| Those are standalone ready-to-build applications to demonstrate Dear ImGui. |
| Binaries of some of those demos: http://www.miracleworld.net/imgui/binaries |
| |
| Third party languages and frameworks bindings: |
| https://github.com/ocornut/imgui/wiki/Links |
| (languages: C, C#, ChaiScript, D, Go, Haxe, Odin, Python, Rust, Lua, Pascal) |
| (other frameworks: OpenGLES, FreeGlut, Cinder, Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, |
| Ogre, OpenSceneGraph, openFrameworks, LOVE, NanoRT, Qt3d, SFML, Unreal Engine 4, etc.) |
| (extras: RemoteImGui, ImWindow, imgui_wm, etc.) |
| |
| |
| TL;DR; |
| - Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase. |
| - If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files |
| to your project and use them unmodified. |
| - To LEARN how to setup imgui, you may refer to 'opengl2_example' because is the simplest one to read. |
| However, do NOT USE the 'opengl2_example' if your code is using any modern GL3+ calls. |
| Mixing old fixed-pipeline OpenGL2 and modern OpenGL3+ is going to make everything more complicated. |
| Read comments below for details. If you are not sure, in doubt, use 'opengl3_example'. |
| - If you have your own engine, you probably want to read a few of the examples first then adapt it to |
| your engine. Please note that if your engine is based on OpenGL/DirectX you can perfectly use the |
| existing rendering backends, don't feel forced to rewrite them with your own engine API, or you can |
| do that later when you already got things to work. |
| |
| Dear ImGui is highly portable and only requires a few things to run and render. |
| - Providing mouse/keyboard inputs |
| - Load the font atlas texture into graphics memory |
| - Providing a render function to render indexed textured triangles |
| - Optional: clipboard support, mouse cursor supports, Windows IME support, etc. |
| So this is essentially what those examples are doing + the obligatory cruft for portability. |
| |
| Unfortunately in 2018 it is still tedious to create and maintain portable build files using external |
| libraries (the kind we're using here to create a window and render 3D triangles) without relying on |
| third party software. For most examples here I choose to provide: |
| - Makefiles for Linux/OSX |
| - Batch files for Visual Studio 2008+ |
| - A .sln project file for Visual Studio 2010+ |
| Please let me know if they don't work with your setup! |
| You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those |
| directly with a command-line compiler. |
| |
| Dear ImGui has zero to one frame of lag for most behaviors, at 60 FPS your experience should be pleasant. |
| Consider that OS mouse cursors are typically drawn through a specific hardware accelerated route and may |
| feel smoother than other GPU rendered contents. You may experiment with the io.MouseDrawCursor flag to |
| request ImGui to draw a mouse cursor itself, to visualize the lag between a hardware cursor and a software |
| cursor. It might be beneficial to the user experience to switch to a software rendered cursor when an |
| interactive drag is in progress. |
| Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering), |
| leaving you with little option but sadness (Intel GPU drivers were reported as such). |
| |
| |
| opengl2_example/ |
| **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** |
| **Prefer using the code in the opengl3_example/ folder** |
| GLFW + OpenGL example (legacy, fixed pipeline). |
| This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter. |
| If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to |
| make things more complicated, will require your code to several OpenGL attributes to their initial state, |
| and might confuse your GPU driver. |
| |
| opengl3_example/ |
| GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W). |
| This uses more modern OpenGL calls and custom shaders. |
| Prefer using that if you are using modern OpenGL in your application (anything with shaders). |
| |
| directx9_example/ |
| DirectX9 example, Windows only. |
| |
| directx10_example/ |
| DirectX10 example, Windows only. |
| This is quite long and tedious, because: DirectX10. |
| |
| directx11_example/ |
| DirectX11 example, Windows only. |
| This is quite long and tedious, because: DirectX11. |
| |
| directx12_example/ |
| DirectX12 example, Windows only. |
| This is quite longer and tedious, because: DirectX12. |
| |
| apple_example/ |
| OSX & iOS example. |
| On iOS, Using Synergy to access keyboard/mouse data from server computer. |
| Synergy keyboard integration is rather hacky. |
| |
| sdl_opengl2_example/ |
| **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** |
| **Prefer using the code in the sdl_opengl3_example/ folder** |
| SDL2 + OpenGL example (legacy, fixed pipeline). |
| This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter. |
| If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to |
| make things more complicated, will require your code to several OpenGL attributes to their initial state, |
| and might confuse your GPU driver. |
| |
| sdl_opengl3_example/ |
| SDL2 + OpenGL3 example. |
| This uses more modern OpenGL calls and custom shaders. |
| Prefer using that if you are using modern OpenGL in your application (anything with shaders). |
| |
| allegro5_example/ |
| Allegro 5 example. |
| |
| marmalade_example/ |
| Marmalade example using IwGx |
| |
| vulkan_example/ |
| Vulkan example. |
| This is quite longer and tedious, because: Vulkan. |