/imgui/pull/336
- Unmerged PR: FreeGlut + OpenGL2: https://github.com/ocornut/imgui/pull/801
- Unmerged PR: Native Win32 and OSX: https://github.com/ocornut/imgui/pull/281
- Unmerged PR: Android: https://github.com/ocornut/imgui/pull/421
- Cinder: https://github.com/simongeilfus/Cinder-ImGui
- cocos2d-x: https://github.com/c0i/imguix https://github.com/ocornut/imgui/issues/551
- Flexium/SFML (FlexGUI): https://github.com/DXsmiley/FlexGUI
- Irrlicht (IrrIMGUI): https://github.com/ZahlGraf/IrrIMGUI
- Ogre: https://bitbucket.org/LMCrashy/ogreimgui/src
- openFrameworks (ofxImGui): https://github.com/jvcleave/ofxImGui
- LÖVE: https://github.com/slages/love-imgui
- NanoRT (software raytraced) https://github.com/syoyo/imgui/tree/nanort/examples/raytrace_example
- Qt3d https://github.com/alpqr/imgui-qt3d
- Unreal Engine 4: https://github.com/segross/UnrealImGui or https://github.com/sronsse/UnrealEngine_ImGui
- SFML: https://github.com/EliasD/imgui-sfml or https://github.com/Mischa-Alff/imgui-backends
For other bindings: see [this page](https://github.c
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