Refer to the sample applications in the examples/ folder for instructions on how to integrate Dear ImGui with your existing codebase.Ī 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. in the middle of a running algorithm, or in the middle of your own rendering process). Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. The number of draw calls and state changes required to render them is fairly small. Check out the Wiki's About the IMGUI paradigm section for more details.ĭear ImGui outputs vertex buffers and command lists that you can easily render in your application. It is less error-prone (less code and fewer bugs) than traditional retained-mode interfaces, and lends itself to creating dynamic user interfaces. The IMGUI paradigm through its API tries to minimize superfluous state duplication, state synchronization, and state retention from the user's point of view. 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. You can use it along with your own reflection data to browse your dataset live. You can use it to trace a running algorithm by just emitting text commands. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweak variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. ImGui::TextColored(ImVec4( 1, 1, 0, 1), "Important Stuff ") ĭear ImGui allows you to create elaborate tools as well as very short-lived ones. Display contents in a scrolling region ImGui::PlotLines( "Samples ", samples, 100) ImGui::Begin( "My First Tool ", &my_tool_active, ImGuiWindowFlags_MenuBar) Create a window called "My First Tool", with a menu bar. Battle-tested, used by many major actors in the game industry.Efficient runtime and memory consumption.Portable, minimize dependencies, run on target (consoles, phones, etc.).Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.Easy to use to create code-driven and data-driven tools.Easy to use to create dynamic UI which are the reflection of a dynamic data set.Minimize UI-related state storage on user side.It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries.ĭear ImGui is particularly suited to integration in game engines (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on console platforms where operating system features are non-standard. It is fast, portable, renderer agnostic, and self-contained (no external dependencies).ĭear 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 outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. Dear ImGui is a bloat-free graphical user interface library for C++.
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