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Dismiss alert {{ message }} ocornut / imgui Public * * Notifications * Fork 9.4k * Star 52.6k Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies License MIT license 52.6k stars 9.4k forks Activity Star Notifications * Code * Issues 797 * Pull requests 147 * Discussions * Actions * Wiki * Security * Insights Additional navigation options * Code * Issues * Pull requests * Discussions * Actions * Wiki * Security * Insights ocornut/imgui This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. master Switch branches/tags [ ] Branches Tags Could not load branches Nothing to show {{ refName }} default View all branches Could not load tags Nothing to show {{ refName }} default View all tags Name already in use A tag already exists with the provided branch name. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Are you sure you want to create this branch? Cancel Create 9 branches 95 tags Code * Local * Codespaces * Clone HTTPS GitHub CLI [https://github.com/o] Use Git or checkout with SVN using the web URL. [gh repo clone ocornu] Work fast with our official CLI. Learn more about the CLI. * Open with GitHub Desktop * Download ZIP Sign In Required Please sign in to use Codespaces. Launching GitHub Desktop If nothing happens, download GitHub Desktop and try again. Launching GitHub Desktop If nothing happens, download GitHub Desktop and try again. Launching Xcode If nothing happens, download Xcode and try again. Launching Visual Studio Code Your codespace will open once ready. There was a problem preparing your codespace, please try again. Latest commit @ocornut ocornut Debug: move debug assertion in post-clip code to reduce overhead. (#4796 ... 1 8340a30 Dec 20, 2023 Debug: move debug assertion in post-clip code to reduce overhead. (# 4796 and more). Amend c801799 8340a30 1 Git stats * 7,691 commits Files Permalink Failed to load latest commit information. Type Name Latest commit message Commit time .github Docs: add more links to the top of every examples and backends files. September 11, 2023 14:01 backends Backends: Vulkan: ImGui_ImplVulkan_CreateFontsTexture() calls vkQueue... December 19, 2023 18:25 docs Debug Tools: Debug Log: Hide its own clipper log to reduce noise in t... December 20, 2023 16:22 examples Backends: GLFW, Emscripten: fixes for canvas resizing, amends. (#6751 ) December 19, 2023 16:09 misc Commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. Comm... December 5, 2023 17:04 .editorconfig Internals: clarified that GetInputTextState(0) can not return a point... July 5, 2022 14:40 .gitattributes Add .gitattributes with rules for line endings of files. November 4, 2019 15:28 .gitignore Tweak to accomodate for build* directories anywhere. July 10, 2023 18:12 LICENSE.txt Happy new year! January 2, 2023 14:42 imconfig.h Misc: Added IMGUI_USER_H_FILENAME to change the path included when us... December 1, 2023 14:26 imgui.cpp Debug: move debug assertion in post-clip code to reduce overhead. (# 4796 December 20, 2023 16:23 imgui.h Commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_K... December 19, 2023 13:55 imgui_demo.cpp Fixes for MSVC code analyzer. December 18, 2023 18:36 imgui_draw.cpp Version 1.90.1 WIP November 15, 2023 23:53 imgui_internal.h Internals: Fixed function name typo. December 19, 2023 20:32 imgui_tables.cpp Version 1.90.1 WIP November 15, 2023 23:53 imgui_widgets.cpp ColorEdit4: Further tweaks for very small sizes. (#7120, #7121) December 20, 2023 11:06 imstb_rectpack.h Updated stb_rect_pack.h from 1.00 to 1.01. (#5075) March 13, 2022 13:23 imstb_textedit.h Misc: Renamed some defines in imstb_textedit.h to avoid conflicts whe... November 22, 2023 14:12 imstb_truetype.h imstb_truetype: Add missing return keyword in error case of `stbtt_... December 20, 2022 06:41 View code [ ] Dear ImGui The Pitch Usage How it works Releases & Changelogs Demo Integration Gallery Support, Frequently Asked Questions (FAQ) How to help Sponsors Credits License README.md Dear ImGui "Give someone state and they'll have a bug one day, but teach them how to represent state in two separate locations that have to be kept in sync and they'll have bugs for a lifetime." -ryg --------------------------------------------------------------------- Build Status Static Analysis Status Tests Status [(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.)] Businesses: support continued development and maintenance via invoiced sponsoring/support contracts: E-mail: contact @ dearimgui dot com Individuals: support continued development and maintenance here. Also see Sponsors page. The Pitch - Usage - How it works - Releases & Changelogs - Demo - Integration Gallery - Support, FAQ - How to help - Sponsors - Credits - License Wiki - Languages & frameworks backends/bindings - Software using Dear ImGui - User quotes The Pitch 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 commonly found in more high-level libraries. Dear 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. * Minimize state synchronization. * Minimize UI-related state storage on user side. * Minimize setup and maintenance. * Easy to use to create dynamic UI which are the reflection of a dynamic data set. * Easy to use to create code-driven and data-driven tools. * Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. * Easy to hack and improve. * Portable, minimize dependencies, run on target (consoles, phones, etc.). * Efficient runtime and memory consumption. * Battle-tested, used by many major actors in the game industry. Usage The core of Dear ImGui is self-contained within a few platform-agnostic files which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h). No specific build process is required. You can add the .cpp files into your existing project. Backends for a variety of graphics API and rendering platforms are provided in the backends/ folder, along with example applications in the examples/ folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui. See the Getting Started guide and Integration section of this document for more details. After Dear ImGui is set up in your application, you can use it from _anywhere_ in your program loop: ImGui::Text("Hello, world %d", 123); if (ImGui::Button("Save")) MySaveFunction(); ImGui::InputText("string", buf, IM_ARRAYSIZE(buf)); ImGui::SliderFloat("float", &f, 0.0f, 1.0f); sample code output (dark, segoeui font, freetype) sample code output (light, segoeui font, freetype) // 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); // Generate samples and plot them float samples[100]; for (int n = 0; n < 100; n++) samples[n] = sinf(n * 0.2f + ImGui::GetTime() * 1.5f); ImGui::PlotLines("Samples", samples, 100); // 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(); my_first_tool_v188 Dear ImGui allows you to create elaborate tools as well as very short-lived ones. 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. 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. How it works The IMGUI paradigm through its API tries to minimize superfluous state duplication, state synchronization, and state retention from the user's point of view. It is less error-prone (less code and fewer bugs) than traditional retained-mode interfaces, and lends itself to creating dynamic user interfaces. Check out the Wiki's About the IMGUI paradigm section for more details. Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions 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. Releases & Changelogs See Releases page for decorated Changelogs. Reading the changelogs is a good way to keep up to date with the things Dear ImGui has to offer, and maybe will give you ideas of some features that you've been ignoring until now! Demo Calling the ImGui::ShowDemoWindow() function will create a demo window showcasing a variety of features and examples. The code is always available for reference in imgui_demo.cpp. Here's how the demo looks. You should be able to build the examples from sources. If you don't, let us 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-20230704.zip (Windows, 1.89.7, built 2023/07/ 04, master) or older binaries. The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/ reload your font at a different scale and scale your style with style.ScaleAllSizes() (see FAQ). Integration See the Getting Started guide for details. On most platforms and when using C++, you should be able to use a combination of the imgui_impl_xxxx backends without modification (e.g. imgui_impl_win32.cpp + imgui_impl_dx11.cpp). If your engine supports multiple platforms, consider using more imgui_impl_xxxx files instead of rewriting them: this will be less work for you, and you can get Dear ImGui running immediately. You can later decide to rewrite a custom backend using your custom engine functions if you wish so. Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The examples/ folder is populated with applications doing just that: setting up a window and using backends. If you follow the Getting Started guide it should in theory takes you less than an hour to integrate Dear ImGui. Make sure to spend time reading the FAQ, comments, and the examples applications! Officially maintained backends/bindings (in repository): * Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU. * Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android. * Frameworks: Allegro5, Emscripten. Third-party backends/bindings wiki page: * Languages: C, C# and: Beef, ChaiScript, CovScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Nim, Odin, Pascal, PureBasic, Python, ReaScript, Ruby, Rust, Swift, Zig... * Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Defold, Diligent Engine, Ebiten, Flexium, GML/ Game Maker Studio, GLEQ, Godot, GTK3, Irrlicht Engine, JUCE, LOVE+LUA, Mach Engine, Magnum, Marmalade, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS/Switch/WiiU (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt /QtDirect3D, raylib, SFML, Sokol, Unity, Unreal Engine 4/5, UWP, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets. * Many bindings are auto-generated (by good old cimgui or newer/ experimental dear_bindings), you can use their metadata output to generate bindings for other languages. Useful Extensions/Widgets wiki page: * Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include ImPlot and Dear ImGui Test Engine. Also see Wiki for more links and ideas. Gallery For more user-submitted screenshots of projects using Dear ImGui, check out the Gallery Threads! For a list of third-party widgets and extensions, check out the Useful Extensions/Widgets wiki page. Custom engine erhe (docking Custom engine for Wonder Boy: The branch) Dragon's Trap (2017) erhe the dragon's trap Custom engine (untitled) Tracy Profiler (github) editor white tracy profiler Support, Frequently Asked Questions (FAQ) See: Frequently Asked Questions (FAQ) where common questions are answered. See: Getting Started and Wiki for many links, references, articles. See: Articles about the IMGUI paradigm to read/learn about the Immediate Mode GUI paradigm. See: Upcoming Changes. See: Dear ImGui Test Engine + Test Suite for Automation & Testing. Getting started? For first-time users having issues compiling/linking /running or issues loading fonts, please use GitHub Discussions. For ANY other questions, bug reports, requests, feedback, please post on GitHub Issues. Please read and fill the New Issue template carefully. Private support is available for paying business customers (E-mail: contact @ dearimgui dot com). Which version should I get? We occasionally tag Releases (with nice releases notes) but it is generally safe and recommended to sync to latest master or docking branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the docking branch with Multi-Viewport and Docking features. This branch is kept in sync with master regularly. Who uses Dear ImGui? See the Quotes, Sponsors, and Software using Dear ImGui Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the Gallery Threads! How to help How can I help? * See GitHub Forum/Issues. * You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it. * See Help wanted on the Wiki for some more ideas. * Be a sponsor! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for Dear ImGui Test Engine (please reach out: omar AT dearimgui DOT com). Sponsors Ongoing Dear ImGui development is and has been financially supported by users and private sponsors. Please see the detailed list of current and past Dear ImGui supporters for details. From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. THANK YOU to all past and present supporters for helping to keep this project alive and thriving! Dear ImGui is using software and services provided free of charge for open source projects: * PVS-Studio for static analysis. * GitHub actions for continuous integration systems. * OpenCppCoverage for code coverage analysis. Credits Developed by Omar Cornut and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of Media Molecule and first used internally on the game Tearaway (PS Vita). Recurring contributors include Rokas Kupstys @rokups (2020-2022): a good portion of work on automation system and regression tests now available in Dear ImGui Test Engine. Sponsoring, maintenance/support contracts and other B2B transactions are hosted and handled by Disco Hello. Omar: "I first discovered the IMGUI paradigm at Q-Games where Atman Binstock had dropped his own simple 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 and improving it." Embeds ProggyClean.ttf font by Tristan Grimmer (MIT license). Embeds stb_textedit.h, stb_truetype.h, stb_rect_pack.h 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. Also thank you to everyone posting feedback, questions and patches on GitHub. License Dear ImGui is licensed under the MIT License, see LICENSE.txt for more information. About Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies Topics api gamedev multi-platform gui library framework ui tools cplusplus native game-engine toolkit imgui immediate-gui game-development Resources Readme License MIT license Activity Stars 52.6k stars Watchers 1k watching Forks 9.4k forks Report repository Releases 90 v1.90 Latest Nov 15, 2023 + 89 releases Sponsor this project * https://github.com/ocornut/imgui/wiki/Sponsors Contributors 355 * @ocornut * @rokups * @thedmd * @bkaradzic * @ShironekoBen * @septag * @Xipiryon * @podsvirov * @waywardmonkeys * @ParticlePeter * @Loftilus * @martty * @eliasdaler * @elect86 + 341 contributors Languages * C++ 88.5% * C 9.6% * Objective-C++ 1.7% * Objective-C 0.2% * GLSL 0.0% * GDB 0.0% Footer (c) 2023 GitHub, Inc. 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