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dear imgui,
=====
[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)

_(This library is free but needs your support to sustain its development. There are many desirable features and maintenance ahead. 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 technical support, custom development etc. Email: 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:
<br>[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)

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 iterations and to 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 lacks certain features normally found in more high-level libraries.

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. 

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_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.

### Usage

Your code passes mouse/keyboard/gamepad inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it from \_anywhere\_ in your program loop:

Code:
```cpp
ImGui::Text("Hello, world %d", 123);
if (ImGui::Button("Save"))
{
    // do stuff
}
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
```
Result:
<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02.png)
<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px / Rounding: 5)_

Code:
```cpp
// Create a window called "My First Tool", with a menu bar.
ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar);
if (ImGui::BeginMenuBar())
{
    if (ImGui::BeginMenu("File"))
    {
        if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ }
        if (ImGui::MenuItem("Save", "Ctrl+S"))   { /* Do stuff */ }
        if (ImGui::MenuItem("Close", "Ctrl+W"))  { my_tool_active = false; }
        ImGui::EndMenu();
    }
    ImGui::EndMenuBar();
}

// Edit a color (stored as ~4 floats)
ImGui::ColorEdit4("Color", my_color);

// Plot some values
const float my_values[] = { 0.2f, 0.1f, 1.0f, 0.5f, 0.9f, 2.2f };
ImGui::PlotLines("Frame Times", my_values, IM_ARRAYSIZE(my_values));
 
// Display contents in a scrolling region
ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
ImGui::BeginChild("Scrolling");
for (int n = 0; n < 50; n++)
    ImGui::Text("%04d: Some text", n);
ImGui::EndChild();
ImGui::End();
```
Result:
<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_03_color.gif)

### How it works

Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize state duplication, state synchronization and state storage from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces. 

Dear ImGui outputs vertex buffers and command lists that you can easily 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 mistake immediate mode gui for 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. 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 (hot code reload) 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.  

Demo Binaries
-------------

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-20181008.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20181008.zip) (Windows binaries, Dear ImGui 1.66 WIP built 2018/10/08, master branch, 5 executables)

The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.

Bindings
--------

Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer and at ease with those concepts, 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 original API (as 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: (third-party bindings)
- C: [cimgui](https://github.com/cimgui/cimgui) (new 2018 auto-generated version!)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
- Go: [imgui-go](https://github.com/inkyblackness/imgui-go) or [go-imgui](https://github.com/Armored-Dragon/go-imgui)
- Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui)
- Java: [jimgui](https://github.com/ice1000/jimgui)
- JavaScript: [imgui-js](https://github.com/flyover/imgui-js)
- Lua: [LuaJIT-ImGui](https://github.com/sonoro1234/LuaJIT-ImGui), [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings)
- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui)
- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas)
- PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui)
- Python [CyImGui](https://github.com/chromy/cyimgui) or [pyimgui](https://github.com/swistakm/pyimgui)
- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs)
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)

Frameworks:
- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
- Unmerged PR: ORX: [#1843](https://github.com/ocornut/imgui/pull/1843)
- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui)
- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551)
- Flexium: [FlexGUI](https://github.com/DXsmiley/FlexGUI)
- GML/GameMakerStudio2: [ImGuiGML](https://marketplace.yoyogames.com/assets/6221/imguigml)
- Irrlicht: [IrrIMGUI](https://github.com/ZahlGraf/IrrIMGUI)
- Ogre: [ogreimgui](https://bitbucket.org/LMCrashy/ogreimgui/src)
- OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui)
- OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c)
- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui)
- Magnum: [magnum-imgui](https://github.com/lecopivo/magnum-imgui), [MagnumImguiPort](https://github.com/lecopivo/MagnumImguiPort)
- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort)
- Qt3d: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d), QOpenGLWindow [qtimgui](https://github.com/ocornut/imgui/issues/1910)