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dear imgui,

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(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. E-mail: omarcornut at gmail.)

Monthly donations via Patreon:
Patreon

One-off donations via PayPal:
PayPal

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), realtime 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_internal.h
  • imconfig.h (empty by default, user-editable)
  • stb_rect_pack.h
  • stb_textedit.h
  • stb_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:

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:
sample code output
(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px / Rounding: 5)

Code:

// 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:
sample code output

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 sto