Steppable 0.0.1
A CAS project written from scratch in C++
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You may link to this document using short form: https://www.dearimgui.com/faq or its real address: https://github.com/ocornut/imgui/blob/master/docs/FAQ.md or view this file with any Markdown viewer.
| Q&A: Basics | :-------------------------------------------------------— | | Where is the documentation? | | What is this library called? | | Which version should I get? | | Q&A: Integration | | How to get started? | | How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? | | How can I enable keyboard or gamepad controls? | | How can I use this on a machine without mouse, keyboard or screen? (input share, remote display) | | I integrated Dear ImGui in my engine and little squares are showing instead of text... | | I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... | | I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... | | Q&A: Usage | | About the ID Stack system..Why is my widget not reacting when I click on it?Why is the wrong widget reacting when I click on one?How can I have widgets with an empty label?How can I have multiple widgets with the same label?How can I have multiple windows with the same label? | | How can I display an image? What is ImTextureID, how does it work?| | How can I use maths operators with ImVec2? | | How can I use my own maths types instead of ImVec2/ImVec4? | | How can I interact with standard C++ types (such as std::string and std::vector)? | | How can I display custom shapes? (using low-level ImDrawList API) | | Q&A: Fonts, Text | | How should I handle DPI in my application? | | How can I load a different font than the default? | | How can I easily use icons in my application? | | How can I load multiple fonts? | | How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? | | Q&A: Concerns | | Who uses Dear ImGui? | | Can you create elaborate/serious tools with Dear ImGui? | | Can you reskin the look of Dear ImGui? | | Why using C++ (as opposed to C)? | | Q&A: Community | | How can I help? |
This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
ImGui::ShowDemoWindow()
function. The demo covers most features of Dear ImGui, so you can read the code and see its output.ImGui::ShowMetricsWindow()
function exposes lots of internal information and tools. Although it is primarily designed as a debugging tool, having access to that information tends to help understands concepts.This library is called Dear ImGui. Please refer to it as Dear ImGui (not ImGui, not IMGUI).
(The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library.
I occasionally tag 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 use the docking branch which includes:
Many projects are using this branch and it is kept in sync with master regularly.
Read Getting Started.
Read EXAMPLES.md.
Read BACKENDS.md.
Read PROGRAMMER GUIDE
section of imgui.cpp.
The Wiki is a hub to many resources and links.
For first-time users having issues compiling/linking/running or issues loading fonts, please use GitHub Discussions.
You can read the io.WantCaptureMouse
, io.WantCaptureKeyboard
and io.WantTextInput
flags from the ImGuiIO structure.
io.WantCaptureMouse
is set, you need to discard/hide the mouse inputs from your underlying application.io.WantCaptureKeyboard
is set, you need to discard/hide the keyboard inputs from your underlying application.io.WantTextInput
is set, you can notify your OS/engine to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).Important: you should always pass your mouse/keyboard inputs to Dear ImGui, regardless of the value io.WantCaptureMouse
/io.WantCaptureKeyboard
. This is because e.g. we need to detect that you clicked in the void to unfocus its own windows, and other reasons.
Note: The io.WantCaptureMouse
is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handles mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
Note: Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have io.WantCaptureKeyboard == false
. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard
to enable.io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad
to enable (with a supporting backend).USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
section of imgui.cpp for more details.style.TouchPadding
setting) to accommodate 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.Your renderer backend is not using the font texture correctly or it hasn't been uploaded to the GPU.
ImGui_ImplXXX_NewFrame()
? B) maybe the texture failed to upload, which can if your texture atlas is too big. Also see docs/FONTS.md.You are probably mishandling the clipping rectangles in your render function. Each draw command needs the triangle rendered using the clipping rectangle provided in the ImDrawCmd structure (ImDrawCmd->CllipRect
). Rectangles provided by Dear ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom)
and NOT as (x1,y1,width,height)
. Refer to rendering backends in the backends/ folder for references of how to handle the ClipRect
field. For example, the DirectX11 backend does this:
USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE:
ImGui::Begin("Incorrect!");
ImGui::DragFloat2("My value", &objects[0]->pos.x);
ImGui::DragFloat2("My value", &objects[1]->pos.x);
ImGui::DragFloat2("My value", &objects[2]->pos.x);
ImGui::End();
ImGui::Begin("Correct!");
ImGui::DragFloat2("My value", &objects[0]->pos.x);
ImGui::DragFloat2("My value##2", &objects[1]->pos.x);
ImGui::DragFloat2("My value##3", &objects[2]->pos.x);
ImGui::End();
ImGui::Begin("Also Correct!");
for (int n = 0; n < 3; n++)
{
ImGui::PushID(n);
ImGui::DragFloat2("My value", &objects[n]->pos.x);
ImGui::PopID();
}
ImGui::End();
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A primer on labels and the ID Stack...
Dear ImGui internally needs to uniquely identify UI elements. Elements that are typically not clickable (such as calls to the Text functions) don't need an ID. Interactive widgets (such as calls to Button buttons) need a unique ID.
Unique IDs are used internally to track active widgets and occasionally associate state to widgets.
Unique IDs are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
Since Dear ImGui 1.85, you can use Demo>Tools>ID Stack Tool
or call ImGui::ShowIDStackToolWindow()
. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
PushID()
/ PopID()
to create scopes and manipulate the ID stack, as to avoid ID conflicts within the same window. This is the most convenient way of distinguishing ID when iterating and creating many UI elements programmatically. You can push a pointer, a string, or an integer value into the ID stack. Remember that IDs are formed from the concatenation of everything pushed into the ID stack. At each level of the stack, we store the seed used for items at this level of the ID stack. PushID()
: When working with trees, IDs are used to preserve the open/close state of each tree node. Depending on your use cases you may want to use strings, indices, or pointers as ID.
Short explanation:
ImGui::Image()
, ImGui::ImageButton()
or lower-level ImDrawList::AddImage()
to emit draw calls that will use your own textures.Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.
Long explanation:
User code may do:
The renderer function called after ImGui::Render() will receive that same value that the user code passed:
Once you understand this design, you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. This is by design and is a good thing because it means your code has full control over your data types and how you display them. If you want to display an image file (e.g. PNG file) on the screen, please refer to documentation and tutorials for the graphics API you are using.
Refer to Image Loading and Displaying Examples on the Wiki to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11.
C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa. Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*. Here are some examples:
Finally, you may call ImGui::ShowMetricsWindow()
to explore/visualize/understand how the ImDrawList are generated.
We do not export maths operators by default in imgui.h in order to not conflict with the use of your own maths types and maths operators. As a convenience, you may use #define IMGUI_DEFINE_MATH_OPERATORS
+ #include "imgui.h"
to access our basic maths operators.
You can setup your imconfig.h file with IM_VEC2_CLASS_EXTRA
/IM_VEC4_CLASS_EXTRA
macros to add implicit type conversions to our own maths types. This way you will be able to use your own types everywhere, e.g. passing MyVector2
or glm::vec2
to ImGui functions instead of ImVec2
.
std::vector
or any other data structure: the BeginCombo()/EndCombo()
API lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter()
API. Prefer using them over the old and awkward Combo()/ListBox()
api.std::string
on applications with a large amount of UI may incur unsatisfactory performances. Modern implementations of std::string
often include small-string optimization (which is often a local buffer) but those are not configurable and not the same across implementations.ImDrawList
api to render shapes within a window. ShowExampleAppCustomRendering()
in imgui_demo.cpp
from more examples.IM_COL32(255,255,255,255)
to generate them at compile time, or use ImGui::GetColorU32(IM_COL32(255,255,255,255))
or ImGui::GetColorU32(ImVec4(1.0f,1.0f,1.0f,1.0f))
to generate a color that is multiplied by the current value of style.Alpha
.IM_VEC2_CLASS_EXTRA
in imconfig.h
to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use #define IMGUI_DEFINE_MATH_OPERATORS
#include "imgui.h"
to use our math operators, but instead prefer using your own math library and set it up in imconfig.h
.ImGui::GetBackgroundDrawList()
or ImGui::GetForegroundDrawList()
to access draw lists which will be displayed behind and over every other Dear ImGui window (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated with a Dear ImGui window.ImGuiWindowFlags_NoDecoration
flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via GetWindowDrawList()
and draw to it in any way you like.ImGui::GetDrawListSharedData()
, or create your own instancing ImDrawListSharedData
, and then call your renderer function with your own ImDrawList or ImDrawData data.The short answer is: obtain the desired DPI scale, load your fonts resized with that scale (always round down fonts size to the nearest integer), and scale your Style structure accordingly using style.ScaleAllSizes()
.
Your application may want to detect DPI change and reload the fonts and reset style between frames.
Your ui code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as ImGui::GetFontSize()
or ImGui::GetFrameHeight()
. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use 30*ImGui::GetFontSize()
instead.
Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this.
Applications in the examples/
folder are not DPI aware partly because they are unable to load a custom font from the file-system (may change that in the future).
The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the docking
branch: when multiple viewport windows are over multiple monitors using different DPI scales). The current way to handle this on the application side is:
platform_io.Monitors[]
before NewFrame()
).platform_io.OnChangedViewport()
to detect when a Begin()
call makes a Dear ImGui window change monitor (and therefore DPI).This approach is relatively easy and functional but comes with two issues:
Begin()
without knowing on which monitor it'll land.Begin()
call crossing monitor boundaries. You may need to do some custom scaling mumbo-jumbo if you want your OnChangedViewport()
handler to preserve style overrides.Please note that if you are not using multi-viewports with multi-monitors using different DPI scales, you can ignore that and use the simpler technique recommended at the top.
On Windows, in addition to scaling the font size (make sure to round to an integer) and using style.ScaleAllSizes()
, you will need to inform Windows that your application is DPI aware. If this is not done, Windows will scale the application window and the UI text will be blurry. Potential solutions to indicate DPI awareness on Windows are:
SDL_WINDOW_ALLOW_HIGHDPI
needs to be passed to SDL_CreateWindow()
.
For GLFW: this is done automatically.
For other Windows projects with other backends, or wrapper projects:
- We provide a
ImGui_ImplWin32_EnableDpiAwareness()helper method in the Win32 backend.
- Use an [application manifest file](https://learn.microsoft.com/en-us/windows/win32/hidpi/setting-the-default-dpi-awareness-for-a-process) to set the
<dpiAware>` property.Use the font atlas to load the TTF/OTF file you want:
Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code.
(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
(Read the docs/FONTS.md file for more details about font loading.)
New programmers: remember that in C/C++ and most programming languages if you want to use a backslash \ within a string literal, you need to write it double backslash "\\": @icode{cpp} io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!) io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // CORRECT (Windows only) io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT @endicode @subparagraph autotoc_md153 @ref "index" "Return to Index" <hr> @subsubsection autotoc_md155 Q: How can I easily use icons in my application? The most convenient and practical way is to merge an icon font such as FontAwesome inside your main font. Then you can refer to icons within your strings. Read the <a href="https://github.com/ocornut/imgui/blob/master/docs/FONTS.md" >docs/FONTS.md</a> file for more details about icons font loading. @subparagraph autotoc_md156 @ref "index" "Return to Index" <hr> @subsubsection autotoc_md158 Q: How can I load multiple fonts? Use the font atlas to pack them into a single texture. Read <a href="https://github.com/ocornut/imgui/blob/master/docs/FONTS.md" >docs/FONTS.md</a> for more details. @subparagraph autotoc_md159 @ref "index" "Return to Index" <hr> @subsubsection autotoc_md161 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? When loading a font, pass custom Unicode ranges to specify the glyphs to load. @icode{cpp} // Add default Japanese ranges io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese()); // Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need) ImVector<ImWchar> ranges; ImFontGlyphRangesBuilder builder; builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) builder.AddChar(0x7262); // Add a specific character builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, nullptr, ranges.Data); @endicode All your strings need to use UTF-8 encoding. You need to tell your compiler to use UTF-8, or in C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. Specifying literal in your source code using a local code page (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! See <a href="https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#about-utf-8-encoding" >About UTF-8 Encoding</a> section of <a href="https://github.com/ocornut/imgui/blob/master/docs/FONTS.md" >FONTS.md</a> for details about UTF-8 Encoding. Text input: it is up to your application to pass the right character code by calling <tt>io.AddInputCharacter()</tt>. The applications in examples/ are doing that. Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). You may also use <tt>MultiByteToWideChar()</tt> or <tt>ToUnicode()</tt> to retrieve Unicode codepoints from MultiByte characters or keyboard state. Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to ImGui::GetMainViewport()->PlatformHandleRaw for the default implementation of io.PlatformSetImeDataFn() to set your Microsoft IME position correctly. @subparagraph autotoc_md162 @ref "index" "Return to Index" <hr> @section autotoc_md164 Q&A: Concerns @subsubsection autotoc_md165 Q: Who uses Dear ImGui? You may take a look at: - <a href="https://github.com/ocornut/imgui/wiki/Quotes" >Quotes</a> - <a href="https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui" >Software using Dear ImGui</a> - <a href="https://github.com/ocornut/imgui/wiki/Funding" >Funding & Sponsors</a> - <a href="https://github.com/ocornut/imgui/issues/7503" >Gallery</a> @subparagraph autotoc_md166 @ref "index" "Return to Index" <hr> @subsubsection autotoc_md168 Q: Can you create elaborate/serious tools with Dear ImGui? Yes. People have written game editors, data browsers, debuggers, profilers, and all sorts 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 require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful. Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization than the more typical RMGUI paradigm. @subparagraph autotoc_md169 @ref "index" "Return to Index" <hr> @subsubsection autotoc_md171 Q: Can you reskin the look of Dear ImGui? Somewhat. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, and 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. Dear ImGui is NOT designed to create a user interface for games, although with ingenious use of the low-level API you can do it. A reasonably skinned application may look like (screenshot from <a href="https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119" >#2529</a>): <img src="https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png" alt="minipars"/> @subparagraph autotoc_md172 @ref "index" "Return to Index" <hr> @subsubsection autotoc_md174 Q: Why using C++ (as opposed to C)? Dear ImGui takes advantage of a few C++ language features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui doesn't use any C++ header file. Dear ImGui uses a very small subset of C++11 features. In particular, function overloading and default parameters are used to make the API easier to use and code terser. 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 <a href="https://github.com/cimgui/cimgui" >c-api for Dear ImGui (cimgui)</a> by Sonoro1234 and Stephan Dilly. It is designed for creating bindings to 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 <a href="https://github.com/ocornut/imgui/wiki/Bindings" >Bindings</a> for various third-party bindings. @subparagraph autotoc_md175 @ref "index" "Return to Index" <hr> @section autotoc_md177 Q&A: Community @subsubsection autotoc_md178 Q: How can I help? - Businesses: please reach out to <tt>omar AT dearimgui.com</tt> if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project. Please see <a href="https://github.com/ocornut/imgui/wiki/Funding" >Funding</a> page. - Individuals: you can support continued maintenance and development via PayPal donations. See <a href="https://github.com/ocornut/imgui/blob/master/docs/README.md" >README</a>. - If you are experienced with Dear ImGui and C++, look at <a href="https://github.com/ocornut/imgui/issues" >GitHub Issues</a>, <a href="https://github.com/ocornut/imgui/discussions" >GitHub Discussions</a>, the <a href="https://github.com/ocornut/imgui/wiki" >Wiki</a>, read <a href="https://github.com/ocornut/imgui/blob/master/docs/TODO.txt" >docs/TODO.txt</a>, and see how you want to help and can help! - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc. You may post screenshots or links in the <a href="https://github.com/ocornut/imgui/issues/7503" >gallery threads</a>. Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions. - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR. @subparagraph autotoc_md179 @ref "index" "Return to Index"