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/*
    ChibiOS - Copyright (C) 2006..2016 Giovanni Di Sirio

    Licensed under the Apache License, Version 2.0 (the "License");
    you may not use this file except in compliance with the License.
    You may obtain a copy of the License at

        http://www.apache.org/licenses/LICENSE-2.0

    Unless required by applicable law or agreed to in writing, software
    distributed under the License is distributed on an "AS IS" BASIS,
    WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
    See the License for the specific language governing permissions and
    limitations under the License.
*/

#ifndef MCUCONF_H
#define MCUCONF_H

/*
 * STM32F4xx drivers configuration.
 * The following settings override the default settings present in
 * the various device driver implementation headers.
 * Note that the settings for each driver only have effect if the whole
 * driver is enabled in halconf.h.
 *
 * IRQ priorities:
 * 15...0       Lowest...Highest.
 *
 * DMA priorities:
 * 0...3        Lowest...Highest.
 */

#define STM32F4xx_MCUCONF

/*
 * HAL driver system settings.
 */
#define STM32_NO_INIT                       FALSE
#define STM32_HSI_ENABLED                   TRUE
#define STM32_LSI_ENABLED                   TRUE
#define STM32_HSE_ENABLED                   TRUE
#define STM32_LSE_ENABLED                   FALSE
#define STM32_CLOCK48_REQUIRED              TRUE
#define STM32_SW                            STM32_SW_PLL
#define STM32_PLLSRC                        STM32_PLLSRC_HSE
#define STM32_PLLM_VALUE                    12
#define STM32_PLLN_VALUE                    336
#define STM32_PLLP_VALUE                    2
#define STM32_PLLQ_VALUE                    7
#define STM32_HPRE                          STM32_HPRE_DIV1
#define STM32_PPRE1                         STM32_PPRE1_DIV4
#define STM32_PPRE2                         STM32_PPRE2_DIV2
#define STM32_RTCSEL                        STM32_RTCSEL_LSI
#define STM32_RTCPRE_VALUE                  8
#define STM32_MCO1SEL                       STM32_MCO1SEL_HSI
#define STM32_MCO1PRE                       STM32_MCO1PRE_DIV1
#define STM32_MCO2SEL                       STM32_MCO2SEL_SYSCLK
#define STM32_MCO2PRE                       STM32_MCO2PRE_DIV5
#define STM32_I2SSRC                        STM32_I2SSRC_CKIN
#define STM32_PLLI2SN_VALUE                 192
#define STM32_PLLI2SR_VALUE                 5
#define STM32_PVD_ENABLE                    FALSE
#define STM32_PLS                           STM32_PLS_LEV0
#define STM32_BKPRAM_ENABLE                 FALSE

/*
 * ADC driver system settings.
 */
#define STM32_ADC_ADCPRE                    ADC_CCR_ADCPRE_DIV4
#define STM32_ADC_USE_ADC1                  TRUE
#define STM32_ADC_USE_ADC2                  TRUE
#define STM32_ADC_USE_ADC3                  TRUE
#define STM32_ADC_ADC1_DMA_STREAM           STM32_DMA_STREAM_ID(2, 4)
#define STM32_ADC_ADC2_DMA_STREAM           STM32_DMA_STREAM_ID(2, 2)
#define STM32_ADC_ADC3_DMA_STREAM           STM32_DMA_STREAM_ID(2, 1)
#define STM32_ADC_ADC1_DMA_PRIORITY         2
#define STM32_ADC_ADC2_DMA_PRIORITY         2
#define STM32_ADC_ADC3_DMA_PRIORITY         2
#define STM32_ADC_IRQ_PRIORITY              6
#define STM32_ADC_ADC1_DMA_IRQ_PRIORITY     6
#define STM32_ADC_ADC2_DMA_IRQ_PRIORITY     6
#define STM32_ADC_ADC3_DMA_IRQ_PRIORITY     6

/*
 * CAN driver system settings.
 */
#define STM32_CAN_USE_CAN1                  FALSE
#define STM32_CAN_USE_CAN2                  FALSE
#define STM32_CAN_CAN1_IRQ_PRIORITY         11
#define STM32_CAN_CAN2_IRQ_PRIORITY         11

/*
 * DAC driver system settings.
 */
#define STM32_DAC_DUAL_MODE                 FALSE
#define STM32_DAC_USE_DAC1_CH1              FALSE
#define STM32_DAC_USE_DAC1_CH2              FALSE
#define STM32_DAC_DAC1_CH1_IRQ_PRIORITY     10
#define STM32_DAC_DAC1_CH2_IRQ_PRIORITY     10
#define STM32_DAC_DAC1_CH1_DMA_PRIORITY     2
#define STM32_DAC_DAC1_CH2_DMA_PRIORITY     2
#define STM32_DAC_DAC1_CH1_DMA_STREAM       STM32_DMA_STREAM_ID(1, 5)
#define STM32_DAC_DAC1_CH2_DMA_STREAM       STM32_DMA_STREAM_ID(1, 6)

/*
 * EXT driver system settings.
 */
#define STM32_EXT_EXTI0_IRQ_PRIORITY        6
#define STM32_EXT_EXTI1_IRQ_PRIORITY        6
#define STM32_EXT_EXTI2_IRQ_PRIORITY        6
#define STM32_EXT_EXTI3_IRQ_PRIORITY        6
#define STM32_EXT_EXTI4_IRQ_PRIORITY        6
#define STM32_EXT_EXTI5_9_IRQ_PRIORITY      6
#define STM32_EXT_EXTI10_15_IRQ_PRIORITY    6
#define STM32_EXT_EXTI16_IRQ_PRIORITY       6
#define STM32_EXT_EXTI17_IRQ_PRIORITY       15
#define STM32_EXT_EXTI18_IRQ_PRIORITY       6
#define STM32_EXT_EXTI19_IRQ_PRIORITY       6
#define STM32_EXT_EXTI20_IRQ_PRIORITY       6
#define STM32_EXT_EXTI21_IRQ_PRIORITY       15
#define STM32_EXT_EXTI22_IRQ_PRIORITY       15

/*
 * GPT driver system settings.
 */
#define STM32_GPT_USE_TIM1                  FALSE
#define STM32_GPT_USE_TIM2                  FALSE
#define STM32_GPT_USE_TIM3                  FALSE
#define STM32_GPT_USE_TIM4                  FALSE
#define STM32_GPT_USE_TIM5                  FALSE
#define STM32_GPT_USE_TIM6                  FALSE
#define STM32_GPT_USE_TIM7                  FALSE
#define STM32_GPT_USE_TIM8                  FALSE
#define STM32_GPT_USE_TIM9                  FALSE
#define STM32_GPT_USE_TIM11                 FALSE
#define STM32_GPT_USE_TIM12                 FALSE
#define STM32_GPT_USE_TIM14                 FALSE
#define STM32_GPT_TIM1_IRQ_PRIORITY         7
#define STM32_GPT_TIM2_IRQ_PRIORITY         7
#define STM32_GPT_TIM3_IRQ_PRIORITY         7
#define STM32_GPT_TIM4_IRQ_PRIORITY         7
#define STM32_GPT_TIM5_IRQ_PRIORITY         7
#define STM32_GPT_TIM6_IRQ_PRIORITY         7
#define STM32_GPT_TIM7_IRQ_PRIORITY         7
#define STM32_GPT_TIM8_IRQ_PRIORITY         7
#define STM32_GPT_TIM9_IRQ_PRIORITY         7
#define STM32_GPT_TIM11_IRQ_PRIORITY        7
#define STM32_GPT_TIM12_IRQ_PRIORITY        7
#define STM32_GPT_TIM14_IRQ_PRIORITY        7

/*
 * I2C driver system settings.
 */
#define STM32_I2C_USE_I2C1                  FALSE
#define STM32_I2C_USE_I2C2                  FALSE
#define STM32_I2C_USE_I2C3                  FALSE
#define STM32_I2C_BUSY_TIMEOUT              50
#define STM32_I2C_I2C1_RX_DMA_STREAM        STM32_DMA_STREAM_ID(1, 0)
#define STM32_I2C_I2C1_TX_DMA_STREAM        STM32_DMA_STREAM_ID(1, 6)
#define STM32_I2C_I2C2_RX_DMA_STREAM        STM32_DMA_STREAM_ID(1, 2)
#define STM32_I2C_I2C2_TX_DMA_STREAM        STM32_DMA_STREAM_ID(1, 7)
#define STM32_I2C_I2C3_RX_DMA_STREAM        STM32_DMA_STREAM_ID(1, 2)
#define STM32_I2C_I2C3_TX_DMA_STREAM        STM32_DMA_STREAM_ID(1, 4)
#define STM32_I2C_I2C1_IRQ_PRIORITY         5
#define STM32_I2C_I2C2_IRQ_PRIORITY         5
#define STM32_I2C_I2C3_IRQ_PRIORITY         5
#define STM32_I2C_I2C1_DMA_PRIORITY         3
#define STM32_I2C_I2C2_DMA_PRIORITY         3
#define STM32_I2C_I2C3_DMA_PRIORITY         3
#define STM32_I2C_DMA_ERROR_HOOK(i2cp)      osalSysHalt("DMA failure")

/*
 * I2S driver system settings.
 */
#define STM32_I2S_USE_SPI2                  FALSE
#define STM32_I2S_USE_SPI3                  FALSE
#define STM32_I2S_SPI2_IRQ_PRIORITY         10
#define STM32_I2S_SPI3_IRQ_PRIORITY         10
#define STM32_I2S_SPI2_DMA_PRIORITY         1
#define STM32_I2S_SPI3_DMA_PRIORITY         1
#define STM32_I2S_SPI2_RX_DMA_STREAM        STM32_DMA_STREAM_ID(1, 3)
#define STM32_I2S_SPI2_TX_DMA_STREAM        STM32_DMA_STREAM_ID(1, 4)
#define STM32_I2S_SPI3_RX_DMA_STREAM        STM32_DMA_STREAM_ID(1, 0)
#define STM32_I2S_SPI3_TX_DMA_STREAM        STM32_DMA_STREAM_ID(1, 7)
#define STM32_I2S_DMA_ERROR_HOOK(i2sp)      osalSysHalt("DMA failure")

/*
 * ICU driver system settings.
 */
#define STM32_ICU_USE_TIM1                  FALSE
#define STM32_ICU_USE_TIM2                  FALSE
#define STM32_ICU_USE_TIM3                  FALSE
#define STM32_ICU_USE_TIM4                  FALSE
#define STM32_ICU_USE_TIM5                  FALSE
#define STM32_ICU_USE_TIM8                  FALSE
#define STM32_ICU_USE_TIM9                  FALSE
#define STM32_ICU_TIM1_IRQ_PRIORITY         7
#define STM32_ICU_TIM2_IRQ_PRIORITY         7
#define STM32_ICU_TIM3_IRQ_PRIORITY         7
#define STM32_ICU_TIM4_IRQ_PRIORITY         7
#define STM32_ICU_TIM5_IRQ_PRIORITY         7
#define STM32_ICU_TIM8_IRQ_PRIORITY         7
#define STM32_ICU_TIM9_IRQ_PRIORITY         7

/*
 * MAC driver system settings.
 */
#define STM32_MAC_TRANSMIT_BUFFERS          2
#define STM32_MAC_RECEIVE_BUFFERS           4
#define STM32_MAC_BUFFERS_SIZE              1522
#define STM32_MAC_PHY_TIMEOUT               100
#define STM32_MAC_ETH1_CHANGE_PHY_STATE     TRUE
#define STM32_MAC_ETH1_IRQ_PRIORITY         13
#define STM32_MAC_IP_CHECKSUM_OFFLOAD       0

/*
 * PWM driver system settings.
 */
#define STM32_PWM_USE_ADVANCED              FALSE
#define STM32_PWM_USE_TIM1                  FALSE
#define STM32_PWM_USE_TIM2                  FALSE
#define STM32_PWM_USE_TIM3                  FALSE
#define STM32_PWM_USE_TIM4                  FALSE
#define STM32_PWM_USE_TIM5                  FALSE
#define STM32_PWM_USE_TIM8                  FALSE
#define STM32_PWM_USE_TIM9                  FALSE
#define STM32_PWM_TIM1_IRQ_PRIORITY         7
#define STM32_PWM_TIM2_IRQ_PRIORITY         7
#define STM32_PWM_TIM3_IRQ_PRIORITY         7
#define STM32_PWM_TIM4_IRQ_PRIORITY         7
#define STM32_PWM_TIM5_IRQ_PRIORITY         7
#define STM32_PWM_TIM8_IRQ_PRIORITY         7
#define STM32_PWM_TIM9_IRQ_PRIORITY         7

/*
 * SDC driver system settings.
 */
#define STM32_SDC_SDIO_DMA_PRIORITY         3
#define STM32_SDC_SDIO_IRQ_PRIORITY         9
#define STM32_SDC_WRITE_TIMEOUT_MS          1000
#define STM32_SDC_READ_TIMEOUT_MS           1000
#define STM32_SDC_CLOCK_ACTIVATION_DELAY    10
#define STM32_SDC_SDIO_UNALIGNED_SUPPORT    TRUE
#define STM32_SDC_SDIO_DMA_STREAM           STM32_DMA_STREAM_ID(2, 3)

/*
 * SERIAL driver system settings.
 */
#define STM32_SERIAL_USE_USART1             FALSE
#define STM32_SERIAL_USE_USART2             FALSE
#define STM32_SERIAL_USE_USART3             FALSE
#define STM32_SERIAL_USE_UART4              FALSE
#define STM32_SERIAL_USE_UART5              FALSE
#define STM32_SERIAL_USE_USART6             TRUE
#define STM32_SERIAL_USART1_PRIORITY        12
#define STM32_SERIAL_USART2_PRIORITY        12
#define STM32_SERIAL_USART3_PRIORITY        12
#define STM32_SERIAL_UART4_PRIORITY         12
#define STM32_SERIAL_UART5_PRIORITY         12
#define STM32_SERIAL_USART6_PRIORITY        12

/*
 * SPI driver system settings.
 */
#define STM32_SPI_USE_SPI1                  FALSE
#define STM32_SPI_USE_SPI2                  FALSE
#define STM32_SPI_USE_SPI3                  FALSE
#define STM32_SPI_SPI1_RX_DMA_STREAM        STM32_DMA_STREAM_ID(2, 0)
#define STM32_SPI_SPI1_TX_DMA_STREAM        STM32_DMA_STREAM_ID(2, 3)
#define STM32_SPI_SPI2_RX_DMA_STREAM        STM32_DMA_STREAM_ID(1, 3)
#define STM32_SPI_SPI2_TX_DMA_STREAM        STM32_DMA_STREAM_ID(1, 4)
#define STM32_SPI_SPI3_RX_DMA_STREAM        STM32_DMA_STREAM_ID(1, 0)
#define STM32_SPI_SPI3_TX_DMA_STREAM        STM32_DMA_STREAM_ID(1, 7)
#define STM32_SPI_SPI1_DMA_PRIORITY         1
#define STM32_SPI_SPI2_DMA_PRIORITY         1
#define STM32_SPI_SPI3_DMA_PRIORITY         1
#define STM32_SPI_SPI1_IRQ_PRIORITY         10
#define STM32_SPI_SPI2_IRQ_PRIORITY         10
#define STM32_SPI_SPI3_IRQ_PRIORITY         10
#define STM32_SPI_DMA_ERROR_HOOK(spip)      osalSysHalt("DMA failure")

/*
 * ST driver system settings.
 */
#define STM32_ST_IRQ_PRIORITY               8
#define STM32_ST_USE_TIMER                  2

/*
 * UART driver system settings.
 */
#define STM32_UART_USE_USART1               FALSE
#define STM32_UART_USE_USART2               FALSE
#define STM32_UART_USE_USART3               FALSE
#define STM32_UART_USE_UART4                FALSE
#define STM32_UART_USE_UART5                FALSE
#define STM32_UART_USE_USART6               FALSE
#define STM32_UART_USART1_RX_DMA_STREAM     STM32_DMA_STREAM_ID(2, 5)
#define STM32_UART_USART1_TX_DMA_STREAM     STM32_DMA_STREAM_ID(2, 7)
#define STM32_UART_USART2_RX_DMA_STREAM     STM32_DMA_STREAM_ID(1, 5)
#define STM32_UART_USART2_TX_DMA_STREAM     STM32_DMA_STREAM_ID(1, 6)
#define STM32_UART_USART3_RX_DMA_STREAM     STM32_DMA_STREAM_ID(1, 1)
#define STM32_UART_USART3_TX_DMA_STREAM     STM32_DMA_STREAM_ID(1, 3)
#define STM32_UART_UART4_RX_DMA_STREAM      STM32_DMA_STREAM_ID(1, 2)
#define STM32_UART_UART4_TX_DMA_STREAM      STM32_DMA_STREAM_ID(1, 4)
#define STM32_UART_UART5_RX_DMA_STREAM      STM32_DMA_STREAM_ID(1, 0)
#define STM32_UART_UART5_TX_DMA_STREAM      STM32_DMA_STREAM_ID(1, 7)
#define STM32_UART_USART6_RX_DMA_STREAM     STM32_DMA_STREAM_ID(2, 2)
#define STM32_UART_USART6_TX_DMA_STREAM     STM32_DMA_STREAM_ID(2, 7)
#define STM32_UART_USART1_IRQ_PRIORITY      12
#define STM32_UART_USART2_IRQ_PRIORITY      12
#define STM32_UART_USART3_IRQ_PRIORITY      12
#define STM32_UART_UART4_IRQ_PRIORITY       12
#define STM32_UART_UART5_IRQ_PRIORITY       12
#define STM32_UART_USART6_IRQ_PRIORITY      12
#define STM32_UART_USART1_DMA_PRIORITY      0
#define STM32_UART_USART2_DMA_PRIORITY      0
#define STM32_UART_USART3_DMA_PRIORITY      0
#define STM32_UART_UART4_DMA_PRIORITY       0
#define STM32_UART_UART5_DMA_PRIORITY       0
#define STM32_UART_USART6_DMA_PRIORITY      0
#define STM32_UART_DMA_ERROR_HOOK(uartp)    osalSysHalt("DMA failure")

/*
 * USB driver system settings.
 */
#define STM32_USB_USE_OTG1                  FALSE
#define STM32_USB_USE_OTG2                  FALSE
#define STM32_USB_OTG1_IRQ_PRIORITY         14
#define STM32_USB_OTG2_IRQ_PRIORITY         14
#define STM32_USB_OTG1_RX_FIFO_SIZE         512
#define STM32_USB_OTG2_RX_FIFO_SIZE         1024
#define STM32_USB_OTG_THREAD_PRIO           LOWPRIO
#define STM32_USB_OTG_THREAD_STACK_SIZE     128
#define STM32_USB_OTGFIFO_FILL_BASEPRI      0

/*
 * WDG driver system settings.
 */
#define STM32_WDG_USE_IWDG                  FALSE

#endif /* MCUCONF_H */
://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) [![screenshot tool](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white_preview.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) ![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/v160-misc-classic.png) [![screenshot profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler-880.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png) Dear ImGui can load TTF/OTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with: Code: ```cpp ImGuiIO& io = ImGui::GetIO(); io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); ``` ```cpp ImGui::Text(u8"こんにちは!テスト %d", 123); if (ImGui::Button(u8"ロード")) { // 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_jp.png) <br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_ References ---------- 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. - [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html). - [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/). - [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/). See the [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks. Support Forums -------------- If you have issues with: compiling, linking, adding fonts, running or displaying Dear ImGui, or wiring inputs: please post on the Discourse forum: https://discourse.dearimgui.org/c/getting-started. For any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Frequently Asked Question (FAQ) ------------------------------- **Where is the documentation?** - The documentation is at the top of imgui.cpp + effectively imgui.h. - Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. - Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder. - We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort. - Your programming IDE is your friend, find the type or function declaration to find comments associated to it. **Which version should I get?** I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) branches. Even though they are marked beta, several projects are using them and they are kept in sync with master regularly. **Who uses Dear ImGui?** See the [Software using dear imgui page](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) for an (incomplete) list of games/software which are publicly known to use dear imgui. Please add yours if you can! **Why the odd dual naming, "dear imgui" vs "ImGui"?** The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the 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 in ambiguous situations. **How can I tell whether to dispatch mouse/keyboard to imgui or to my application?** <br>**How can I display an image? What is ImTextureID, how does it works?** <br>**How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.** <br>**How can I use my own math types instead of ImVec2/ImVec4?** <br>**How can I load a different font than the default?** <br>**How can I easily use icons in my application?** <br>**How can I load multiple fonts?** <br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** <br>**How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)** <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..** <br>**How can I help?** See the FAQ in imgui.cpp for answers. **How do you use Dear ImGui on a platform that may not have a mouse or keyboard?** You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`). You can share your computer mouse seamlessly with your console/tablet/phone using [Synergy](http://synergy-project.org). This is the preferred solution for developer productivity. In particular, their [micro-synergy-client](https://github.com/symless/micro-synergy-client) repo there is _uSynergy.c_ sources for a small embeddable that you can use on any platform to connect to your host PC using Synergy 1.x. You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui). For touch inputs, you can increase the hit box of widgets (via the _style.TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision. **Can you create elaborate/serious tools with Dear ImGui?** Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library. Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful. **Can you reskin the look of Dear ImGui?** You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Below is a screenshot from [LumixEngine](https://github.com/nem0/LumixEngine) with custom colors + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged): ![LumixEngine](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v151/lumix-201710-rearranged.png) **Why using C++ (as opposed to C)?** Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear 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 auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. This is designed for binding other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to other languages. Support dear imgui ------------------ **How can I help financing further development of Dear ImGui?** Your contributions are keeping the library alive. If you are an individual using dear imgui, please consider donating to enable me to spend more time improving the library. 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) Ongoing dear imgui development is financially supported on [**Patreon**](http://www.patreon.com/imgui) and by private sponsors. If your company uses dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development. I can also invoice for private support, custom development etc. contact me for details: omarcornut at gmail). Thanks! **Platinum-chocolate sponsors** - Blizzard Entertainment. **Double-chocolate sponsors** - Media Molecule, Mobigame, Insomniac Games, Aras Pranckevičius, Lizardcube, Greggman, DotEmu, Nadeo, Supercell, Runner, Friendly Shade. **Salty caramel supporters** - Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts. **Caramel supporters** - Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa. And all other supporters; THANK YOU! (Please contact me if you would like to be added or removed from this list) Credits ------- Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com). I first discovered imgui principles at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple imgui implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it. Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license). Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain). Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub. License ------- Dear ImGui is licensed under the MIT License, see LICENSE for more information.